Tag Archive for: Pre-Order Plus

Cthulhu Awakens Now! Well, in Preorder and PDF Form, That Is!

Cthulhu Awakens Preorder Available Now!After a successful Kickstarter campaign, careful design and art direction—and errata, where necessary—Cthulhu Awakens is available to general audiences for preorder and in PDF! Furthermore, if you preorder the print release, you can add the PDF for just another $5.

Cthulhu Awakens brings cosmic horror and the Cthulhu Mythos to Green Ronin’s AGE System. This complete RPG reimagines and expands the Mythos beyond the biases of the original stories, creating a setting designed specifically for roleplaying eldritch adventures across about a hundred strange years—what we call the Weird Century. Follow aliens and cults through wars, the broken atom, the rise of digital and genetic technologies, and the horrors of social media. Contend with Deep One cults, Yithian agents, and terrifying revelations from across the globe—and within your dreams.

If you’ve played any AGE game, such as Blue RoseThe ExpanseFantasy AGE, or Modern AGE, you already know the basicsCthulhu Awakens customizes the system with the effects of horror and Alienation, eldritch workings, psychic powers, strange artifacts, mystic tomes, and more. The game also includes Mythos horrors and ready-made NPCs for the Game Master, and two complete adventures. All you need are character sheets, 3 six-sided dice, and friends ready for weird stories. In Cthulhu Awakens, anyone can stand against the darkness.

If you backed the Kickstarter, you’ve probably already received a preview PDF, and an updated PDF, along with everything else you backed, in time, is on the way—and you’ll get it first. This is for the rest of you, to follow backers in a similarly amusing abyss where everything you thought was a lie…for fun.

Here’s where to go:

There’s more Cthulhu Awakens to come, from the Game Masters Kit to adventures and other supplements. Stay wary!

Fantasy AGE 2nd Edition Preview: Stunts!

Fantasy AGE Core Rulebook

Get the PDF for just $5 with a print copy preorder, and start reading today!

Stunts are a hallmark of the Adventure Game Engine, and something we looked at very carefully for Fantasy AGE’s new edition—one that’s available for preorder (with discount PDF option) and in PDF now, by the way! Look at the PDF and you’ll be able to see all the details for yourself, but this article will still serve you as a general review.

Where Stunts Have Been

Stunts have been part of the Adventure Game Engine since Dragon Age and have proven to be one of the most enjoyable, useful elements of the system. Dragon Age made more central use of stunts restricted to certain character types when it came to magic, to get into the flavor of its video game source material. The first edition of Fantasy AGE was designed in a more setting-neutral fashion with less of this kind of focus, but the rules were otherwise very similar.

The basic way to trigger a stunt remains the same: Roll matching results (doubles) on any two dice on your winning test, and consult the Stunt Die (called the Dragon Die in Dragon Age, and the Drama Die in The Expanse and the upcoming Fifth Season Roleplaying). You get as many stunt points (SP) as the result of that specially marked die. You can then spend the points on the stunt tables for various extraordinary effects, from extra damage to the ability to distract an enemy. Stunt lists for combat, exploration, and “roleplaying” (as social things were called) remained core to Fantasy AGE. Other AGE games, such as Modern AGE, used more and variant tables to hook the system to a particular flavor or expand what stunts could do. Modern AGE presented a large number of stunts in particular.

Stunts let you do all sorts of wild combat actions!

Stunts in the New Fantasy AGE

In looking at prior designs we wanted to better define what stunts are for, how to use them, and how to enhance Fantasy AGE as a distinct game with a (loose) class-based, heroic fantasy design. We also wanted to make stunts easier to pick, since while it usually just takes a session or two to select them on the fly with ease, some players found making that decision a bit flustering. With all that in mind, we kept the basics of stunts, but refined them, as follows:

More about story and function: We introduce stunts with an eye toward how they work in the story of the game, as well as its systems. A stunt has to tell a story that makes sense! Chapter 6 of Fantasy AGE 2nd Edition now makes that clear, along with the roles of stunts to represent exceptional performance and to cover a number of unusual situations (such as grappling and disarming opponents) other games might cover with special subsystems.

