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going rogue 2e singles - v2.3

GOING ROGUE is an expansion for the game GALACTIC 2E, designed for 2-5 players, focusing on themes of rebellion, relationships, and the complexities of liberation. It introduces new playbooks, pillars, and mechanics, encouraging players to explore deeper narrative tensions around cynicism, hope, and sacrifice. The game emphasizes collaborative storytelling and requires familiarity with the base game for an optimal experience.
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0% found this document useful (0 votes)
244 views54 pages

going rogue 2e singles - v2.3

GOING ROGUE is an expansion for the game GALACTIC 2E, designed for 2-5 players, focusing on themes of rebellion, relationships, and the complexities of liberation. It introduces new playbooks, pillars, and mechanics, encouraging players to explore deeper narrative tensions around cynicism, hope, and sacrifice. The game emphasizes collaborative storytelling and requires familiarity with the base game for an optimal experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 54

GOING ROGUE is a game by jess levine bluesky: @jessfrom.

online
website: jessfrom.online games: jumpgategames.itch.io

GOING ROGUE features system design consulting and


copyediting by satah with special contribution to the loyal & bond.
bluesky: @posatahchips.gaygothvibes.online games: satah.itch.io

GOING ROGUE is an expansion for GALACTIC 2E


by riley rethal. it uses riley’s layout with changes by jess.
galactic 2e: metagame.itch.io/galactic bluesky: @rileyrethal.bsky.social

GOING ROGUE and GALACTIC 2E are belonging outside


belonging systems, an engine designed by avery alder and
benjamin rosenbaum for their systems DREAM ASKEW &
DREAM APART. find them on buriedwithoutceremony.com.

the GOING ROGUE cover is by david bednar, on blueseky


as @shoebill.moe. it features characters from the GOING ROGUE
actual play on the A MORE CIVILIZED AGE podcast by
rob zacny, natalie watson, ali acampora, and austin walker.

the link icon on the loyal playbook made by creative stall of the
noun project. going rogue uses asset packs by sungraphica.

thank you satah, rhiannon, and callie for feedback on drafts of the
loyal. thank you marissa and bridget for copyediting. thank you dora
for organizing countless playtests. thank you to playtesters: aaron,
alexandra, aniket, ashlin, bee, bridget, dora, ellis, evan, fae, george,
izzy, j, jae, james-oliver, jeff, joe, kevin, lyn, marissa, maude, nora,
ren, rhiannon, riley, satah, serj, steph, vin, and zachary.

special thanks to ren, whose unfailing support is the backbone upon


which everything that i make becomes possible.

this game is dedicated to brianna, rhiannon, and satah, my galactic


2e playgroup, whose creativity, passion, and friendship have been a
constant source of inspiration and motivation for going rogue.

this game is also dedicated to anti-fascist organizers everywhere,


who put their own lives on the line—often anonymously—to keep us
safe. your work is neither unseen or unappreciated.
3
An expansion for Galactic about
Cynicism and Hope
Democracy and Decisiveness
Survival and Sacrifice

Going Rogue is an expansion for 2-5 players which extends on


Riley Rethal’s Galactic, a “game of Belonging Outside Belonging
about rebellion and relationships in space.” The base game is well
suited to telling beautiful stories of larger than life characters
whose charm and courage inspire bravery across the galaxy. It
succeeds where Star Wars fails by asking players to explore class
struggles, ideologies, and experiences of the outsiders and
marginalized within the larger conflict between The Liberation and
The Mandate. It encourages players to interrogate what liberation
means and the diversity of ways to approach the mystical Space
Between. 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. Going Rogue
distinguishes itself from the base game in the type of stories it
encourages you to tell and questions it asks you to explore.
inspired by the ethically grey conflicts of Star Wars: Rogue One,
Going Rogue is built less to tell the stories of charming heroes,
and more to tell the stories of troubled martyrs. While the story
you tell is always up to you, the system is designed to make it
easier to explore specific thematic tensions, such as:

• How does cynicism serve us as a coping mechanism? When


must we counteract it with hope, and how?

• 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? When is it more important that


we live to fight another day?

To facilitate these thematic questions, Going Rogue adds


elements to the base game. The structure of play is similar to the
steps described on pages 4-10 of the base game, and players
should follow those instructions to begin play.
4
Going Rogue offers five all-new playbooks to choose between:
The Spy, The Leveraged, The Knight Errant, The Convert,
and The Loyal. It’s recommended that you don’t use
playbooks from the base game. The playbooks in Going Rogue
are designed to play off of each other, and the stories it is best
suited to tell rely upon the ways these playbooks interact.

If you want, it is possible to bash kits together, creating an Ace-


Defector, or a Scoundrel-Knight Errant. If you want to do this,
you can try answering a few of the backstory questions on the
base game playbook to flesh out your character, or adding a
couple of the moves from the base game playbook to your
Going Rogue playbook. Always make sure to complete your
entire Going Rogue playbook, but remember: in the end,
mechanics exist to suit your desires, not vice versa. If you
choose to answer more questions or add import additional
moves, just make sure other players have enough narrative
space to play in the same story as your new playbook.

Designers’ note: For those new to Belonging Outside


Belonging systems or even just to Galactic, it may be worth
starting with a playbook other than The Loyal. We’re not space
cops, but: The Bond pillar introduced by The Loyal adds a
number of additional mechanics that may be difficult to keep
track of for players unfamiliar with “setting elements” or
“pillars.” You can take on this challenge if you’d like, but you
may have an easier time using other playbooks until you are
more familiar with these mechanics.

Going Rogue adds three new pillars. The first two are The
Parliament and The Intelligence, which represent two loose
structures within The Liberation and often find themselves in
conflict. While the exact nature of this conflict will depend on
your choices, the tension between these two groups is central
to the thematic questions posed by Going Rogue. It is
important to remember that neither The Parliament nor the
intelligence are “the bad guys.” Rather, they each represent a
necessary component of a liberation struggle, that, like all
groups of people, sometimes act in excess and become
barriers to what they believe in.

5
Going Rogue also adds The Bond, a special pillar that is only
used if a player chooses The Loyal playbook. This pillar
represents the unique connection between the loyal and one or
more other player characters.

The Bond is the only pillar to offer not only moves that can be
used by the pillar itself, but also additional moves for the player
characters that are associated with it. These moves are the only
case in which players may spend tokens held by a pillar to take
actions as their player character. More information about the
unique mechanics for this pillar can be found on page 52.

The pillars from the base game are also present in Going Rogue,
but you may find The Space Between and The Scum & Villainy
less important in your game. The Liberation will likely continue to
play a central role.

Tip: The Intelligence and The Parliament overlap with the base
game pillar The Liberation. Where possible, it’s better to associate
NPCs with either The Intelligence or The Parliament rather than
The Liberation pillar, as these new Going Rogue pillars play a
more specific story role. In the end, however, there may be NPCs
who are members of The Liberation within the fiction, but don’t fit
neatly into The Intelligence or The Parliament. In that case, it’s
best to associate that NPC with The Liberation pillar from the base
game and have them share that pillar’s token pool.

Group Fates are a new mechanic introduced in Going Rogue,


which prescribe a narrative arc that a group of characters are
fated to experience together. This game offers one fate, Sacrifice,
on page 40. Fates allows you to play in the dramatic irony of what
your playgroup knows is coming, but your characters do not.
Fates are optional, and your playgroup is welcome to use them or
disregard them. As always, the galaxy is in your hands.

Once per session, any player may use the move ask a player
“What do you want out of this scene?” and gain a token.
Players are encouraged to ask this question as often as they like,
particularly if they are new to GM-less games, but a given player
may only claim a token for asking this question once per session.

