Sagas of Sword … and Sorcery!

For the release of Green Ronin’s Chronicle System as the Sword Chronicle fantasy RPG and setting, a lot from its earlier incarnation as Song of Ice and Fire Roleplaying (SIFRP for short) was preserved, but a few things have also changed. One of those most notable things is the inclusion of sorcery.

Sorcery in the Chronicle System

Magic in SIFRP was a rare and mysterious thing, the province of a few unusual qualities and not much more than that. For Sword Chronicle we needed a more robust system of magic, suitable for everything from hedge-witches to scholarly thaumaturgists and the adepts of spiritual mystery cults. At the same time, the system needed to be more rooted in the kind of fantasy chronicles the system was designed to tell, rather than the notion of spell-caster as “mobile artillery.”

As the beginning of the Sorcery chapter of the book notes:

Sword Chronicle sorcery is not the overt, flashy spells of many roleplaying systems. It is a “lower” sort of magic, without the pyrotechnics, earth-shaking manifestations, or epic reality-altering of “high-magic” fantasy systems. In fact, many sorcerous Arts provide effects that could, to the skeptical eye, be regarded as coincidence, chicanery, or some combination of the two. Indeed, the price of many of these Arts is so high that even true sorcerers often resort to sleight of hand, tricks of chemistry, and taking credit for things that are genuinely coincidental, in order to avoid paying it.

Fortunately, we had a working basis to start from in the form of Joseph Carriker’s Chronicle of Sorcery release for the Chronicle System, which outlines the essentials for a system of sorcery. Sword Chronicle takes that concept and runs with it, expanding it out into an essential system for magic-workers of all kinds. The “price” mentioned in the introduction previously is Destiny, the Chronicle System “currency” of character potential. Sorcerers harness the power of Destiny to influence and change the world through their Arts, in both subtle and profound ways.

What are those Arts? Sword Chronicle outlines four, each with its own magical Works:

  • The Art of Benediction, which invests people, places, and things with magical blessings and power. Its Works include attunement, blessing, anointing, consecration, and investiture.
  • The Art of Divination, which draws aside the veils of space and time to grant sorcerers knowledge. Its Works include casting, dowsing, reading, and vision for the greatest of prophecies.
  • The Art of Malediction, which brings misfortune and harm to one’s enemies or to bind their wills. Its Works include Castigate, Curse, Ensorcell, Ruination
  • The Art of Warding, which turns away unwanted magic and guards against sorcery. Its Works include various types of wards and sorcerous protections.

Each Art has its Works, which range from quick-and-immediate spells to more complex and powerful rituals, from an immediate Castigate spell to wrack a target with pain to a more involved Rite of Cursing to destroy them from afar, from an immediate Blessing, to the Consecration of a great temple or Investiture of an enchanted blade, intended to last a lifetime or more.

Of course, in addition to Destiny, true mastery of sorcery requires a significant investment of a character’s qualities, and sorcerous qualities determine what Arts a character has learned, or mastered, much like fighting styles and other qualities that define characters in the Chronicle System. Indeed, there are also some qualities suitable for characters who have just a touch of magic, like the Beast-friend, the seer with Prophetic Dreams, or the chosen of Destiny with Prophetic Alignment.

So whether your concept for a Sword Chronicle character is a wise elder wizard, a cunning woods-witch, a zealous warrior of the faith, a rune-crafter, or the former member of a secretive cult, you can create them and their arcane Arts in the Chronicle System.

Sword Chronicle: Feudal Fantasy Roleplaying Returns

The fury of battle. Court intrigue. Games of blood and status. That’s Sword Chronicle, a complete roleplaying game for the Chronicle System. We’ve been working on it quietly, with no official announcements before now.

Sword Chronicle: Feudal Fantasy Roleplaying

(not final cover)

Where’s the Hype?

Well, this is the hype. Sword Chronicle was designed under the radar as a response to the COVID-19 situation, which we’ve discussed here. We took a hard look at what we could do in this emergency, and this not only fit the bill, it sent a message that we’re not going to just survive, but survive aggressively, by producing a core rulebook.

