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As played on the A More Civilized Age podcast with Natalie Watson, Rob Zacny, and Austin Walker & Ali Acampora of Friends at the Table!

Some dedicate their life to the cause...

One day, you will dedicate everything

those who dream of a better world know one simple, terrible fact: not everyone who helps build it will be blessed with the opportunity to live in it. those who put their lives on the line to transmute dreams of rebellion into reality know the grim truth that to see this transformation occur, they may one day have to give their lives as catalyst. going rogue 2e is a GM-less tabletop roleplaying game for 2-5 players that tells the story of that sacrifice.

going rogue was originally developed as an expansion for riley rethal’s Star Wars-inspired Belonging Outside Belonging system, galactic 2e. this second edition of going rogue expands it to a 34-page game that can be played as a one-shot or over the course of a limited-run campaign. 

while the base game is built to tell stories of charming, larger-than-life heroes, going rogue 2etaking its inspiration from Rogue One: A Star Wars Story—uses galactic 2e’s mechanical foundation to instead weave narratives about troubled martyrs mired in messy, ethically gray conflicts who must face the possibility of making the ultimate sacrifice.

you can hear going rogue 2e played on A More Civilized Age, and hear first edition played on the Party of One podcast, Roleplaying Public Radio, and with galactic 2e creator riley rethal on Plus One Exp or see what is new in 2e here.

going rogue 2e is the winner of the 2023 CRIT Award for Best GMless Game of the Year, and was also featured on Dicebreaker.


“In a word: INTENSE. From the moves to the setting elements to the playbooks, all of the pieces of the game were constantly ratcheting up the tension, moving us into desperate action and hard choices—exactly the vibe you want from a galactic spy game. At the same time, the addition of THE BOND in 2e added this beautifully human element where we never forgot the person we were fighting alongside.”

— Jeff Stormer of the Party of One Actual Play podcast

The Game

in going rogue 2e, players step into the rebellion being waged by THE LIBERATION to free the galaxy of THE MANDATE. they inhabit one of 5 playbooks that completely replace those offered in the base game, each inspired by a member of one of Rogue One’s main cast : THE SPY, THE LEVERAGED, THE KNIGHT ERRANT, THE CONVERT, and THE LOYAL.

going rogue 2e also offers 3 pillars—or in Belonging Outside Belonging terms, “setting elements”—that supplement those in galactic 2e. this includes THE PARLIAMENT and THE INTELLIGENCE, a deliberate and democratic council and a burdened and decisive network of spies that are locked in a constant battle for the heart and mind of THE LIBERATION. the second edition also introduces THE BOND, a unique spin on belonging outside belonging’s “setting element” mechanic, in which the unfailing trust between THE LOYAL and another player character becomes a discrete element of the setting, introducing new dilemmas and offering a mechanical way to represent and develop that intense relationship.

going rogue 2e also offers 6 additional traits for NPCs, and a unique new clock mechanic known as “fates,” which give players the opportunity to commit to a series of predestined events that THE SPACE BETWEEN—the mystical force that connects all things—has bound the player characters to experience together. in the SACRIFICE fate, players explore the dramatic irony of knowing that before the story’s end, each of their characters will pay the ultimate price, giving their lives to accomplish a vital mission against seemingly impossible odds.


Themes

a number of central thematic tensions run throughout the game, offering players the opportunity to explore them in the course of play:

  • how does cynicism serve us as a coping mechanism? when must we counteract it with hope, and how do we do that?
  • when do caution, principles, and commitment to democracy constrain our ability to act for liberation? when does our willingness to abandon such ideals undermine that which we’re fighting for?
  • what is worthy of our sacrifice? for what might it be worth living another day?

Contributors

  • Jess Levine, creator and lead game designer, whose other games include I Have the High Ground
  • riley rethal, creator, game designer, and layout designer of the base game galactic 2e, which also serves as the basis for the going rogue 2e layout by Jess Levine
  • satah, the game design consultant, with particular contributions to THE LOYAL and THE BOND playbooks, and whose previous games include HOOK LINE & CYB3R
  • David Bednar, the illustrator, who drew the incredible front and back cover

Community Copies

if you can’t afford the game right now, there are free community copies available for download below. anyone who buys at the $15 price point—rather than the minimum $10—and for every $5 above that, a community copy is added to the pool. people who purchase at this level also receive exclusive content from the development of going rogue.

Reviewers & Streamers

If you would like to review going rogue 2e or use it on your livestream or actual play podcast, reach out via this contact form and we would be happy to provide you with a free copy and the press kit.

Testimonials

“There's nothing like fighting for a cause that seems lost, and no better way to do it than playing going rogue.”
— Tony Vasinda, host of the Plus One Exp livestream

"the most fun i've ever had playing a ttrpg possibly ever—if by 'fun' you mean 'crying about everyone's deaths, just like rogue one'”
@downloadagoat, playtester

Purchase

Buy Now$10.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

going rogue 2e spreads - v2.2.2-IU.pdf 6 MB
going rogue 2e singles - v2.2.2-IU.pdf 6 MB
going rogue 2e playkit - v2.2.2-IU.pdf 346 kB
going rogue 2e online playdoc template link.html 398 bytes
community copy donation bonus content.zip 22 MB
if you pay $13 USD or more

Exclusive content

Support this game at or above a special price point to receive something exclusive.

Community Copy Donation

anyone who buys at the $15 price point (rather than $10) adds a community copy to the pool for those who cannot afford. update: for every additional $5, it will add another copy as well!

they also receive exclusive content from the development of going rogue. this may be of interest to budding ttrpg developers! this content includes:

  1. version 0, 0.1, and 0.2 of the rulebook, which correspond to the initial draft and the versions after the 1st and 2nd creator playtests.
  2. a changelog from after the 1st and 2nd creator playtests.

