Entries by Steve Kenson

Fifth Season Preview: Character Creation

Once a Fifth Season game group has created their comm (detailed in Fifth Season Preview: Comm Creation) they can get down to creating individual characters. Those familiar with Adventure Game Engine character creation know it often involves choosing a character Background, a Class or Profession, Talents or Specializations, and a Drive or Goals. The Fifth […]

Fifth Season Preview: Comm Creation

While the freely available Fifth Season Quick-start provides a substantial “test-drive” of the Fifth Season RPG (now crowd-funding on Backerkit) the Quick-start necessarily leaves out some things in the interests of space and getting folks up-and-playing the game as quickly as possible. For those interested in the Fifth Season RPG, we’re going to take a […]

Interview with author Aaron Rosenberg

Earlier this week we shared the interview with Richard Lee Byers who wrote part one of the Arcane Secrets Duology, and now we’re back with Aaron Rosenberg, author of part two, Lost and Never Found! Tell us a bit about yourself and your work prior to this novel. Hm, okay, the short version, then. Born […]

Interview with author Richard Lee Byers

As you may already know, our current Kickstarter campaign for the Mutants & Masterminds Reprint Extravaganza, also features two brand-new novels set in the world of Earth-Prime. Recently we had a chance to catch up with Richard Lee Byers, author of the first book in the Arcane Secrets Duology, The Doom That Came To San […]

Gadget Guides: The Right Tool for the Job

You can tell that Power Profiles was written and produced serially, because we included “Armor Powers” pretty early on: powered armor is a common type of super-power in the comics, and it starts with “A” so it was right up-front on the list of power themes. However, it quickly became apparent that if we were […]

Power Profiles: Giving You the Power

Used copies of Power Profiles have been selling for hundreds of dollars on auction sites. On the one hand, that’s flattering; it’s nice to have a book you wrote be in that kind of demand. On the other hand, it’s frustrating, because Power Profiles was meant to be the kind of useful resource every Mutants […]

A Few Words on Languages

Tabletop roleplaying games can give us some funny ideas about languages and linguistics. At least, I know they did for me in some regards. Starting with a certain Popular Fantasy Roleplaying Game comes the notion that player characters are all multi-lingual, speaking three, four—as many as seven or eight languages fluently! This is often compounded […]

The M&M PDF Mega-Bundle

Where do I begin to tell you about how awesome the new M&M PDF Mega-Bundle offer from Green Ronin is…? Ah, yes—at the beginning! That’s certainly fitting, since the Mega-Bundle goes all the way back to the beginning of Mutants & Masterminds: with its first edition in 2002. (Have we mentioned this is the 20th […]

A Haven in the Stars

It’s all Alex Thomas’s fault. We said so on Mutants & Masterminds Monday. Alex wanted to run a streaming game for Team M&M and asked “so what else do we know about this Starhaven place mentioned in The Cosmic Handbook?” To which Crystal Fraiser and I said, “Nothing.” The paragraph or so of info about […]

Location, Location, Location

Add at least two dozen “locations” to that and you start to get the concept and usefulness of Danger Zones for the Mutants & Masterminds Superhero RPG. The sourcebook, a compilation and expansion of our long-running series of PDF products, takes a look at an oft-neglected element of superhero adventure creation. You guessed it: location. […]