Hal Mangold

Hal Mangold

Production Manager at Green Ronin Publishing
Hal Mangold is the Production and Art Director for Green Ronin Publishing. He's been playing tabletop games since the 70s, making them since the 90s, and hopes to keep doing both for many many more trips around the Sun.
Hal Mangold

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Ronin Round Table: The Art of Art Direction

beastfolk

By Hal Mangold

Today’s Ronin Round Table draws back the curtain on some of the behind-the-scenes parts of creating our products. Art is an essential part of the look and feel of most games, and it’s the role of the art director (that’s me) to make sure all that art gets created. To give you all a little insight into the job, we’re going to answer a few common questions about what being an art director is all about.  

What does the art director do?

As the art director, my responsibility is to make sure that all of the art that goes into Green Ronin’s games and publications is up to the standard we’ve tried to set over the years. I select the artists, assign and approve the art, and herd cats to make sure it all comes into our hands by the deadline necessary for publication.  

How does the art direction process work?

It all starts for me with scouting out the artists who have the right style to fit the project. Games like Mutants & Masterminds have a radically different art style than Dragon Age or A Song of Ice & Fire. I contact the artists I want on the project, see if they are available during the timeframe I need them, and get them contracted if they’re interested in working on the project. Ideally, this is done about 4-5 months ahead of time, but circumstances often compress this a bit.  

The art order or brief comes next. This is a description or set of descriptions for the piece of art needed for the product. These can be written either by me or, more often, by the developer of the product, with my role being more to tweak or jazz up those basic descriptions. Sometimes the descriptions are general, sometimes really specific, and different artists work well with each type. In general, I try to art direct with a light touch when I can. I’m hiring the artist for their talents and inspiration, after all. I try to give them as much room to improvise as I can.   

The next step is to take that art order transfer it to the artist or artists. For a cover piece, this part is simple. For interior work with multiple artists, it’s a bit more involved of a process. The art assignments get broken up between the artists, taking into consideration both spreading the artists throughout the book for a unified look, and assigning the right pieces to the right artists based on their relative strengths.

Next the artists submit their sketches for the assignments. I review them to make sure the composition is as strong as it should be, that the basic look is right, that any characters depicted have the correct look, and so on. If revised sketches are needed, the artist submits them, and once everyone is happy with where the piece are going, the artist takes the piece to its final state.

If the project is for a licensed property, there’s one extra step: approval by the licensor. Most licensors require us to submit all of the original art we commission to them so they can make sure it depicts their world and characters properly. Some licensors want to see sketches, and some just care about the final result.

There was a time when there was another step: the artists physically shipping their work to us for scanning. Fortunately almost all artists today (even those working in non-digital mediums) submit digital files. Considering the international nature of the artists we work with, that’s especially fortunate today, with international shipping costs being what they are.  

Once all the art is approved, the art director gives it a look to ensure it’s in the proper color and file format, and that it will reproduce properly when actually printed. After that, the image file is handed off to layout for insertion into the product. The art director’s work is done.

Where do you find artists?

Anywhere and everywhere! The Internet is a fantastic source, of course. Sites like DeviantArt, Artstation and DrawCrowd give artists a place to put their portfolios, and I browse around on them quite often. Sites like Tumblr and Pinterest are also fantastic art resources, both for finding new artists, and building “mood boards” for how I want a particular project to look. It sometimes takes a little internet detective work to find out who created an image found that way, however. Not everyone is great about tagging sources for what they post.

Conventions are another great source for artists. Whether it’s a comic, gaming, anime or just overall sci-fi show, I always keep an eye out for creators whose style might work with one of our games. If we’re actually displaying at a show (like GenCon, for instance), portfolio reviews are another great source for me.

And finally, email submissions come in all the time, and have provided me with some great people I might not have noticed before.

Can I submit my art to Green Ronin?

Absolutely! Anyone is welcome to submit their work (or a link to an online portfolio, preferably), to art@greenronin.com.

Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

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Fantasy AGE Game Master’s Kit

Fantasy AGE Game Master's Kit

Fantasy AGE Game Master’s Kit

Today we’re pleased to introduce the latest product for the Fantasy AGE RPG: the Fantasy AGE Game Master’s Kit

Fantasy AGE Game Master’s Kit
Author: Chris Pramas
Artist: Brian Hagan
Format: 3-panel hardback GM Screen and 5 reference cards

The Fantasy AGE Game Master’s Kit is a key accessory for your Adventure Game Engine campaign. It features a three-panel hardback screen with all the essential game info you need at the table. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. The Game Master’s Kit is the perfect complement to the Fantasy AGE RPG and will help you kick off your game with style.