6
Play in Going Rogue largely follows the same process for setup
as Galactic and other Belonging Outside Belonging games.
Online parties can use the playdoc template available at this link.
The rules on pages 4-10 of Galactic (excerpted in this book below
on pg. 8-15) can be used as to guide setup and the beginning of
play. There is one significant change:
• PILLAR AND PLAYBOOK CREATION ORDER: After
reading the flavor text for each playbook and having each
player choose one, move immediately into reading the flavor
text for The Parliament and The Intelligence and choose their
desires before finishing character creation. By learning
about the new pillars added in Going Rogue and choosing
their desires, you will better understand your game’s setting,
and may discover how and why The Parliament or The
Intelligence have chosen to bring your characters together.
Additionally, the type of characters that Going Rogue playbooks
lend themselves to are very different from the base game. Going
Rogue characters tend to be loners, and are often already in
conflict with other PCs before play begins. This can make it
difficult to determine why your party would be working together. If
a way of uniting the party doesn’t follow naturally from filling out
the Going Rogue pillars, you can also use the following strategies:
• When choosing your character’s relationships, brainstorm
with other players which contacts might in fact be shared.

For example: Is The Spy’s cynical commanding officer also


the scheming Liberation officer manipulating The Leveraged?

• The questions to ask left and right during character


creation are designed to give your characters reasons to
work together despite their differences. While Galactic
recommends asking these questions at the end, consider
reading the questions to yourself at the beginning and asking
them as you answer your playbook’s backstory prompts.

• Pillar moves also create opportunities to bring your


characters together. The moves on The Parliament and The
Intelligence sheets can be early in the story to rope your
characters into the same mission, or at least the same room.
7
The following pages are taken from Galactic by Riley Rethal,
the system upon which Going Rogue is based. They are
excerpted here (with adjusted page numbers and a few edits)
to walk you through the basics of how the system works. Going
Rogue continues on page 16.

Galactic is a game of Belonging Outside Belonging about rebellion


and relationships in space.

It is a game for 2-6 players, where all players share responsibility


for setting the tone and mood of the game, making trouble and
finding solutions, sharing the spotlight, being interested in the
world, and valuing the emotional safety and comfort of their fellow
players.

To play, you’ll need print-outs of the character roles and pillars,


some index cards, something to write with, and some coins or
other objects to use as tokens.

Galactic is built first and foremost for GM-less play, meaning that
every player makes a character and creates the story together,
characterizing the setting and taking on the roles of pillars and
NPCs when the story calls for it. However, it can also be played
with a GM role, where one player takes on the role of the pillars
and NPCs while everyone else plays their individual characters.

But why stop there? You could just as easily play a game of
Galactic where two players take on the role of two pillars each,
while the rest of the group plays character roles, or even a game
where four players each take on the role of one pillar each, with a
fifth player as the sole protagonist of a sprawling story.

The rest of these instructions assume that you will be playing in


the more traditional GM-less style, but work with your group to
figure out what you think is best. This game is a tool for you to use
to tell your own story.

8 Republished from Galactic by Riley Rethal


No game is as important as the players at your table; take care of
each other.

Before you begin play, make sure your group discusses what you
want your story to include and what you don’t. Establish the tone
you’re aiming for so that everyone’s on the same page.

Get into the habit of asking questions. If you’re not sure if all the
players at the table would be comfortable with something you
want to suggest, ask in a way that makes it easy for someone else
to take the story in another direction. “Do you think...” “What if...”
“How about...” are all good ways to frame scenes and add details
while making sure everyone is on board. Plus, it’s more fun when
everyone feels good about adding things to the story!

Give feedback to your fellow players. when someone says


something great, tell them! Get invested in all of the characters
and relationships in your story. And when someone says
something you’re not comfortable with having in the game, tell
them. This can be direct: “I’m not sure I’m okay with The
Liberation committing that much violence right here”, or more
indirect: “How about instead of killing him, we knock him out.” This
is why asking questions and framing things as hypotheticals is so
useful.

Additionally, it’s always okay to draw a veil on a scene; saying that


it happens, but you don’t need to describe it in any detail.

Finally, make sure to keep it hopeful. This is a story about


rebellion, community, and living in the shadow of an oppressive
regime. Things may go sour, and you can let yourselves brood in
darkness for a bit if it feels right, but never leave a session or
game like that. Hope is never completely lost—there’s always a
spark of rebellion if you know where to find it.

Republished from Galactic by Riley Rethal 9


Randomly distribute the character roles between the players, and
have everyone go around in a circle and introduce the roles
they’re holding by reading the name and description out loud.

Once all of the roles have been read, everyone picks the one they
would like to play.

To create a character, go down the right column of your role sheet


and circle choices as prompted. The last bit of that column that
says “Ask 1 Left and 1 Right” can wait until everyone has created
their characters.

It is encouraged for players to talk through this process—sharing


choices, asking for advice, checking others’ comfort levels, tying
things together, and adding details of what they’re imagining.

Some prompts are on everyone’s sheets, and some are unique to


the role. Feel free to interpret the prompts and options on your
role sheets in any way you’d like—maybe those two relationships
you chose are really the same person, maybe there are multiple
answers to a question even if it didn’t tell you to pick more than
one.

You’ll be prompted to choose either two or three relationships,


depending on your role. The Diplomat and The Scoundrel get
three relationships because of the interpersonal nature of their
roles.

The relationships you choose will reveal more about your


character’s life, but they’ll also help to define the type of
community you’re in, and what kinds of relationships you’re
interested in exploring through play. You can choose to flesh out
these characters right then, or leave those details to be
discovered as your story unfolds.

Once everyone is finished with the choices on the right column, go


around and introduce your characters. Talk about the choices you
circled, elaborating where it feels exciting to share, asking and
answering any questions you have.

10 Republished from Galactic by Riley Rethal


Randomly distribute the four pillars of the setting between the
players. These are the larger forces of the world that your
characters will interact with.

Going around in a circle, have each player introduce one pillar


they’re holding by reading out the title and italicized flavor text,
along with its desires and moves.

As a group, decide what desires to circle from the list. What it


means for a pillar to desire something is determined moment-to-
moment during play; it might be expressed through the ambitions
of non-player characters, developments in the landscape, or
popular attitudes. Pick desires based on what you are most
interested in seeing your characters interact with.

Throughout play it’s likely that pillars will trade hands and be
played by different people. As a general rule, when a character
interacts with an aspect of a pillar, someone else should pick it up
and act as that pillar.

In Galactic, you will meet many characters who are not the main
characters you just created. These are called non-player
characters, or NPCs. Some may only exist in your story for a
moment, to provide a line or two of dialogue or react to a situation,
but some may become so involved in your story that you’ll want to
give them a bigger role in the mechanics of your game.

When you introduce an important NPC, or realize that a minor


NPC has become more important to your story, make an index
card (or online equivalent) for them. Write down their name,
pronouns, and any other relevant information about them, like
their relationships to other characters and organizations. then,
give them two traits from the trait table on page 44. You can either
choose the traits freely based on what you already know about the
character, or roll two six-sided dice twice to generate them
randomly. The characters listed in your relationships already have
a trait or two which you can choose to use for them. Choose 1-2 of
the moves listed under each trait, and write them on the index
card as well.

Republished from Galactic by Riley Rethal 11


Now that you have some ideas of your characters and the world
you’re in, it’s time to put all of that together. What does your group
look like? With whom are you allied? Do you have a mission?

To help with this, your roles come with questions to ask the
players to the left and right of you. These answers can help you
flesh out your characters’ relationships and history. The answers
can be short and sweet, or might lead the conversation in a new
direction.

As you're brainstorming ideas and discussing the shape of your


story, you're entering a mode of play called idle dreaming. this
mode is all about curiosity: asking questions, following tangents,
brainstorming together. Talk about the setting you're building and
the things that you find interesting, important, or confusing.

With everyone asking questions and contributing answers, scene


ideas will begin to emerge. Maybe something seems especially
interesting, the answer to a question is unclear, or you all want to
see an event played out in real time. Most of the questions are
designed to imply a scene, so feel free to start there.

You can either leap into scenes as they are brought up, then
return to questions still unasked afterwards, or go through and
answer all the questions while noting down scene ideas, then play
them all out.

Scenes can take only a minute or two, or much longer than that.
They may stand alone, or they may flow naturally into each other;
to frame a scene, establish where you are, which characters are
there, and what you’re doing.

In a scene, make the moves from your role, and make them
boldly. Play to find out who your character is and what they do
next. Each character role comes with some tips to help guide you.