The Chronicle System Returns

Originally designed for the A Song of Ice and Fire Roleplaying game, the Chronicle System was devised to work on multiple scales and fields of conflict, from duels to battles to courtly intrigue. Green Ronin’s license to make the game has concluded, and we remain grateful for the opportunity to explore Westeros through the game. But we’ve always wanted to support other settings for the Chronicle System. We started that with setting-agnostic Chronicle System material available through our website and DriveThruRPG. Sword Chronicle is the next step: a core rulebook designed to bring the Chronicle System’s unique characteristics to classic fantasy gaming.

What’s The Same, What’s Changed 

Sword Chronicle uses the Chronicle System you’ve seen before, but adds new elements to support fantasy games, including the following: 

  • Rules for fantasy ancestries, including elves, dwarves, and ogres 
  • A revised version of the magic rules first presented in the Chronicle of Sorcery supplement, integrated into the core rules 
  • Revised and reorganized rules for intrigue: the art of victory in the social arena 
  • The Shattered Era, an optional fantasy setting featuring 19 houses, the nonhumanoid kurgulan people, and the Breachlands, a region fit for empire builders and uprisings

Furthermore, while you don’t need to purchase Chronicle of Sorcery for magic rules if you get Sword Chronicle, all other published generic Chronicle System supplements remain compatible, including creature supplements such as Desert Threats and rules expansions such as Out of Strife, Prosperity. Thus, Sword Chronicle comes with immediate support. You can play it with one book, but the options are there.

Beyond the Sword Chronicle

Sword Chronicle is an expression of the “classic” Chronicle System, but there’s more to come. Don’t forget that The Fifth Season Roleplaying Game, which will use a version of the system tailored to the world of N. K. Jemisin’s Broken Earth Trilogy, is on the horizon. It’s a good time to be a Chronicle System fan. Stay in touch—we’ll tell you when.

Ronin Army forums update: All Good Things…

Hello Green Ronin fans,

Today we have guest post from our stalwart forum moderator Fildrigar, on the status of the Ronin Army forums that have been down for the last week.


Ronin Army Gamer Badge

Green Ronin Gamer Badge

Greetings!

I’m Barry Wilson. You might remember me from such internet places as That One Wargaming With Miniatures Forum and Esoteric Prog Rock Fans Online.

I have a long history with, and a deep and abiding love of internet forums. Since I first discovered them in the Nineties, I have whiled away many an hour reading and posting on them. I never had the patience for IRC, far preferring the slower, more thoughtful discourse (and formatting options) forums usually provided. I’ve been moderating Green Ronin’s forums for around eight years now. 

Unfortunately, the time has come to shut down the forums. While it wasn’t an easy decision, it was necessary once we discovered a rather serious security vulnerability that made continuing to support the forum software an untenable position. We have reached the tipping point where the security risks involved with maintaining the forums outweigh the benefits. We tried to find a solution that would allow us to maintain the existing forums in read-only mode, but just running the forum software on our servers would pose too great a security risk. 

Forums have in the past provided a place for people to discuss our games. Increasingly, those discussions have moved to places like Facebook, Reddit, and Discord (and many, many others.) Places like these are allowing us to reach more fans than our small forums did. Searching Facebook for the names of our games will direct you to groups available there. There is also a very robust and friendly Discord community called the Green Ronin AGE Appropriate Discord. You’ll find some of your favorite Green Ronin staff regularly hanging out there to talk about the latest Green Ronin happenings.  

In closing, remember that we love you, keep on gaming, and we’ll see you on the internet.

Green Ronin 20 For 20 Sale

Green Ronin 20 For 20 Sale

20 For 20 Sale

2020 is Green Ronin’s 20th anniversary, and to celebrate we’re having a site wide sale of all our games and accessories. Everything in the Green Ronin Online Store is for sale for 20% off through April 20, 2020, except for active pre-orders like Lairs for Fantasy AGE and Enemies & Allies for Modern AGE. We really appreciate all the support you’ve given us over the years, so please enjoy some great games at a great price!