Order your Fantasy AGE Game Master’s Kit today!

Jack Norris

A writer and game designer since the mid 1990s, Jack Norris has worked on numerous award winning and critically acclaimed publications over the last two decades, including products for Marvel Heroic Roleplaying, DC Adventures, Scion, Mutants and Masterminds, and Feng Shui.He is currently working at Green Ronin developing Dragon Age, as well as co-developing other projects such as Blue Rose. Outside of his work for Green Ronin and others, Jack also designs and writes Tianxia, his own line of wu xia/kung fu action rpg products published through Vigilance Press. When not writing and designing, Jack is an attorney and consultant at the Vidar Law Group, a small Chicago-based litigation firm.

Jack also hates writing bios...

Ronin Round Table: We Could Be Heroes…

If just for one game.

2523On January 10th, 2016 David Robert Jones, known to the world as David Bowie, passed away after a private and protracted battle with cancer. He was a singer, songwriter, musician, actor, and many many more things and his influence was felt far and wide.

He was not, to my knowledge, a gamer.

But he was totally a role player.

From his personas of Ziggy Stardust to the Thin White Duke and various acting roles and constant innovation and re-invention, Bowie was great at making and playing characters. He communicated concepts and ideas not just with evocative music and lyrics, but with performance. Even his battle with cancer is depicted metaphorically through his last album, putting him it a category of unique works that range from Warren Zevon’s The Wind to John Wayne’s The Shootist.

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Chris Pramas
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Chris Pramas

Chris Pramas is an award-winning game designer and writer, and the founder and president of Green Ronin Publishing. He is best known as the designer of the Fantasy AGE RPG, the Dragon Age RPG, and Warhammer Fantasy Roleplay, 2nd Edition. He has been a creative director at Wizards of the Coast and Flying Lab Software and a lead writer at Vigil Games. Most recently he worked with Wil Wheaton on the Titansgrave web series from Geek& Sundry. Green Ronin continues to thrive under his leadership, publishing roleplaying games like Blue Rose, Mutants & Masterminds, and A Song of Ice and Fire Roleplaying.
Chris Pramas
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Green Ronin in 2016

By Chris Pramas

Happy New Year, gaming comrades! I hope you all had a good holiday, and got some quality gaming in with friends and family. As has become a tradition here at GR, I’m here to spill the beans on our plans for the coming year. Last year was a bit awkward because in January I could not yet announce Titansgrave or the fact that we were designing D&D books for Wizards of the Coast. This year will be much less cryptic! So what’s have we got in store for you? Rather a lot, actually!

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Donna Prior

Donna Prior

Events Manager at Green Ronin Publishing
Donna “Danicia” Prior is the Events Manager for Green Ronin Publishing. She is also the Executive Director of OrcaCon, the Inclusive Tabletop Games Convention in Everett, WA.

Donna is also a speaker at numerous conventions and conferences. She has spoken about building communities, diversity, harassment, and accessibility. She was a Gen Con Industry Insider for 2016.Donna is a gamer and a beer geek, often combining both hobbies while teaching new people to game and appreciate beer. She’s also insists she is NOT a Hobbit. You can follow Donna on Twitter: @_Danicia_. Find her also on http://about.me/Danicia.
Donna Prior

Gen Con 50th Anniversary – We’re looking for GMs!

It’s hard to believe that Gen Con 50 is just around the corner, and with that, we’re already starting to look for Volunteer GMs to run our games!

Many of our games, especially Mutants & Masterminds, are on the list of Gen Con High Demand Games. Over the years, we have also received a lot of requests for more Dragon Age, plus we’re always happy for more Song of Ice & Fire. For 2017, we hope to expand that out  more with lots of submissions for Blue Rose, Fantasy Age, Titansgrave, Freeport Pathfinder, Critical Role, Love 2 Hate, and more.

With all this in mind, we are excited for the Gen Con Freebooter program. We’re looking for volunteers to run games, whether one session or 4-days of sessions. Early submissions starts January 22nd! Here’s how it works:

  • Green Ronin arranges for a GM Badge in return for 12-hours worth of game time scheduled.
  • For 16+ hours of game time scheduled, we will reimburse your hotel based on ¼ of a regular rate.  As an example, if a room is $200 per night we’ll pick up your part, so $50 per night!
  • Green Ronin must submit your games to count towards the GM Badge reimbursement and hotel room reimbursement.
  • You are still welcome to submit games via your favorite game group or other game companies, but we will only pick up badges/hotel reimburse for our submitted games.