12 Republished from Galactic by Riley Rethal


When a character interacts with a pillar, someone less involved
with that part of the scene should pick it up and play as that pillar.
This may mean introducing an NPC, making moves as the pillar,
or describing details about your surroundings.

In a scene, you can narrate in first person (“I do this”), or third


person (“My character does this”). You can play out your scene
through more abstracted narration—talking as yourselves about
the general idea of the scene—or through in-character roleplay, or
a combination. Do whatever feels most comfortable to you.

Each character role has a set of moves, in three different varieties:


vulnerable moves, where you gain a token, strong moves, where
you spend a token, and lateral moves, where you give a token to
someone else.

Pillars and NPCs have moves as well, but only vulnerable and
lateral ones. All moves are written from the second person
perspective of the character or pillar being played, so when it says
“gain a token”, whoever is doing the move gains a token.

Each player character and pillar has its own token pool, but NPCs
do not. When NPCs make moves, they act as extensions of
pillars. For example, the bounty hunter you’re negotiating with can
make the Mercenary move Ask “What’s in it for me” and gain a
token, and that token will be added to the Scum & Villainy token
pool, to be used by the pillar itself, a different Scum & Villainy
NPC, or that same bounty hunter.

In the same vein, when you make a lateral move that affects an
NPC, or maybe even a more abstract group or concept, give that
token to the pillar that NPC or group is attached to.

When you play Galactic, your group will be moving tokens around,
cycling them in and out of play, as well as between players and
pillars. The best way to think about the function of tokens in
Galactic is as representations of narrative focus. When you gain a
token, you are announcing your presence in the story. When you
give someone a token, you are putting the metaphorical spotlight
on them, inviting them to take action. When you spend a token,
you are having your moment in the spotlight, focusing the story on
you and your dramatic strong move.

Republished from Galactic by Riley Rethal 13


Galactic uses some unfamiliar words to describe familiar facets of
the genre. Feel free to change them back to their “canon”
equivalents if you’d like to play this game in a particular universe.
Some of these words may not come up at all in your game
depending on what types of characters you decide to play.
Whatever way your particular game goes, here are some
definitions to make it easier.

Astrablade: A weapon made of starlight, often used by The Nova.


Enforcer: A soldier of The Mandate, given little identity of their
own and trained for war.
The Liberation: The rebellious movement fighting against The
Mandate.
The Mandate: The evil, oppressive imperial force that rules over
much of the galaxy.
Nova: Someone trained in wielding the space between.
The Space Between: A strange magical force that pervades the
galaxy and can be wielded for good or evil.

14 Republished from Galactic by Riley Rethal


GALACTIC 2ND EDITION is a game by riley rethal.

find her games at metagame.itch.io and her twitter @rileyrethaI.

the cover is by serj. find their twitter @ketraia.

GALACTIC 2ND EDITION was inspired by the following games:


• dream apart/dream askew, benjamin rosenbaum & avery alder
• wanderhome, jay dragon
• balikbayan: returning home, jammi nedjadi
• orbital, jack harrison
• heaven in the dust, luke jordan
• technoir, jeremy keller
• rearguard, caro asercion & ben roswell

it was also inspired by star wars, of course.

thank you to my playtesters: mossy, tetra, kat, benjamin, kiki,


aiden, taylor, lucy, lena, serj, jeff, jess, satah, brianna, rhiannon.

and thank you to luke jordan, natalie libre, the tabletop treehouse
discord, and my mom for helping me a ton with this whole project.

Republished from Galactic by Riley Rethal 15


Improving your game of Going Rogue

Many moves in Going Rogue specify conditions that must be met


to use the move. There are multiple ways to accomplish this: you
may find that your character is already in the appropriate situation,
and use the move, or you may create the necessary situation
when using the move. For those new to GM-less systems, this
may not be intuitive. Remember, Going Rogue is a narrative
game—your moves are not abilities that you activate to win a
fight, but ways to establish and resolve narrative drama. If you
don’t see the right conditions to trigger a move you want to
use, you can create those conditions as part of your move.

For example: The Knight Errant has the move “find yourself
surrounded.” To use this move, The Knight Errant may observe
they are already surrounded, and gain a token, or may suggest
that a number of hostile NPCs appear and surround them. If the
party agrees to establish this narrative element, they use the
move and gain a token.

This can also happen between player characters. The Leveraged


has the move “discover that someone you blame had nobler
intentions than you assigned to them” and gain a token. If the
player using The Leveraged has already has already decided that
their character blamed The Spy for her capture, and the player
using The Spy reveals that they did captured her to stop the from
capturing The Leveraged first, the conditions for this move are
already met, so the Leveraged can use it and gain a token.
However, there’s another way to use this move. If the player using
The Leveraged wants to use it, but the conditions don’t seem true
yet, the player could propose to The Spy: “My character blames
yours for her capture, and I want to use this move. I think it could
be interesting if you had helped capture her, but you’d done it to
try and help her somehow? Maybe to save her from The
Mandate? Do you think your spy would have done that?” If The
Spy’s player agrees, the player with The Leveraged playbook
uses the move and gains a token. If it doesn’t feel true to their
character, The Spy’s player might offer an alternative concept.
This works too, as long as The Leveraged still learns of The Spy’s
noble intentions, and both players agree on the narrative!

16
As a game about tension and conflict—with playbooks made up of
loners and people at cross principles—Going Rogue is much
more likely than the base game to involve early and significant
player character conflict. Each playbook’s tips section has a
reminder: character conflict is not player conflict, and you can find
ways to move towards shared narrative goals even as characters
disagree. For those new to GM-less systems, this may not be
intuitive. Remember, you can discuss narrative possibilities out of
character with other players. You might ask: what can we
introduce into the narrative to ensure we become more tightly knit
as a crew or move towards certain plot beats even as our
characters explore their disagreements?

For example: The Knight Errant may find themselves angered by


The Spy’s implication that The Knight Errant is cowardly for not
being willing to “do whatever it takes” to complete the mission.
However, rather than using this disagreement as a reason for The
Knight Errant to resist joining the party’s quest, The Knight Errant
could suggest: “Maybe I want to be around to protect innocent
people from you? Or I want to make sure you don’t become a bad
influence on The Convert?” From there on, in the course of play
and the cauldron of struggle, these two characters may even find
a reason to settle their differences!

Remember, as the base game notes, tokens are a representation


of narrative focus. As a general rule, in Going Rogue, your
character can do whatever they want, whenever they want, if
you and your playgroup like that story! Moves aren’t meant to limit
your character’s actions. Instead, spending, giving, or gaining a
token helps signal to other players to emphasize this story beat.
Vulnerable moves invite to other players to highlight your
character’s weaknesses, while strong moves ask them to play to
your character’s strengths. Tokens help ensure these moments
receive attention, and that this attention gets fairly distributed
around the table so that each character gets to be in the spotlight.

Tip: When another player spends a token to use a move, this is


your chance to help give them the story moment that they want for
their character. You can always ask what they are looking for, and
importantly: you can step into the role of your character or one of
the pillars to help make that moment happen.
17
Optional rule changes for simplifying your game
and learning Going Rogue

By expanding upon the base game Galactic, Going Rogue


introduces more mechanics to keep track of than the typical
Belonging Outside Belonging system. Additionally, for players
used to traditional roleplaying games, diceless and narrative-first
games like Belonging Outside Belonging can be difficult to adjust
to. These optional rule changes reduce the mechanical load of
Going Rogue and help new players adjust to this new style of
play. If your playgroup likes these changes, they can be used in
any game of Going Rogue, but players with experience playing
Going Rogue, Galactic, or Belonging Outside Belonging systems
might find them unnecessary and prefer to employ the full spread
of mechanics offered by the game.

• REMOVING PILLARS: Including the pillars in the base


game, Going Rogue can have up to 7 pillars. By removing less
important pillars, you can reduce the amount of token pools to
keep track of, and shorten setup time. Unless The Knight
Errant chooses background prompts that involve being a Nova
or using the Space Between, you can remove The Space
Between pillar. Unless a player character chooses a
background prompt involving a criminal past, you can remove
the Scum & Villainy pillar. Finally, if you can sort most of your
Liberation NPCs into The Parliament or The Intelligence, you
can remove The Liberation pillar.