From Freelance to Dev (Ronin Roundtable)

I’m not normally a big fan of surprises, but I’ll make an exception for this one. When Joseph Carriker asked me if I’d like to write a Ronin Roundtable about making the jump from freelancer to developer, I was pretty psyched.

Coming Soon! Six of Cups is an Adventure Anthology for Blue Rose: The AGE RPG, just in time for Green Ronin Publishing’s 20th Anniversary!

I first inquired about writing for Green Ronin back in 2011, but my timing was bad and there were no projects in need of authors, just then. Even at that point, I’d been at this a long time, and that sort of thing happens: if you don’t have the good luck to ask right when a developer has an open slot on a project, the best you can usually hope for is for your name to go into the (often pretty big) pile of interested prospective writers for some other job, down the line. Fast forward a few more years and several more inquiries, however, and I got my break, doing some work for the Chronicle System. Only a couple of years on from there, in 2016, Joseph offered me the chance to take a crack at doing some fill-in development work on Desert Threats (again, for the Chronicle System), and I jumped at the opportunity to once again try my hand at an aspect of roleplaying game design with which I’d previously had only minimal experience.

Fast forward yet another several years and a bunch of development jobs, getting a little more hands-on with the process, each time, and I’ve come to understand that really is a whole different sort of beast. When you’re writing as a freelancer, you’re trying to realize, in a way that’s entertaining and informative, a vision that’s been outlined for you. You have input into what you’re creating, of course, but you’re almost always playing in a sandbox with firm borders. Development, on the other hand, entails bouncing ideas back and forth with other folks on the high-concept end of things, working to craft the vision that others will then put more extensively into words. In essence, you’re the one building the sandbox, and you have to create it with an eye toward making it a fun and rewarding place in which others get to play, while also stocking it with all the stuff they’ll need to get the job done right.

With writing, you have to be mindful of cooperating well with your fellow authors, but, beyond that, you’ve generally got quite a lot of autonomy—as long as you follow the developer’s instructions, you’re pretty much always good to go. Development demands an almost entirely distinct (and much more rigorously collaborative) skillset. You’re effectively a project manager, keeping everyone on track and maintaining the work as a cohesive whole, every step of the way, but there’s rather a lot more to it than that. You’re also the first-pass editor and art director, laying the groundwork for the actual editor and art director to do their jobs, and you’re absolutely going to need to do at least a little bit of writing, too; not just the book’s introduction (which is usually part of development duties), but also anything, at all, that ends up needing to be filled in. Similarly, pretty much anything that falls under “miscellaneous,” whether foreseen or unforeseen, ends up as part of your job. You’re the interface between the front-end and back-end of the creative aspects of the project, fielding questions from both sides, and trying to make everything run as smoothly as possible for everyone involved. Ultimately, though, there’s no feeling quite like seeing a book take shape, starting as a mere skeleton of an outline, and ending as a fully fleshed out addition to a setting you love.

So, yeah: adjusting to development has definitely involved a learning curve, but it helps to be working with great folks, all of whom bring their different strengths and perspectives to the table, even as I hone the skills that help me to bring my best work to each new book (and, in the process, to your gaming table!)

20 Years of Green Ronin! (Ronin Roundtable 2020 preview)

This time every January I write a message about our plans for the coming year. This is a special occasion though because 2020 is Green Ronin’s 20th year in business! We’ll be talking a lot more about that all year, looking back at our history and how we got here. I can say that when I started the company, it was a side project to my day job as a Creative Director at Wizards of the Coast. I couldn’t have imagined Green Ronin would still be around in 2020! So what do we have cooking for our big year? Let’s take a look!

