Writing this particular supplement raised the bar for me in my d20 writing. Part of it was the inspiration of Monte's work on Arcana Unearthed and Arcana Evolved — Monte made a point of breaking away from traditional cliches and reinventing what was possible. Part of it was getting so much playtest time on the project than usual (I count over 30 playtesters in 7 separate groups). The design was reviewed and iterated constantly, and I think the results show the extra attention.
I've always loved rogues and tricksters, both as a player and GM. I've got a soft spot for any player who thinks he's going to outsmart the opposition instead of outfighting it. I'm sure it goes all the way back to players in my old high school games, which featured at least two 1st Edition gnome illusionist/thief types who kept me on my toes as a DM, but who also made the game more fun for everyone. Later, working for Roger Moore on the TSR magazines made me appreciate the humorous sides of rogues, but this collection takes a more serious approach. No space hamsters or kender look-alikes here, but lots of potential for mayhem, funny or otherwise.
The book is a street-smart sourcebook for roguish entertainment: a luck subsystem, gambling rules, bribery, about 80 tricksy spells, the gutter mage, guild rules, the shadowsworn, underworld contacts, shadow magic, bard spells, the bandit, and lots more. If you have any mischief in you, give it a look. And yes, buy one for the nice GM who's going to let you use all these new toys.
If you'd like a free sample first, take a look at the AU-specific Champion of Luck and a sampling of the roguish spells.