• PLAYBOOK COMBINATIONS: Certain playbooks are


easier to play, and certain combinations of playbooks have an
easier time supporting the narratives that other books lend
themselves to. In general, new players should avoid The Loyal
playbook, as it introduces an additional pillar and special move
type. For 2-player games, The Spy and either The Knight
Errant or The Leveraged make for a simple, interesting
combination. For 3-player games, The Spy, The Convert, and
either The Knight Errant or The Leveraged create a
straightforward party dynamic. For simple 4-player games, use
every playbook except for The Loyal.

18
• STARTER TOKENS: Players new to Belonging Outside
Belonging systems sometimes find it surprising or difficult to
begin play without having all of their moves available and the
need to acquire a token before their characters can access the
narrative upbeat of a strong move or lateral move. The
typical way to handle this is by making an early vulnerable
move, or even more naturally, introducing plot elements
through a pillar move that gains a token for the pillar followed
by pillar move that gives this token to a player. However, new
players may have an easier time adjusting to token-based play
if each player character and each pillar begins play with 1
token that they can use immediately.

• READ TIPS AT THE TABLE: While only one player needs to


have read the base Galactic book and the full Going Rogue
book, select sections and tips can be useful to read aloud at
the table if some players have not read the full rules. In
particular, new players might benefit from reading all or part of
“Making NPCs” on page 7 of the base book, “Moves &
Tokens” on page 9 of the base book, “Setting Up Moves” and
the associated example on page 8 of Going Rogue, and
“Tokens” on page 9 of Going Rogue.

• IDLE DREAMING: The original Belonging Outside Belonging


games, Dream Askew and Dream Apart, describe the process
of idle dreaming, in which players speculate on scenes and
stories that could happen between characters. It is totally fine
to establish backstory or advance the narrative in the abstract
process of idle dreaming, no matter how far you are into play.
Sometimes, idle dreaming flows naturally out of answering
questions during character creation. At other times, idle
dreaming is something you move back into during moments of
uncertainty. When you encounter a scene idea that one or
more players are interested in playing out, jump into that
scene! If the scene ends and you don’t know where to go next,
it’s always okay to hop back into idle dreaming.

19
The Spy is a skilled operator, highly committed, but ruthless.
Their power comes from their cunning, determination, and
willingness to do whatever it takes.

• Explore the tensions between the mission, your comrades, and


the ideals of The Liberation.
• Feel responsible for the weight of the world, and confront
whether or not you are capable of carrying it.
• Remember that character conflict is not player conflict; find ways
to move towards shared narrative goals as characters disagree.

Spend a token
• Vanish without anyone noticing.
• Commit to your principles in a moment of collective uncertainty.
• Move you and your comrades around an obstacle you can’t
overcome directly.
• Reveal a crucial piece of intelligence at the last moment.
• Reveal that a tool you need is already on hand, concealed.

Give a token
• Ask someone to put themselves at risk for the mission, and give
them a token if they do.
• Persuade a hesitant individual that an action is worth the
consequences, and give them a token if they listen.

Gain a token
• Lie to a comrade about your capabilities or intentions.
• Defend your principles and lose your cool in the process.
• Cause collateral damage to someone who didn't have it coming.
• Put yourself in a compromising situation with no plan for backup.
• Reveal sensitive intel to vent misgivings about your orders.
• Say “The mission is bigger than any of us.”

20
Hardened face, unreadable face, impassive face, sly face, shadowed
face, determined face, face of a friend.
Piercing eyes, searching eyes, resolute eyes, nervous eyes, watching
eyes, disarming eyes, fierce eyes.

A leather jacket, a concealable blaster, a uniform, a plasmaknife, a


hooded cloak, hidden pockets, an oversized coat, leather gloves, high-
tech goggles, an excess of belts.

Loyalty to those who have helped you in the past, to only kill those with
a weapon in hand, to never allow a child to be harmed, to allow harm
by inaction is to be responsible for that harm yourself, you must put
yourself in harm’s way if it means others won’t have to, retribution is
necessary against anyone who has brought harm.

The lover you left in order to protect them, the town that sheltered you
in a time of need, the child you saved, the family you ran from, the
defector who showed that people can improve, the person you could
never be, the chance to live a different life.
and select their trait (page 42)
• My scheming or cynical superior officer
• My daring or wise former squadmate that I keep in touch with
• My faithful or innocent friend who keeps me grounded
• The trusting or desperate contact I rely on for information
• The mercenary or connected officer that I can leverage
• The gossipy or maverick criminal who always has what I need
• My zealous or passionate ex with whom I had a fiery relationship—
and breakup
One left and one right
• How did I put you at risk recently? Were you angry about it?
• What lie did you catch me in? How did it make you feel?
• How have my unique connections or information been invaluable to
you recently?

21
The Leveraged is a nonbeliever compelled by circumstance.
Their power comes from their outside perspective, their desperation,
and their capacity to grow.

• Explore the tension between the leverage that compels you to


complete your assignment, and your own organic desire.
• Look for narrative opportunities to play into your character’s
principles and grow their commitment to liberation.
• Remember that character conflict is not player conflict; find ways
to move towards shared narrative goals as characters disagree.

Spend a token
• Demonstrate a skill that no one around knew you had.
• Find yourself cornered, and smash your way out.
• Find yourself captured, and have the skills to get yourself, and
only yourself, free.
• Defy an order in order to succeed against long odds.
• Defy someone’s expectations of you.

Give a token
• Evoke someone’s sympathy, and give them a token if it works.
• Remind someone of a perspective they’ve forgotten, and given
them a token if they truly hear it.

Gain a token
• Get captured.
• Discover that someone you blame had noble intentions.
• Tell someone why you had it worse than them.
• Scoff at someone’s commitment to their principles.
• Say “Why should I care?”
• Ask a player or pillar “How can you take advantage of me?”

22
Sneering face, pained face, scoffing face, guarded face, worried face.
Scarred hands, weathered hands, small hands, crooked hands,
tattooed hands.

A prisoner’s uniform, batons across your back, a stolen Liberation


uniform, borrowed clothing, a leather jacket, battered vest, a scarf that
hides your face, fingerless gloves, an ill-fitting Liberation uniform, work
boots, whatever you can scrounge up.

Connections that could keep you out of prison, your impounded ship,
the chance to see a loved one again, a captured comrade with a
checkered past, the knowledge of what you’ve done, your own guilt.

Everyone deserves a chance to free themselves, the children deserve


a better world than you ever had, the duty to protect those who risked
their lives for you, the necessity to atone for your wrongdoings, cops
deserve what’s coming to them, I will write in one of my own.

and select their trait (page 42)


• The scheming or commanding Liberation officer leveraging me
• My innocent or conciliatory loved one captured as leverage
• My compassionate or rousing friend who stands by me even when
it’s difficult
• The learned or zealous mentor I abandoned in my youth
• My cautious or troublemaker partner-in-crime
• My faithful or passionate ex who couldn’t stand my apathy
anymore

One left and one right


• How did you help someone gain leverage over me? Do you feel
guilty about it?
• How did I assist you recently? Why did my skills surprise you?
• Why do you feel sympathy for me?

23
The Knight Errant once served a cause, and now searches for one.
Their power comes from their experience, grit, and renewed
passion.

• Explore the tension between the loss of your old cause and the
allure of your new one.
• As a player, seek out opportunities which might inspire your
reluctant character to recommit to community.
• Remember that character conflict is not player conflict; find
ways to move towards shared narrative goals as characters
disagree.

Spend a token
• Recommit to a long-lost principle.
• Win a fight you didn’t start.
• Stage a convincing or threatening distraction.
• Survive a blow that should have killed you.
• Intimidate someone in order to get what you want.
• Reveal an impressive accomplishment that you usually keep to
yourself.

Give a token
• Reveal an unexpected connection between another character
and your old cause, and give them a token.
• Ask a player or pillar “What can your character share that would
make me feel sympathy?” and give them a token if they share it.