20 Years of Green Ronin! 2020 is Green Ronin's 20th year in business.


Green Ronin’s very first release was a beer and pretzels RPG called Ork! in July, 2000. That game got a new edition worthy of Krom last year if you want to check it out. A month later, at GenCon 2000, we released Death in Freeport, the book that really put us on the map. It was an adventure for the just released third edition of Dungeons & Dragons and it introduced the world to Freeport: The City of Adventure, a setting that mixed classic fantasy elements with pirates and Lovecraftian horror. Since this year is also Freeport’s 20th anniversary, you know we had to do something to celebrate. And what brings people together like a marriage? This year we will finally wed Freeport and Fantasy AGE! Freeport is a setting I created, and Fantasy AGE is a game I designed, so it’s long past due that these two get hitched. This will begin at GenCon with the release of the Fantasy AGE Starter Set, a boxed introduction to both the game and Freeport. After that we’ll publish the Fantasy AGE Core Rulebook, a bigger, better rulebook for the game that features Freeport as its example setting. Further books exploring the city and the larger world of Freeport will follow. In the shorter term, the Lairs sourcebook for Fantasy AGE is almost ready to go to print, just waiting on a few pieces of art, so look for a PDF release and the beginning of the pre-order soon.

 

Nisaba Press, our fiction imprint, will also be supporting Freeport with both short story anthologies and novels. The first novel, I Am Gitch by Lucien Soulban, feature’s Freeport’s most famous goblin! Speaking of Nisaba, we are really ramping up our fiction in 2020, exploring the settings of our Mutants & Masterminds, Blue Rose, and Threefold properties in addition to Freeport. Last year we released two novels and one anthology (Aaron Rosenberg’s Mutants & Masterminds novel Height of the Storm, Joseph Carriker’s Blue Rose novel Shadowtide, and the brand new Sovereigns of the Blue Rose anthology). Our next Mutants & Masterminds novel, Roadtrip to Ruin by Skyler Graye, is at print now so look for that release soon. Later in the year you will see new anthologies for all our properties, the first novel for our Threefold setting, and the release of Joseph Carriker’s Sacred Band, which we announced last year. It’s going to be an exciting year for Nisaba Press!

 

Abzu's Bounty: An adventure path for The Expanse RPGOn the topic of awesome fiction, let’s talk about The Expanse! We launched the game, based on James S.A. Corey’s modern scifi classics, last year, releasing both the core rulebook and Game Master’s Kit. We also brought on Ian Lemke as the developer and he’s already putting his stamp on the line. We are kicking off the year with Abzu’s Bounty, the game’s first big adventure. It’s brand new this month so you can grab it right now. We’re following that up later in the year with two more books: Ships of the Expanse and Beyond the Ring. Ships of the Expanse is exactly what it sounds like: a big book about spaceships, with stats, deck plans, and more. Beyond the Ring is the first sourcebook to advance the timeline. The core rulebook was set between the events of the first and second novel. Beyond the Ring takes things through the third and fourth (Abaddon’s Gate and Cibola Burn). With the ring gates open, there are huge numbers of new star systems to explore, many littered with the ancient relics of dead civilizations. Beyond the Ring opens up a whole new style of adventure for The Expanse RPG and gives GMs all the info and tools they need to support it. Something else you will see this year: Expanse dice! We are working with Q Workshop (who did our dice for Dragon Age and Blue Rose) to make three different sets of the dice. Earthers, Martians, and Belters can all represent!

 

Modern AGE, under the stalwart leadership of developer Malcolm Sheppard, is going from strength to strength. Last year we launched Threefold, the first original setting for the game, and it is a stunner. We are starting this year off with Enemies and Allies (at print now), the adversary book for Modern AGE. It details NPCs and creatures, covering genres such as modern fantasy, horror, near future SF, technothrillers, and crime dramas, and provides new mechanics to support them. We’re following that up with Five and Infinity, a collection of adventures for Threefold that cover all levels of play. It also introduces the Infinity Engine, a tool for using random chance and choice to generate both original adventures and new planes of existence to stage them in. Then we have the Mastery Guide, the last of what one might consider the “core books” of Modern AGE (the others being the Basic Rulebook, Companion, and Enemies and Allies). While you might think of the Mastery Guide as a GM’s guide, that’s only half the story. It also provides advice and support for players, so everyone can up their game.