Don’t need a free badge or hotel reimbursement? We’d still love to feature your game! If you submit a game with your favorite gaming group, or on your own, let us know and we’ll promote your game via our social media and at the Green Ronin Publishing Booth.

If you’re interested in the Gen Con Volunteer GM Program for 2017, you can fill out this form so we can email you with information.  Thank you for your interest in running games for Green Ronin Publishing! Questions? Email donna@greenronin.com.

Happy Gaming!

 

Steve Kenson

Steve Kenson

Steve Kenson has been an RPG author and designer since 1995 and has worked on numerous book and games, including Mutants & Masterminds, Freedom City, and Blue Rose for Green Ronin Publishing. He has written nine RPG tie-in novels and also runs his own imprint, Ad Infinitum Adventures, which publishes material for Icons Superpowered Roleplaying. Steve maintains a website and blog at www.stevekenson.com.
Steve Kenson

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Ronin Round Table: GaymerX (GX3)

Steve's Icons players

Steve’s Icons players

As I write this, members of Team Ronin (Joseph Carriker, Donna Prior, and I) are finishing up the weekend in San Jose, CA, at GaymerX (or GX3). It’s our first time at the insurgent game convention, initially funded on Kickstarter to provide a dedicated space for LGBTQ gamers to do what we do: get together, geek out, and play games. It has since expanded to encompass this year’s theme, “Everyone Games,” welcoming all gamers to the table.

It has been a terrific con. I ran two games for the tabletop program: In “Shadows of the Singer and the Star,” for Blue Rose, a small group of Aldin envoys of the Sovereign’s Finest investigated the disappearance of two young men from a town and uncovers a far greater threat.

Donna's Titansgrave players

Donna’s Titansgrave players

In “Whatever Happened to Stonewall?” for Icons Superpowered Roleplaying, a team of randomly generated heroes (Lineage, Heavyweight, Insectoid, Insight, and Mantis) helped save the legendary lesbian hero Stonewall from the armored Invictus and protect some of New York City’s queer monuments from his destroyer robots. Both groups of players were enthusiastic and really threw themselves into the games.

It was my second time running Blue Rose using the Adventure Game Engine rules system at a convention, and it underlined just how well the system will work in the forthcoming edition. There were also games of Titansgrave and A Song of Ice and Fire Roleplaying on-offer from Donna and Joe, along with a room of Pathfinder and Dungeons & Dragons tables.

Queer as a Three-Sided Die panel

Queer as a Three-Sided Die panel

GaymerX offered a robust panel and seminar selection. We were able to bring the popular “Queer as a Three-Sided Die” panel we started at GenCon a few years ago to this con, where it found an enthusiastic audience. “Queer Divinities” talked about real world and fantasy mythology and theology and even got quoted in online coverage of the con. Sunday morning, Joe Carriker, Paizo’s Wes Schneider, and I ran a three-hour workshop on game-mastering skills, tips, and techniques, covering a wide range of topics, fielding questions, and sharing experiences along with our audience. The time flew by! GaymerX has a YouTube channel where they plan to share recordings of many of the seminars and panels.

Tim Mottishaw runs Star Wars for the game guests

Tim Mottishaw runs Star Wars for the game guests

Of course, the con wasn’t all about work. Our host, tabletop coordinator Tim Mottishaw, treated us to a game of Fantasy Flight’s Star Wars: Force & Destiny RPG and there were parties galore, from a VIP get-together to the cosplay prom and a drag show. By all reports, tabletop events and offerings did well at GaymerX. I certainly hope so, as I’d like to see them continue to grow and remain part of the vibrant, inclusive, fun-loving, creative community where everyone has a place at the table.

Looking forward to plans for next year’s GaymerX!

Jack Norris

A writer and game designer since the mid 1990s, Jack Norris has worked on numerous award winning and critically acclaimed publications over the last two decades, including products for Marvel Heroic Roleplaying, DC Adventures, Scion, Mutants and Masterminds, and Feng Shui.He is currently working at Green Ronin developing Dragon Age, as well as co-developing other projects such as Blue Rose. Outside of his work for Green Ronin and others, Jack also designs and writes Tianxia, his own line of wu xia/kung fu action rpg products published through Vigilance Press. When not writing and designing, Jack is an attorney and consultant at the Vidar Law Group, a small Chicago-based litigation firm.