Gain a token
• Find yourself surrounded.
• Respond to someone’s hope with cynicism.
• Sigh, and join someone on their quest.
• Tell someone they remind you of a person you used to be or
care about.
• Say “Don’t be naive.”
24
Grim face, weathered face, stony face, wrinkled face, sunken face,
scarred face.
Distant eyes, arresting eyes, burdened eyes, penetrating eyes,
tired eyes, steady eyes, suspicious eyes.

Tattered robes, pockmarked armor, a heavy repeating blaster,


an oversized sniper rifle, a sentimental pendant, a cracked helmet,
a uniform with the insignia patched over, a long staff, an old tattoo, a
damaged but functional astrablade.

A special unit of The Liberation before they went too far,


an interchangeable unit of The Mandate before they committed an
atrocity, an order of Novas before I lost my closest comrade,
an organized crime family before they expelled me for my actions,
a persecuted clan before they were wiped out.

Duty to fight for the freedom of the oppressed, to take responsibility for
your actions, loyalty to those who fought beside you, to never harm the
innocent, forgive even when it is difficult, when the going gets tough
the tough get going, courage in the face of adversity.

and select their trait (page 42)


• My zealous or faithful former comrade
• My protective or attuned partner-in-crime
• The connected or mercenary fixer who supplies me with jobs
• The petulant or vengeful client whose job I abandoned
• My troublemaker or maverick rival gun-for-hire
• The rousing or conciliatory friend I made recently
• My burdened or compassionate ex who asked me to settle down

One left and one right


• What did you do that inspired me to fight alongside you?
• What do you admire about me?
• Why did I risk myself to protect you recently?

25
The Convert joined the Liberation recently, and truly believes it can
make a difference.
Their power comes from their conscious optimism, energy, and luck.

• Your party members are unlikely to have the same optimistic


outlook. Explore your ability to inspire them, and the doubt they
can evoke in you, without trying to overpower each other.
• Converts can come from a variety of recent pasts. Explore how
those experiences drive your intentional belief in The Liberation.
• Remember that character conflict is not player conflict; find
ways to move towards shared narrative goals as characters
disagree.

Spend a token
• Succeed in something totally new using only beginner's luck.
• Use your one specialized skill, to inspiring success.
• Find confidence when those around you are discouraged.
• Use an object or skill from your past in an unexpected way.
• Encounter someone with a similar past, and convince them to
assist the Liberation.

Give a token
• Remind someone why the principles of The Liberation matter,
and give them a token if they listen.
• Ask someone for their advice or assistance while outside of
immediate danger, and give them a token if they provide it.
• Ask a player or pillar “How do you find my optimism or naiveté
inspiring or endearing in this moment?” and give them a token.

Gain a token
• Rush overconfidently into more danger than you can handle.
• Assume good intentions from someone who means you harm.
• Experience consequences for misreading a situation.
• Say “I thought we were better than that!”
• Ask a player or pillar “How can you take advantage of my
naiveté?”
26
Fresh face, young face, bewildered face, awestruck face, earnest face,
loving face.
Trusting eyes, hopeful eyes, naive eyes, excited eyes, innocent eyes,
curious eyes, starry eyes.

Hand-me-downs, an oversized helmet, a clean Liberation uniform, a


regulation blaster, a fabric patch from my past, a gifted jacket, glasses,
propaganda pins, standard issue boots, a sentimental token from my
life before.

I became disillusioned and defected from The Mandate, The Liberation


saved my home, I followed a friend who joined before me, I felt
inspired by Liberation propaganda, I witnessed a Mandate atrocity, I
had nowhere else to go.

Piloting, close quarters combat, mechanic work, diplomacy,


marksmanship, lying, use of the Space Between, grace under
pressure, tactics, hacking, navigating bureaucracy, rousing speeches.

and select their trait (page 42)


• The burdened or cynical Liberation veteran who warily trusts me
• The rousing or cocky Liberation ace who inspires me
• The austere or scheming Liberation authority with plans for me
• My daring or awkward fellow convert who joined with/before me
• The cunning or stealthy enemy from my past life, who is still
hunting me even now
• The cautious or conciliatory Liberation councilor who is concerned
for my well-being
• My dramatic or maverick ex I abandoned to leave my past life

One left and one right


• How have I impressed you recently?
• When did I inspire you to feel a fleeting sense of hope?
• Why are you willing to give me a chance to prove myself?

27
The Loyal is a stalwart friend, difficult to win over but unwavering in
their allegiance.
Their power comes from their tenacity, self-sacrifice, and
uncompromising commitment to care for those they are bonded to.

• Explore the tension between your trust and connection with your
bond, and your wariness around newcomers.
• As a player, seek out opportunities which might inspire your
character to believe in those who they previously doubted.
• Remember that character conflict is not player conflict; find
ways to move towards shared narrative goals as characters
disagree.

Spend a token
• Draw fire and take a hit, but refuse to go down.
State a blunt truth that no one else seems willing to name.
Be the threat so that a comrade doesn’t have to.
Appear at just the right moment to save a person or their plan.
Smash every barrier stopping you from reuniting with someone.

Give a token
• Offer someone your assistance or protection, and give them a
token if they take it.
• Ask a player or pillar “Why do you care about my opinion of
you?” and give them a token if they have an answer.
• Offer your loyalty to someone until the very end, and invite their
player to add their character to those sharing The Bond pillar. if
the they accept, give them all of your tokens.

Gain a token
• Put yourself in danger so that others don’t have to.
• Fail when someone is counting on you.
• Get involuntarily separated from a bonded character.
• Question someone’s loyalty or competence.
• Discover a threat to someone and choose not to protect them.
28 • ask an allied player or pillar “how have I underestimated you?”
Stoic face, scarred face, determined face, set face, unflinching face.
Resolute eyes, grey eyes, intense eyes, wary eyes, yearning eyes,
piercing eyes, LED eyes.

A metal chassis, a stocky frame, rugged but weathered clothing,


matching disguises for you and a comrade, a hat pulled low,
manacles, a heavy blaster, imposing combat armor, binoculars.

Honesty, determination, sacrifice, humility, bravery, ruthlessness, grit,


cunning, empathy, optimism, skill, fame, a sense of justice.

Fill out The Bond pillar (page 30) with one other player. the pillar
must start with only your two characters sharing that bond.

Saved you from imminent death, told you hard truths you needed to
hear, showed you the error of your ways, gave you something to
believe in, sheltered you when you needed it most, spared you when
they could have killed you, reprogrammed you.
and select their trait (page 42)
• The protective or compassionate medic who looks out for me
• The daring or rousing figure from my past that I admire
• The cynical or petulant newcomer that I wish my comrades
wouldn’t trust or rely on as much as they do
• The vengeful or scheming figure with a vendetta against me
• My independent or daring ex who I'm still not over

One left and one right


• Do you feel you deserve my complete faith in you? Why?
• Why don’t I trust you? How did you take it when I told you?
• What is one time that I saved your life?

If a link move targets a bonded character, you may choose to give


a token to that bonded character instead of spending a token, as if you
were making a lateral move (rather than a strong move.)
29
Revolutions are built on trust. Relationships—forged in struggle—
are how allies become comrades and rallies become rebellions.
The Liberation is full of people who care deeply for each other, but
The Bond represents the unshakable connection between people
who have put their lives on the line for each other time and time
again, and it demonstrates what is only possible when your trust
in a comrade is unconditional.

Bonded characters choose together


Intimacy, shared goals, honesty, guardianship, balance, simplicity,
ideological unity, romance, family, debts forgiven, debts repaid,
mutual understanding, recognition of the self through the other.

If a player chooses The Loyal playbook, they and one other player
begin play sharing The Bond. Both players must agree to share The
Bond. If no player uses The Loyal playbook, this pillar is not used.
____________________ ____________________
____________________ ____________________
____________________ ____________________

• Explore the tension between the heroic acts of bravery which


intense bonds can inspire, and the unique fear and pain which
those same bonds make possible.
• Remember: while bonded characters have access to more
moves than other player characters, they shouldn’t use moves
more. The Bond explores different stories, not more stories, and
should still share narrative space with other players at the table.
• Players whose characters don’t share this bond can still invoke
The Bond’s pillar moves. They can also raise interesting
questions about what it means to be in community with bonded
characters without sharing that same level of trust.
• Ask compelling questions about what we do for those we care
30 about, and build on the answers.
Any player can use
Like every pillar, The Bond provides moves which can be invoked
by any player, which gain or give tokens to and from The Bond.
• Ask two bonded players “What shared memory does this
situation bring to mind?” and gain a token.
• Separate one bonded character from the others, and give the
isolated one a token.