 

Meanwhile, the Kingdom of the Blue Rose continues to thrive under the benevolent rulership of developer Joseph Carriker. The next book in the line is Envoys to the Mount, an epic adventure that spans five years of game time and all four tiers of Blue Rose play. This is a full campaign that will keep your group busy for some time. If you want a smaller commitment, Six of Cups is there for you. It’s an anthology of six shorter adventures, along the lines of Six of Swords from a couple of years back. After that comes Touching the Wild, which is a dual-purpose sourcebook. Half of it is a bestiary about the shadowspawn. The other half is a player’s guide to the rhydan, the psychic animals of the Blue Rose setting. This does include the option of an all rhydan party!

We are keeping Joe very busy this year because he’s also working with co-developer Tanya DePass on Fifth Season Roleplaying, licensed from N.K. Jemisin’s fantastic Broken Earth trilogy. We announced the game at GenCon and it will release towards the end of the year. The game will use a revised and updated version of our Chronicle System, the engine that powered our Song of Ice and Fire RPG. We’ll have a lot more to say about Fifth Season Roleplaying as we get closer to release so stay tuned!

Image shows the three novel covers from N.K. Jemisin's The Broken Earth trilogy. The Fifth Season, The Obelisk Gate, and The Stone Sky.

 

All that is great, but don’t you want to get super sometimes? Well, Mutants & Masterminds has got you covered! Superdev Crystal Frasier (who is by the way, doing the graphic design of the whole line in addition to game development) has a lot of comic book goodness coming your way. First up is the Time Traveler’s Codex, a sourcebook that covers the myriad of ways you can use time travel in your campaign and explores some popular eras for such shenanigans. After that is the Vigilante’s Handbook, which is all about running street level campaigns. If you want a break from four-color heroics, this book provides a grittier option for lower level characters. Then there is Danger Zones, a sourcebook that provides 30 different urban backdrops for superheroic action, each of which includes a map, special features, and adventure ideas. This book will be super handy for time-pressed GMs. Pick a danger zone and some villains and you’re ready to rock. Something else we know Mutants & Masterminds GMs have been wanting is more adventures. Last week we started a new PDF series called Astonishing Adventures. This will provide a regular stream of new adventures, which should make things a whole lot easier for M&M GMs.

That ends our whirlwind tour of 2020! There’s even more to come, like The Lost Citadel and the Book of Fiends for 5E, and our Sentinels of Earth-Prime card game, but we will talk about those a little later. Thanks for all your support these past 20 years. It means the world to us that so many of you love and play our games. See you on the convention circuit!

Chris Pramas

Green Ronin Publishing

Happy Holidays from Green Ronin Publishing!

Everyone at Green Ronin would like to wish you the very best this Holiday Season, and we’ll see you soon in the new year!

Green Ronin Publishing will be closed from today, December 22nd and will return on January 6th.

PAX Unplugged and Freebooting

Green Ronin is very excited to be attending PAX Unplugged again this year. PAX Unplugged is Penny Arcade’s completely analog convention. It’s become known as the convention where people actually play games – a lot of them! Crazy, right? So, if you are in Philadelphia the weekend of December 6 – 8, please come join us and play some games.

You will be able to find us at Exhibitor’s Hall Booth 3649. Even better is that this year we will also have a table within the free play hall in an area designated for exhibitor demos. We will have our own dedicated table throughout the entire weekend!

Speaking of the demo table – we could really use a few more people to help us run games. Does this sound like fun to you? In addition to the fun of running games, Green Ronin will reimburse your badge and give you a t-shirt. Win-win for all of us!

If you’re already a Freebooter and interested, please contact me to discuss details.

Not a Freebooter but still want to run games for us? No problem! Becoming a Freebooter is fun, easy, and packed with perks. The first step is to fill out this form. If you want to help with PAX Unplugged, please also send me an email at freebooters@greenronin.com to make sure I expedite your application.

The Expanse RPG – Gen Con 2019

Finally, if you’re attending PAX Unplugged, please feel free to drop by our booth and say hello. Happy gaming!