Jack also hates writing bios...

Ronin Round Table: AGE Encounters PDFs

Fantasy AGE

Fantasy AGE

Hey folks, Jack here. I wanted to take a bit of time and talk about a series of upcoming PDFs for Fantasy AGE that be coming in the next few months. These are a series of short encounter-based scenarios that GMs can use to jumpstart a session or use to fill in between major adventures. They aren’t full adventures, but most can easily lead to them.

Originally this product was envisioned for Dragon Age. However, the realities of needing to send Dragon Age content to approvals with Bioware makes an even semi­regular PDF series very difficult. So instead, we’re taking the basic idea and doing it in Fantasy AGE, where the approvals step is absent from design and production.

Each encounter is designed to give GMs a set­up section to get the PCs involved, some optional or random occurrences that can make each longer, shorter, more dangerous, and so forth. Also included are suggestions of how this single encounter can spin off into a large part of a campaign. Each PDF usually details an initial encounter and then one or two logical follow up encounters that will resolve the problems or challenge presented.

So maybe while traveling through a war­-torn region, the PCs come across a band of refugee children pursued by a cult of religious extremists. The cult wants the refugees, believing them dangerous heretics possessed by dark powers. The children were being smuggled out of the war zone, but their protectors have been slain. What do the PCs do? Do they transport the children to safety? Find a place that will take them in? Turn them in for a reward? What random occurrences may happen while the kids are in their charge? These are the sorts of scenarios this series covers.

When possible, monsters and other items from Fantasy AGE are used, keeping these products concise and inexpensive. They’re meant to be affordable supplementary material for GMs to use as needed and we wanted to keep to that idea as much as possible. However, all of them have one or two “new cool things” that the encounter required. This might be a statblock for an enemy or monster, a magic item, or possibly even a new spell or ability.

The first three Encounters are currently in production (two edited and with layout, one in editing). I have two or three more already written which just need some small changes before they move down the line. So while we’re not ready to announce the exact release date for this series yet (or even commit to its exact title), they are pretty far along and the first will be arriving shortly.

Also, we aren’t committing to a particular number of encounters—we’d like to see how it does and make adjustments as necessary. We’d like it to be a popular series that grows into a sizable library of releases. However, first we just want to get some new content out to all the fine folks who have already picked up and are enjoying Fantasy AGE.

Chris Pramas
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Chris Pramas

Chris Pramas is an award-winning game designer and writer, and the founder and president of Green Ronin Publishing. He is best known as the designer of the Fantasy AGE RPG, the Dragon Age RPG, and Warhammer Fantasy Roleplay, 2nd Edition. He has been a creative director at Wizards of the Coast and Flying Lab Software and a lead writer at Vigil Games. Most recently he worked with Wil Wheaton on the Titansgrave web series from Geek& Sundry. Green Ronin continues to thrive under his leadership, publishing roleplaying games like Blue Rose, Mutants & Masterminds, and A Song of Ice and Fire Roleplaying.
Chris Pramas
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Ronin Round Table: Game Master’s Kits Are Coming!

One of the most common questions we got after the release of Fantasy AGE was, “Are you going to do a GM screen?” At the same time our screens for other games had been going out of the print over the past couple of years. We have not had GM’s Kits for Dragon Age, A Song of Ice and Fire Roleplaying, and Mutants & Masterminds in stock for some time. We’ve been waiting for the right time to get these going again, and happily that time is now!

In the first quarter of next year, we’ll be releasing Game Master’s Kits for Fantasy AGE, Mutants & Masterminds, Dragon Age, and A Song of Ice and Fire Roleplaying. They have some common features. Namely, all have a sturdy, hardback GM screen, four double-sided rules reference cards, and a combat tracker. The latter is a card for keeping track of initiative and other combat considerations, and you can write on it with dry or wet erase markers. The Fantasy AGE one (which has only the above contents) is brand new, of course, but the other three are revisions of our previous GM’s Kits.

The original Mutants & Masterminds GM’s Kit included a 48-page booklet featuring the Quickstart Character Generator. This proved so popular and useful that we put it in the Deluxe Hero’s Handbook. It didn’t make sense to include the booklet when that info is in the game’s core rulebook, so the reference cards and combat tracker replace it.

The Dragon Age GM’s Kit also needed a revision. The original was done when only Set 1 had been released, so the screen was out of date. We’ve revised it to reflect Dragon Age Core Rulebook, and we’re also replacing “A Bann Too Many” with a brand new adventure.