Bonded characters can use


Unlike other pillars, The Bond also provides moves which bonded
player characters may invoke. While these moves are used by
individual characters, any tokens gained from these moves are
placed on The Bond and tokens spent or given must come from it.
It may be easiest to copy these moves directly onto your playbook.
Spend a token from this pillar
• Communicate a secret message to another bonded character,
which no one else listening understands.
• Stand by a bonded character at great risk to yourself.
Give a token from this pillar
• Prioritize a bonded character over one not sharing this bond,
and give the character not sharing this bond a token.
Gain a token onto this pillar
• Expose just how worried you are about another bonded
character’s well-being.
• Ask another bonded character “How does this situation remind
you of a time I let you down?”

31
A revolution is nothing without its democracy. The Parliament
represents a diverse range of forces, factions, and commitments
joining together to try to negotiate their differences and devise a
plan that they can all share. At its best, The Parliament is a
comradely collectivity and an example of how a more just galaxy
would be governed.

Sadly, democracy is not without its discontents. The Parliament is


often slow to action, even when the situation calls for decisiveness.
It can be conservative and conciliatory, aiming to keep the peace
and avoid risk when only daring action can move the galaxy closer
to freedom. At its worst, The Parliament is a wrench caught in the
gears of liberation.

Guaranteed victories, powerful allies, strength in numbers, safety


from retribution for the innocent, popular support for The Liberation,
forces in reserve, peace through compromise, lengthy deliberation,
ideological discourse, a dream that never dies.

• Summon one or more people before a council, and gain a


token.
• Reveal you have someone’s loyalty or allegiance, and gain a
token.
• Invite someone to deliberate. If they do, give them a token.
• Offer help and solidarity, but only with time. If they accept, give
them a token.

• Remind the player characters of their responsibility to respect


the desires of those they wish to liberate.
• Communicate the diverse opinions and interests that must work
out their differences to make a collective decision.
• Ask compelling questions about what compromises are worth it,
and build on the answers.

32
A revolution is nothing without its might. It is The Liberation's spies
that enable its small fleet to succeed against a vast enemy. The
Intelligence is a clandestine network—and messy hierarchy—of
burdened people who do whatever it takes to rid the galaxy of The
Mandate. At its best, The Intelligence can turn a guaranteed defeat
into a galaxy-inspiring victory.

Sadly, intelligence work is not without its iniquities. It's possible to


do great evils in pursuit of justice, and difficult to walk that line
without treading over it. Those in Liberation intelligence position
themselves to avoid oversight and accountability whenever
possible, and are not above hurting those with good intentions. At
its worst, The Intelligence corrupts the ethical and democratic
principles that distinguish The Liberation and The Mandate.

A chance to turn the tide of war, leverage over Liberation members,


the heads of Mandate officials, classified intelligence, sabotage,
reduced oversight, secrecy, willing sacrifices, to bear the heaviest
burdens so others don’t have to.

• Take someone aside for a secret meeting, and gain a token.


• Reveal a previously unknown weakness, and gain a token.
• Apply leverage over someone, and give them a token.
• Offer help and solidarity, but ask them to complete a task. If they
accept the task, give them a token.

• Remind the player characters of their responsibility to liberate


those The Mandate reigns over.
• Ask compelling questions that trouble the principles of players
and their characters, without being sure of the answers.

33
The connections between people are what surround us and give
us strength. The galaxy is never silent; it is alive and humming
with energy that you can feel if you pay attention.

When channeled correctly, The Space Between can turn


dominions into empires and revolts into revolutions. But be
careful, for concentrated power can be dangerous for anyone who
dares come near.

Solidarity, difficult choices, balance, intense bonds and


uncontainable emotions, solitary training, enlightenment,
revelation, unity with those who came before.

• Invoke awe, and gain a token.


• Reveal an old secret or new truth to someone, and give them
a token.
• Create an unexpected connection between people, and give
them a token.

• Make the Space Between feel ancient and enigmatic.


• Explore both the small ways the space between pervades
everyday life and the large ways people can wield it.
• Ask compelling questions and build on the answers.

34 Republished from Galactic by Riley Rethal


Sometimes it feels like there’s no escape from its gravity. The
Mandate is an intergalactic superpower that uses its might to
control the galaxy with fear, propaganda, and alienation.

The only way The Mandate can perpetuate itself is with constant
aggression, advancement of weaponry, and violence, and we
know that it will eventually collapse under its own weight.
However, until then it continues to cause death and destruction
across the galaxy.

Untold destruction, unquestioned supremacy, military expansion,


an end to the Nova, hierarchy and order, dominion over the Space
Between, restoration of an old order.

• Foreshadow a larger threat, and gain a token.


• Put someone in immediate danger, and give them a token.
• Intercept information or supplies, and give a token to whom
you’ve taken from.

• Show the power The Mandate wields but remember that it is


not absolute.
• Show the humanity of individuals within The Mandate and how
it is subsumed by the demands of an empire.
• Ask compelling questions and build on the answers.

Republished from Galactic by Riley Rethal 35


There are many in the galaxy who are not willing to go down
without a fight. The Liberation are your comrades in arms, the
people of the galaxy who are actively resisting and fighting back
against The Mandate.

No revolution is perfect; it is made of people, who are prone to


disagreement and distrust. But that, many say, is what separates
them from The Mandate: working together, towards a better future
for the galaxy.

Retaliatory violence, long-shot missions, hope renewed, military


strategy, imagination of a better world, ideological discourse,
working together.

• Complicate someone’s vision of freedom, and gain a token.


• Offer help and solidarity, with or without a cost. If they accept,
give them a token.
• Introduce dangerous plans and ask others to participate. if
they do, give them a token.
• Ask “What does a better world look like to you?” and give them
a token if they answer.

• Be the love the characters must fight to protect.


• Make decisions about ideology and strategy, and be interested
in them.
• Ask compelling questions and build on the answers.

36 Republished from Galactic by Riley Rethal


Ya know, criminals.

Uncomfortable bargains, understanding, the jackpot, secrecy,


strings to pull, escape from this livelihood, fresh blood, enough
credits to get through the week.

• Offer help or information at a cost. If they pay, give them a


token.
• Introduce or invite a betrayal, and gain a token.
• Get someone involved in a dangerous scheme, and give them
a token.
• Complicate someone’s worldview, and gain a token.

• Create smugglers, thieves, mercenaries, and conmen with


their own needs, agendas, and perspectives.
• Make decisions about the politics and structure of the criminal
underworld, and force the characters to interact with them.
• Ask compelling questions and build on the answers.

Republished from Galactic by Riley Rethal 37


A Fate represents a series of events which the Space Between
has destined your character to reach. In a Group Fate, a group of
characters are fated to experience that series of events together.
From a narrative perspective, group fates provide additional
structure to the events of your game, and more importantly, a
sense of dramatic irony in which you as players understand the
ends to which your characters’ efforts inevitably lead. Play to find
how and why your characters come to meet these ends.

Taking on a Group Fate requires activating its Trigger. This can


happen one of two ways. Players may intentionally introduce the
narrative described in the trigger, then to invite others to join them
in the fate. However, playgroups may find that the trigger for a fate
occurs organically in the narrative. When a player notices that the
narrative described in a Trigger has in the fiction, they are
encouraged to announce this to the party and invite the involved
characters to take on the fate. While group fates are usually most
satisfying when shared by the entire party, no character must take
on a fate. Players who choose not to take on a group fate may
choose to join that group fate later, by engaging in the narrative
trigger specified on the group fate’s sheet.

Designers’ Note: It’s recommended that you not begin play with
a group fate already in place. While you may do so if you want,
instead consider taking time during setup to discuss if your
playgroup would be interested in potentially taking on a given
group fate during play. Then, as you play, if you encounter a
moment similar to the narrative described in the group fate’s
Trigger—accepting a mission, landing on a dangerous planet, or
something similarly dramatic and appropriate—discuss with your
party the possibility of taking on the group fate in that moment.