Green Ronin To Publish The Fifth Season Roleplaying Game

Green Ronin to publish The Fifth Season Roleplaying Game. [Image shows the three novel covers from N.K. Jemisin's The Broken Earth trilogy. The Fifth Season, The Obelisk Gate, and The Stone Sky.]

 

GREEN RONIN TO PUBLISH THE FIFTH SEASON ROLEPLAYING GAME

N.K. Jemisin’s Broken Earth Trilogy Comes to the World of RPGs

August 2, 2019—SEATTLE, WA: Green Ronin Publishing announced today that it has signed a licensing agreement with N.K. Jemisin to create a roleplaying game based on her critically acclaimed Broken Earth series. Each book of the trilogy—The Fifth Season, The Obelisk Gate, and The Stone Sky—won the Hugo Award for Best Novel, an unprecedented achievement in speculative fiction.

“The world building in the Broken Earth Trilogy is incredible and ripe with roleplaying possibilities,” said Green Ronin president Chris Pramas. “More than that, the books are searingly relevant to the current state of our world and we hope the game gives people the opportunity to explore the issues and themes the novels handle so deftly.”

“I’ve heard from many of my readers that they’re fascinated enough by the world of the Broken Earth that they’d like to visit it (nobody wants to live there tho!) and now they’ll get their chance,” said N.K. Jemisin. “I’ll be working with Green Ronin to try and make sure the spirit and feel of the books is rendered successfully in this new form.”

Green Ronin will publish The Fifth Season RPG in the Fall of 2020. Tanya DePass (I Need Diverse Games, Rivals of Waterdeep) and Joseph D. Carriker (Blue Rose, Critical Role: Tal’Dorei Campaign Setting) will co-develop the game. The Fifth Season RPG will use a revised and customized version of Green Ronin’s Chronicle System, which powered the company’s long-running Game of Thrones RPG, A Song of Ice and Fire Roleplaying.

More information and previews for The Fifth Season RPG will appear on greenronin.com in the coming months.

 

About Green Ronin Publishing

Green Ronin Publishing is a Seattle-based company dedicated to the art of great games. Since the year 2000, Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running, Green Ronin won the prestigious GenCon & EnWorld Award for Best Publisher.

 

About N.K. Jemisin

N(ora). K. Jemisin is an author of speculative fiction short stories and novels who lives and writes in Brooklyn, NY. In 2018, she became the first author to win three Hugos in a row for her Broken Earth novels. She has also won a Nebula Award, two Locus Awards, and a number of other honors.

Ronin Roundtable: Death Has Many Faces

The final season of Game of Thrones has special significance to those of us at Green Ronin Publishing, since we worked with George R.R. Martin on A Song of Ice and Fire Roleplaying when the successful show was just a concept. If you haven’t checked out the RPG—or even if you have, but your collection is incomplete—don’t miss out on the current offering from Bundle of Holding, available for the next week or so, where you can get all of the PDFs of the game line, including some Chronicle System supplements, for one bargain price.

Of course, a number of things about the world of Westeros and the saga of A Song of Ice and Fire have been revealed since the RPG core book was published, and Game Masters might want to add some new elements to their SIFRP games. In honor of one of our favorite Game of Thrones characters and the final season of the show, we offer a small additional quality.

 


Faceless Man (Fate Quality)

You are no one.

Requires Face in the Crowd, Furtive or Talented (Stealth), Treacherous, one or more Fighting quality, and sponsorship and training at the Temple of the Many-Faced God

You have mastered the arcane art of face-changing. If you kill a target, you can take their face and wear it, effectively becoming that person in appearance and voice. Under ordinary circumstances, this gives you a flawless disguise. Even those with reason to be suspicious of you can only detect something is amiss with Hard (15) Awareness (Empathy) test and even then may not realize the extent of your deception until it is too late. You automatically surprise anyone unaware of your true nature and gain bonus dice equal to your Cunning, in addition to the usual +1D.

You can save faces you have added to your collection, storing them for later use. It takes about a minute to don a face and assume its form, but you can remove a face you are wearing (ending the guise) as a lesser action, if you wish.