A Song of Ice and Fire Roleplaying’s GM’s Kit will have the same basic content (short adventure, map of Westeros) plus the reference cards and combat tracker. We may replace the screen art (that isn’t nailed down yet). The adventure is the same, but we are going to duotone the art and print the booklet in color this time, just to snazz it up.

The GM’s Kits for Fantasy AGE and Mutants & Masterminds are at print now and should release in January. Those for A Song of Ice and Fire Roleplaying and Dragon Age are scheduled for March. Since both of those are licensed games, I’ll just issue my usual caveat that an approvals process is involved and this sometimes affects release dates. This is less an issue with the SIFRP screen, as it’s a largely a reprint, but the Dragon Age screen has a brand new adventure and associated art, which need a sign off from BioWare.

It is thanks to Dragon Age that all the new GM’s Kits are getting handy reference cards. That game was originally released as a series of boxed sets, which allowed us to easily include such things. Now that the Dragon Age Core Rulebook is out, we needed a new way to get reference cards for stunts and other things into people’s hands. The GM’s Kits proved the perfect place for the reference cards and the new combat trackers. Look for them all in the new year!

Jack Norris

A writer and game designer since the mid 1990s, Jack Norris has worked on numerous award winning and critically acclaimed publications over the last two decades, including products for Marvel Heroic Roleplaying, DC Adventures, Scion, Mutants and Masterminds, and Feng Shui.He is currently working at Green Ronin developing Dragon Age, as well as co-developing other projects such as Blue Rose. Outside of his work for Green Ronin and others, Jack also designs and writes Tianxia, his own line of wu xia/kung fu action rpg products published through Vigilance Press. When not writing and designing, Jack is an attorney and consultant at the Vidar Law Group, a small Chicago-based litigation firm.

Jack also hates writing bios...

Ronin Round Table: The Care and Feeding of Monster Design

MedusaHeya folks, Jack here. I wanted to take a break from working on AGE and Dragon AGE content to talk to you a bit about making your own content for the Adventure Game Engine. Specifically, let’s talk about making monsters.

Since the recent launch of Fantasy AGE and Titansgrave: Ashes of Valkana, I get asked a lot of questions, from “When will they be in stores,” to “What the hell is Interlligence?!” People have a lot of questions about these books.

However, by far one of the most common questions I get asked is “so, any advice on making our own monsters?” Which makes sense. While both Titansgrave and Fantasy AGE contain some cool beasties, there’s plenty of room for more monsters, demons, and beasties. So for today’s Ronin Round Table, I’d like to talk a bit about some things to consider when building your own monsters.

Generally, it’s easy to make your own monsters in Fantasy AGE. Come up with a concept or borrow one from your favorite stories, myths, legends, books, etc… Assign statistics that match up to the rough idea of what your monster can do and then tailor it so that you’re not making it too tough or too easy on your PCs when they face such threats. Speaking of…

You might find that despite having a solid idea and being sure everything will work out, you accidentally made a monster that’s far too strong or weak for the PCs. There are several ways to do this, but some common mistakes to avoid are:

Making monsters who hit all the time or not at all. A really high Accuracy or Fighting is going to mean even very agile and defensive PCs will get nailed a lot. Remember the average dice roll with 3d6 is 11 and starting PCs usually have between 10 and 15 defense. Also, these numbers are slow to increase, so even more experienced PCs won’t become so much harder to hit without serious Ability increases, special items, and other advancements. So you don’t need to give most monsters Fighting or Accuracy of 5 or higher to hit often, and those with scores of 7 or above will hit very often, especially with appropriate focuses. Even a Fighting or Accuracy 1 monster with a focus for their main attack will hit a Defense 14 PC about half the time. Conversely, making monsters with very low Fighting and Accuracy can also be a problem, though it’s admittedly harder to do.

However, if you’re giving a monster -2 Accuracy or some similarly low Ability, consider if that will make them miss often enough they seem more like a joke than a threat.

Making monsters who do ridiculous damage or almost nothing. Sometimes you want a big scary creature who does tons of damage. A giant, dragon, and other big scary monsters should be scary and hit very hard. On the other hand, a swarm of rats might do only a bit of damage and serve to weaken PCs without seriously endangering their lives. Also, remember that damage is a combination of both the dice rolled and the Ability added in and how often you hit affects the damage monsters will do over time.