Community Copy

if you can't afford to pay for this game, feel free to take a community copy.

anyone who buys at the $15 price point (rather than the minimum $10) adds a community copy to the pool & receives exclusive content from the development of going rogue.

Development log

Comments

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(+2)(-1)

Recently discovered the Belonging Outside Belonging system and I love it ! Going Rogue sounds fantastic and I can't wait to play it !

I was however taken by surprise to discover I need Galactic 2E to play it. I mean, this page does mention it was originally designed as an expansion and several other phrases do mention what it adds to Galactic 2E but since it's also referred once as a "34-page game that can be played as a one-shot" and everywhere else as a "game" I was lead to think that the first edition was an expansion but the second one was its own game.

There's however no ambiguity in the game's pdf because it's clearly stated that "going rogue is an expansion for 2-5 players which extends on riley rethal’s galactic 2e" and "going rogue makes significant use of the base game, and it is necessary for at least one player to familiarize themselves with that system before playing this expansion".

It's not that big of deal for me as I was already contemplating buying Galactic 2E but I'd suggest adding this kind of clarity to this page to avoid anyone getting the wrong impression.

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My review: 7 out of 5 stars

going rogue 2e is incredible. Could not recommend it enough. This game absolutely nails the feel of the source material. No, it's better than that. going rogue is how Star Wars feels in our imaginations.

It's my first Belonging Outside Belonging game, and I was hesitant. I've had trouble with GM-less games before, like Fiasco and The Quiet Year, where I felt adrift in the open-endedness and infinite possibility.

But going rogue has just enough structure that I never feel lost. Any time we're unsure how to resolve a situation that would call for a dice roll in another RPG, it's easy to find a playbook, NPC, or pillar move to guide the way. If we're still not sure what to do, I can look to my character's principles, or a pillar's desires. There's always a bevy of exciting tools at my fingertips to light the way forward. Like, I can't emphasize enough how much fun it is to interrupt a scene by grabbing the Mandate and slyly proclaiming that you're going to "foreshadow a larger threat" or "put someone in immediate danger."

Up till now, I've been obsessed with Powered by the Apocalypse (PbtA) RPGs. I love their emphasis on collaborative worldbuilding, low-prep GMing, "play to find out," and failed dice rolls that always make the story more interesting, not less. But even with all these innovations, GMing a PbtA game is still a lot of pressure and responsibility. You're the ultimate keeper of the story. The final say on pretty much everything.

going rogue lets me have all the joy of GMing with none of the pressure. Because everyone shares the responsibility, it doesn't feel like a responsbility at all; it's just pure fun. You get to have as much or as little say over the story as you want, while also starring in it as a main character. It's the best of both worlds, and I can't get enough.

I have never been this excited for a weekly RPG group before. Hats off to riley and jess. You've truly outdone yourselves.

Could Going Rogue still be played together with Galactic 2e, Jess?

it is intended to, in many ways! i don’t recommend using galactic 2e playbooks, but the pillars & traits from the base game are an important part of going rogue 2e!

I’m about to get an online game going with some friends. If anyone’s played over Zoom/Discord/etc, how did you handle tokens? We could just use a shared spreadsheet, but it’d be way more fun to click and drag visual tokens around. 

i usually use a google doc with text, one playtester used a spreadsheet, but the most visual version i’ve seen was a podcast actual play that used a shared google slide to drag tokens around!

Ohhh google slide is a neat idea. Someone on reddit recommended Miro, which I might try if the learning curve isn't too high. Thanks Jess!

you're so welcome! i'd love to see what other suggestions are on that reddit thread if you could link it!

(1 edit)

Ah, sorry. I never saw the notification for this. Here's the thread.

My friends and I ended up going with Owlbear Rodeo. It's not ideal, but it gets the job done.

I'm actually working on my own app in Godot that's designed specifically for playing galactic and going rogue online. I'd love to release it for free with yours and riley's blessings. Though if y'all aren't down, I will still be very pleased just having a solution that I can use with my friends :)

Ideally, I'll expand it to be able to play any Belonging Outside Belonging game at some point. But GR is the focus cuz that's what I'm playing (and LOVING) right now.

Feel free to shoot me an email (craigostrin at gmail dot com) if you wanna chat about it!

edit: Here's a screenshot of our Owlbear game

(+3)

Copying from my rating, since I'm never sure how visible those comments are.

Recently bought this game as someone who had almost zero interest in Star Wars until Andor came along.

Listening to the A More Civilized Age playthrough with the creator cemented that I absolutely needed to have this game in my back pocket for when my group finally indulges my need to write collective fanfiction for my new favourite show.

(4 edits) (+1)

I got this game in a bundle but never got around to playing it. But right now I'm listening to the podcast A More Civilized Age's episode playing the game with its creator Jess Levine, and besides being a fun story, the episode does a great job explaining the rules and gameplay of Going Rogue and showing how cool this game is! 

(And honestly, Jess did a great job in the episode selling Belonging Outside Belonging games in general; I own several but have never understood the token mechanic, and her explanation was very helpful.)

I don't have many opportunities to play TTRPGs, and my group is currently still slowly working through a session of Anomaly by Sniperserpent that we started last October. But given that the whole group loves Andor and GMless games, I think this is going to be the next game we play, and I can't wait!

(+1)

Going Rogue is a great game for short adventures in Rogue One inspired narratives.

I made a quick look video about it:

(+1)

Really glad I got the chance to play this. Super fun and easy to get in to. Mechanics facilitate story very well! Expertly put together.

(+3)

Absolutely loved this expansion! The convert is a really interesting playbook and everything is really well fleshed out. Feels professional and not a product of a jam