38
Group fates grant players access to a number of additional moves
known as fate moves. Similar to pillars, any character sharing the
fate may invoke a fate move at any time, but unlike pillars, fate
moves neither gain nor give tokens. Narratively, some fate moves
may involve actions taken by the player character that invoked it,
while other fate moves will primarily involve actions by the full
party or by NPCs and pillars. Fate moves must be done in a
specific order, and each one advances the clock associated with
the group fate. When the clock is complete, players gain access to
a final, special move costing no tokens, which they use individually
to seal their fate. When invoking fate moves, and in particular the
last fate move, it is best to consult the party and make sure
everyone sharing the fate is interested in advancing the clock at
that time.

Group fates are optional, but they provide two potential benefits.
First, if your playgroup plans to play only a single session, it can
provide structure and clock to ensure play proceeds towards a
dramatic conclusion on time. Second, it provides a sense of
dramatic irony in which players know the tragedy of their
characters’ inevitable fates, and allows the players to build a
narrative which highlight that irony.

For example: How much more dramatic could you make a


conversation between two characters if you as the player knew it
would be their last? What lingering questions from your
character’s life might you intentionally resolve in the narrative
before they meet their demise?

39
Some dedicate their life to the cause.
One day, you all will dedicate everything.

• At the beginning, your characters may not be able to envision


that they would give their lives for a cause. What could change
this? How do you bring your characters closer to that change?
• You know that your sacrifice is coming, but your characters
don’t. Explore what loose ends they might tie up, and what
would motivate them to do so, even if they don’t know it’s their
last chance. Also consider: what threads are left hanging, in
the suddenness of loss?

____________________ ____________________
____________________ ____________________
____________________ ____________________

Cover or strike through as you advance the clock

40
Any player may trigger intentionally or notice in play
Ask characters to follow you into a mission with impossible odds.
Each character who agrees shares this fate. Any character who
later decides to aid the mission may choose to join this Fate.

Any player sharing this Fate may use these moves to advance the
clock. By default, characters move through the clock together,
but characters may advance individually or in small groups if
they become separated or choose to split up.
1. Introduce a threat standing in the way of your mission.
2. Reveal the chance to escape, within a rapidly closing window.
Fated characters must choose individually whether to retreat
or forge on to the objective. Those who retreat are spared this
Fate and no longer share it—instead, they must live to tell.
3. Observe that the objective of your mission is in sight, but lies
behind a grave obstacle.
4. Characters sharing this Fate gain the move:

“Sacrifice yourself for the cause, and show how your final
act is critical to your party achieving their ultimate goal. If
there are any players that share this Fate but have not yet
used this move, you may give them your remaining
tokens. This move may be used without any tokens.”

Designers’ Note: What it means to sacrifice yourself is left


purposefully vague. Players are encouraged to interpret it as they
wish. Two facts should always remain true: the sacrifice should be
grave, and other players should use their characters or the pillars
to highlight the gravity of the character’s sacrifice. This is a
serious and quite likely final moment for a character; everyone at
the table should take responsibility for honoring the weight of the
moment and supporting that player in demonstrating that sacrifice
in whatever way that player finds most fulfilling.

41
When creating an NPC, choose
or roll two traits. You may use
any combination of the 6 traits
below and the 36 traits from 1. Cautious
Galactic (excerpted on page 2. Desperate
44). The NPC gains the moves 3. Independent
listed with their traits. Every 4. Petulant
NPC is grouped with a a pillar, 5. Trusting
and their moves gain and give 6. Vengeful
tokens from that pillar. See more
information on NPC creation on
page 11.

• Encourage deliberation about a decision, and gain a token.


• Remind someone of what they have to lose, and give them a
token.
• Ask someone “Do you really think you can succeed?” and give
them a token.

• Say that you have nothing to lose, and gain a token.


• Betray someone out of necessity, and give them a token.
• Ask someone to help you even though you have nothing to offer
them, and give them a token.

• Say “I’ll do it myself” and gain a token.


• Refuse someone’s offer of help, and give them a token.
• Show up to assist someone without ever having been asked,
and give them a token.

42
• Complain, and gain a token
• Narc on someone, and give them a token
• Have an explosive outburst at someone, and give them a
token

• Ignore a warning sign, and gain a token


• Follow someone into a risky situation, and give them a token
• Ask someone “What do we now?” and give them a token.

• Reference a time you were wronged, and gain a token.


• Arrive at the worst time for someone, and give them a token.
• Declare that you will never forgive someone, and give them a
token.

Note: If you’re currently filling out your playbook and trying to find
more details about the two traits associated with each of your
relationships, many of those traits come from the base game.
See pages 37-44 of Galactic by Riley Rethal (reprinted in this
book pg. 44-51 below) for the other 36 traits.

• Dream Apart by Benjamin Rosenbaum


• Dream Askew by Avery Alder
• Galactic 2e by riley rethal
• Forged in the Dark by John Harper
• The Quiet Year by Avery Alder

43
1. Social Traits 4. Authoritative Traits
1. Friendly 1. Austere
2. Connected 2. Daring
3. Conciliatory 3. Commanding
4. Compassionate 4. Dramatic
5. Gossipy 5. Cocky
6. Troublemaker 6. Rousing

2. Intellectual Traits 5. Ideological Traits


1. Wise 1. Faithful
2. Curious 2. Passionate
3. Cunning 3. Cynical
4. Inventive 4. Mercenary
5. Learned 5. Maverick
6. Analytical 6. Zealous

3. Watchful Traits 6. Personal Traits


1. Protective 1. Attuned
2. Focused 2. Burdened
3. Anxious 3. Innocent
4. Observant 4. Ancient
5. Stealthy 5. Awkward
6. Scheming 6. Ethereal

44 Republished from Galactic by Riley Rethal


Choose 1-2 moves:
• Tell a good joke or story, and gain a token.
• Go out of your way to talk to someone, and give them a token.
• Ask “Is there anything I can do to help?” and give them a token
if they say yes.

Choose 1-2 moves:


• Take note of who is here, and gain a token.
• Introduce two people with something in common, and give
them each a token.
• Point someone towards who or what they’re looking for, and
give them a token.

Choose 1-2 moves:


• Argue for a more peaceful or moderate solution, and gain a
token.
• Stop someone from starting a fight, and give them a token.
• Ask “Is there any other way to do this?” and give them a token
if they give an answer that isn’t a straight no.

Choose 1-2 moves:


• Talk about your feelings, and gain a token.
• Give someone reassurance they need, and give them a token.
• Ask “Do you want to talk about it?” and give them a token if
they say yes.

Choose 1-2 moves:


• Listen in, and gain a token.
• Give someone a juicy piece of information, and give them a
token.
• Start a rumor about someone, and give them a token.

Republished from Galactic by Riley Rethal 45


Choose 1-2 moves:
• Pull a prank, and gain a token.
• Start a fight or argument, and give those involved a token.
• Encourage someone to cause trouble with you, and give them
a token if they do.

Choose 1-2 moves:


• Give genuine consideration to something unexpected, and
gain a token.
• Point out a contradiction in someone’s logic or plan, and give
them a token.
• Ask someone a question they don’t yet know the answer to,
and give them a token.

Choose 1-2 moves:


• Focus on an irrelevant detail, and gain a token.
• Listen patiently and reverently, and gain a token.
• Ask someone a barrage of questions, and give them a token.

Choose 1-2 moves:


• Reveal that you’ve been one step ahead this whole time, and
gain a token.
• Lie to someone, and give them a token if they believe it.
• Ask “what’s your real goal here?” and give them a token.

Choose 1-2 moves:


• Tinker with an object or idea, and gain a token.
• Create something new, and gain a token.
• Fix something broken, and give the one who needed it a
token.

46 Republished from Galactic by Riley Rethal


Choose 1-2 moves:
• Reference a text or tradition no one else here has heard of,
and gain a token.
• Know something useful and relevant, and give the person you
help a token.
• Ask “Do you want my advice?” and give them a token if they
say yes.