So a high Accuracy “minor” monster with a 1d6+3 damage attack and 4 Strength will being doing at least 8 damage every hit (1 on the die, plus 3 and then 4 more for Strength). That might be just want you want. Or you might find you accidentally made a minor creature than can kill a player’s unarmored low-defense mage far too quickly for what you had in mind. Likewise, a big scary beast with 3d6 damage and Strength 9 is likely really nasty (doing around 20 damage a hit). Just make sure that’s the effect you want for your monsters.

Ignoring or Overdoing Armor. Armor is both damage mitigating and a pacing mechanism. It often won’t stop a PC or monster from ever taking damage, but it increases the time it takes to damage and defeat a target in combat. So if you give a monster no or very low armor, you’re opening it up to every hit, no matter how small. This might be fine, but it means that anyone who can survive the creature’s attacks and damage can take it down reliably. This might not be what you want for certain monsters. On the other hand, very high armor can get frustrating. It might be tempting to give a heavily armored creature 10 armor rating (or even higher) but realize that without the right stunts or very high damage you’re setting up combats to be many rounds of “I hit and…nothing.”

Not Balancing Health with Other Factors. High defense or armor can make a monster a challenging foe. If combined with really high health, it can make them annoying. On the other hand, too little Health creates “paper tigers.” Again, if intended? That’s cool, but realize that many players expect to only encounter easily dispatched or incredibly tough monsters rarely and at specific times appropriate to the campaign. If your Lizardman lieutenant in a moderately difficult encounter has 150 health and Armor Rating 8 and Defense 17? Your PCs will get bored, frustrated, or discouraged long before they defeat this “mid boss” encounter.

Forgetting Powers and Special Abilities or Overdoing Them. A few cool special abilities, powers, and unique stunts goes a long way. Too many and you risk bogging down encounters. But having none of them makes monsters just collections of basic attacks and statistics. Also, don’t be shy about converting or borrowing powers from existing creatures. If you want a horde of dog-sized flesh-eating beetles to assault your PCs? Adapting Swarm Tactics from the Walking Dead entry in the Fantasy AGE Bestiary will work well and save you design time.

Ignoring the Utility of Reskinning. Sometimes a monster is just an existing one with minor changes and a new look. This isn’t “cheating”; it’s expediency. A terrifying battle-beast created by an evil sorcerer might just be a Demon Soldier with Wings, Blending, or other special abilities already detailed in the Bestiary chapter of Fantasy AGE. A flesh-eating giant “deep one” style humanoid might just be an Ogre with Aquatic and perhaps Bite and Claw attacks adapted from the Manticore entry. These extra abilities will make monsters tougher and you’ll want to consider than when balancing encounters, but it makes it fairly easy to come up with terrifying new threats for PCs to face in a relatively short time.

Also in general, it’s usually better to make weaker monsters than overpowering ones. If a monster is too weak in an encounter? Simply increase it the next time a similar creature is encountered and if anyone wonders, it was a young, inexperienced, or immature monster they faced before—this is the real deal. That’s not even a lie, as the first attempt was not as refined or evolved in many cases. It’s okay if the first demon bear-thing your PCs fight turns out to be a juvenile version of a much scarier threat. In fact, this can allow monsters to grow and evolve alongside your PCs as the campaign progresses.

So those are some of the basics. We’ll be presenting new monsters in the future, but we realize many GMs want to start hacking away at their basic Bestiary entries in the meantime. Hopefully this discussion will help them do exactly that.

Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

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“When Can I Get Fantasy AGE, Titansgrave, and Dragon Age Books?”

We’ve been getting variants of this question a lot, so we thought we’d put a comprehensive answer in a single place. For Dragon Age, the answer is easy: it’s in stores now and you can also order it from our webstore.

For Fantasy AGE and Titansgrave, the answer is a bit more complicated. Basically, the demand for these books outstripped their availability. We had a LOT Of pre-orders (which are in the process of shipping) and sold a LOT at GenCon. We have sold what remains of the first print run to game distributors so retail stores can get some in. They will arrive at distributors on September 8 and start showing up in stores on September 10. This is not a huge number of books, so if you want one I suggest talking to your local store.

Meanwhile, we have a (larger!) reprint of Fantasy AGE and Titansgrave underway. If all goes smoothly with the printer, we should have both books back in stock and available for stores in early October. You can’t order them in our online store at the moment, but we will turn them back on in mid-September if you want to pre-order the reprints.

Usually our first print runs are big enough to last for at least three months, but Fantasy AGE and Titansgrave went gangbusters. It’s a good problem for us to have in the long run (people want our games, hooray!) but having them unavailable for a month is obviously not ideal. More books are coming soon though. Thanks for your patience!