Choose 1-2 moves:


• Calculate things in the background, and gain a token.
• Reveal a tiny window of opportunity to someone, and give
them a token.
• Say “The odds are against you” to someone, and give them a
token.

Choose 1-2 moves:


• Say “I’m coming with you” and gain a token.
• Get hurt to protect someone else, and give them a token.
• Demand that someone stay out of danger, and give them a
token.

Choose 1-2 moves:


• Spend a great deal of energy or time attempting perfection,
and gain a token.
• Remind everyone to stay on task, and gain a token.
• Ask “how are you going to help?” and give them a token if they
answer.

Choose 1-2 moves:


• Ramble about the things that could possibly go wrong, and
gain a token.
• Ask someone for reassurance, and give them a token if they
give it to you.
• Give into pressure from someone who wants something from
you, and give them a token.
Republished from Galactic by Riley Rethal 47
Choose 1-2 moves:
• Keep your eyes peeled, and gain a token.
• Point out something someone else missed, and give them a
token.
• Ask “What are you hiding that I noticed?” and give them a
token.

Choose 1-2 moves:


• Vanish into a crowd or shadows, and gain a token.
• Hide someone or something from sight, and give them a
token.
• Move easily past an obstacle that should’ve given you trouble,
and beckon for others to follow. Give them a token if they do.

Choose 1-2 moves:


• Monologue about your plans, and gain a token.
• Reveal you have leverage over someone, and give them a
token.
• Ask “What can you do for me?” and give them a token if you
take them up on their answer.

Choose 1-2 moves:


• Hold your head up high, and gain a token.
• Give someone harsh criticism, and give them a token.
• Demand someone change what they’re doing to fit your
values, and give them a token.

Choose 1-2 moves:


• Propose an exciting and over-complicated idea, and gain a
token.
• Invite someone to do something dangerous; give them a token
if they say yes.
• Get in over your head and ask for backup or rescue; give
those who answer a token.
48 Republished from Galactic by Riley Rethal
Choose 1-2 moves:
• Tower over others, literally or metaphorically, and gain a token.
• Give someone a direct order or threat, and give them a token.
• Block someone’s path forward, and give them a token.

Choose 1-2 moves:


• Be the center of attention, and gain a token.
• React in an over-the-top manner, and gain a token.
• Act as a distraction for someone else, and give them a token.

Choose 1-2 moves:


• Project overconfidence, and gain a token.
• Insert yourself into someone’s conversation or plan, and give
them a token.
• Make a wrong-headed assumption about someone, and give
them a token when you act on it.

Choose 1-2 moves:


• Look confidently into the distance, and gain a token.
• Tell someone exactly what they need to hear, and give them a
token.
• Lead by example, and give those who follow a token.

Choose 1-2 moves:


• Spend a moment to reflect or pray, and gain a token.
• Ask someone “What do you believe?” and give them a token.
• Give someone reason to carry on when they feel dejected or
hopeless, and give them a token.

Choose 1-2 moves:


• Explain why something matters to you, and gain a token.
• React with unexpectedly intense emotion, and gain a token.
• Question someone’s beliefs or actions, and give them a token.
Republished from Galactic by Riley Rethal 49
Choose 1-2 moves:
• Roll your eyes, and gain a token.
• Protect someone in a way that goes against their beliefs, and
give them a token.
• Question someone’s sincerity, and give them a token.

Choose 1-2 moves:


• Ask “What’s in it for me?” and gain a token.
• Take something while no one is looking, and give the person
who needed it a token.
• Betray someone for your own gain, and give them a token.

Choose 1-2 moves:


• Ask “what here is more complicated than it seems?” and gain
a token.
• Present someone with an enticing option they hadn’t
considered, and give them a token.
• Encourage someone to pursue their own interests over other
obligations, and give them a token.

Choose 1-2 moves:


• State your beliefs, and gain a token.
• Demand that someone live up to your ideals, and give them a
token.
• Take things too far, and give the one you hurt a token.

Choose 1-2 moves:


• Say something meaningful yet cryptic, and gain a token.
• Make a declaration about someone’s future, and give them a
token.
• Help someone ask the space between for guidance, and give
them a token.

50 Republished from Galactic by Riley Rethal


Choose 1-2 moves:
• Sigh deeply, and gain a token.
• Lash out at someone for something minor, and give them a
token.
• Take on more than you can handle, and give the person who
comes to your rescue a token.

Choose 1-2 moves:


• Hope for the best, and gain a token.
• Ask someone a question they’d rather not answer, and give
them a token if they tell the truth.
• Offer someone physical affection, and give them a token if
they accept in a way that is comfortable for them.

Choose 1-2 moves:


• Tell a story of long ago, and gain a token.
• Draw a parallel between then and now, and gain a token.
• Ask “How are you going to do better than what came before?”
and give them a token.

Choose 1-2 moves:


• Try your best, and gain a token.
• Misunderstand or ignore a social cue from someone, and give
them a token.
• Ask someone something at a bad time, and give them a token.

Choose 1-2 moves:


• Watch from somewhere else, and gain a token.
• Silently change the environment around you, and give the first
person to notice a token.
• Remind someone of what you or they stand for, and give them
a token.

Republished from Galactic by Riley Rethal 51


Use this page to quickly scan available pillar moves. Always read
the full pillar page before using this reference. For a Galactic pillar
move reference sheet, see the Going Rogue playkit.

• Summon one or more people before a council, and gain a


token.
• Reveal you have someone’s loyalty or allegiance, and gain a
token.
• Invite someone to deliberate. if they do, give them a token.
• Offer help and solidarity, but only with time. if they accept, give
them a token.

• Take someone aside for a secret meeting, and gain a token.


• Reveal a previously unknown weakness, and gain a token.
• Apply leverage over someone, and give them a token.
• Offer help and solidarity, but ask them to complete a task. If
they accept the task, give them a token.

• Ask two bonded players “What shared memory does this


situation bring to mind?” and gain a token.
• Separate one bonded character from the others, and give the
isolated one a token.

Tip: Players using The Bond pillar may also invoke its player
moves, which are listed on The Bond pillar’s page. It may be
easiest to copy the player moves directly onto your playbook.

52
The philosophy behind Going Rogue

• WHY “ANTI-FASCIST”?: Much thought was put into


whether to include “anti-fascist” on the cover. I believe strongly
that nothing is truly anti-fascist but anti-fascist organizing, and
that watering down the term is a real issue. However, I
decided to include it not because this game is about defeating
fascism, but because this game is written directly from my
experience as an anti-fascist organizer. It’s about people who
put their lives on the line for work they can’t tell anyone the
details of. It’s about people who must weigh whether the
security concerns (represented by The Intelligence) that come
from transparency and democracy (represented by The
Parliament) are risks that can’t be afforded. It’s about the
social conflicts this tension causes and how leaning too hard
towards one or the other can hamstring the effectiveness of
your work or turn your organization into something harmful. I
was honored to be told by a comrade that Going Rogue “does
a good job making explicit how Rogue One feels as an
organizer,” and that is central to how and why I've designed
the game.

• HOPE AMONG THE HOPELESS: The initial draft of Going


Rogue had three playbooks: The Spy, the Leveraged, and The
Knight Errant. All are cynics with varying levels of commitment
to the cause. This reflects their inspirations in the Rogue One
crew, but more centrally, my own struggle to remain hopeful in
a time of political turmoil and overcome my jadedness from
rough organizing experiences that I found myself processing
while writing this game. The Convert was added after the first
playtest, upon realizing that the game needed someone
whose unmarred dreams could bind the party together and
remind them of why they fought in the first place—something I
realized that I needed as well. The Convert captured who I
was when I came into organizing, just as the others captured
who I felt like in that moment. Like with The Parliament and
The Intelligence, no playbook is “the bad guy” or “wrong.” The
Convert’s naiveté and The Spy’s cynicism reflect their
experiences, and both are natural parts of the ebb and flow of
political work. This game is about that tension. About learning
the difficult realities of fighting for a better world and
reconnecting with the dreams that brought you to the work in
the first place. The dreams that make it feel worth it—that we
need in order to go on. I hope that when you play this game,
you are not discouraged by the weight of its realities, but are
instead reminded of the possibilities present in its dreams. 53

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