More ways to get stunt points: Fantasy AGE now includes the Stunt Attack option, where you can forego normal combat results to gain 2 stunt points for a special maneuver, such as when you want to restrain someone without hurting them. We’ve also introduced Daring, where you might gain extra stunt points in tough times, as failure accumulates and you’ve earned a truly stunning reversal of fortune; and Relationships, where powerful emotions about others can become a reserve of stunt points to call on when those bonds enter the story.

Basic and class stunts: Perhaps the biggest change is the introduction of a distinction between basic stunts, which anyone can use most of the time, and various forms of advanced stunts, including class stunts. Class stunts are earned as characters gain levels, letting them perform tasks supported by the class with true excellence. A few weeks ago we previewed an example Warrior class stunt. Here are a couple of others, from the Warrior and other classes. Be aware that class stunts are a little more potent than their basic counterparts by design, to support what each class is best at.


Envoy Stunt—Dominate Foe (4 SP): You compel an enemy to feel intense fear, confusion, or distraction. Select one target who can perceive you and has a Willpower no higher than your Communication. You impose one of the following conditions on them: Confused, Defenseless, or Frightened. You choose which condition affects your target. It lasts until the end of your next turn.

Mage Stunt—Battle Magic (2 SP; Spell):  You may follow up your spell with an Arcane Blast as an immediate free action, though the blast becomes a simple test that can’t generate or use SP.

Rogue Stunt—Evade (2 SP): You slip past your foes. Until your next turn, you gain +2 to Defense, and each time an attack misses you, you may move 4 yards without using an action.

Warrior Stunt—Limb Strike (3 SP): Your blow injures one of your foe’s appendages, and they take a –3 penalty to tests that use it until your next turn. Furthermore, a blow to a humanoid leg or equivalent levies a –5 penalty to Speed, while one inflicted on a shield arm deprives your opponent of its Defense bonus.


See For Yourself

As we’ve said, the game ready for preorder and out on PDF. Give it a look!

Fantasy AGE 2nd Edition Core Rulebook – Available to pre-order now!

We are excited to announce that the day has come at last! The Fantasy AGE 2nd Edition Core Rulebook pre-order is live!

You can get a copy of the PDF immediately with your pre-order by selecting the $5 add-on when you add the print book to your cart. And if the costs for shipping are a bit rough, be sure to ask your Friendly Local Game Store to pre-order the book. If they belong to our Pre-Order Plus program (all it takes is a quick email), you can get the $5 PDF through your local store too! We know international shipping has gotten a little extreme lately, so be sure to support your FLGS, skip the shipping fees, and take advantage of a great deal all at the same time!


Fantasy AGE Core Rulebook

Available to Pre-Order now!

Leap into sword & sorcery RPG adventures with the Fantasy AGE Core Rulebook!

Powered by the popular Adventure Game Engine,Fantasy AGE 2nd Edition is easy to learn, fun to play, and welcoming to new roleplayers. The Fantasy AGE Core Rulebook includes these features:

  • Simple Character Creation: Pick an ancestry (such as draak, dwarf, goblin, and wildfolk), pick a class (envoy, mage, rogue, or warrior), pick a specialization (such as duelist, diplomat, pirate, and sword mage), and jump into the action.
  • Heroic Stunts: The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off unexpected moves in combat, cast more potent spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words.
  • Mighty Magic: Spell casters learn arcana, which are themed groups of spells. Mixing and matching the 19 arcana gives the mage class a huge amount of flexibility. To get started, choose two arcana like Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Mind, and Shadow.
  • Game Master Guidance: If you are new to RPGs or have never GMed before, the Core Rulebook breaks it all down for you. Not just GM advice but practicalities as well. There’s guidance for each of the GM’s four roles: Game Planner, Game Host, Game Runner, and Game Moderator.
  • Customizable Rules: The GM can use optional rules for the campaign to better reflect the setting. Choices include the twin systems of Peril and Daring, which allow for dramatic swings from disadvantage to advantage as the tension builds. Horror rules can give the campaign a sinister turn. The Fortune system is an alternate way to handle health and damage first introduced in The Expanse RPG.
  • The Stranger Shores: The Core Rulebook introduces a campaign setting of its own called Stranger Shores. Brave the Deeps, which have been the doom of many a ship. Sail with a Mystic Navigator to travel to distant lands.
  • Breakwater Bay: Enter the Stranger Shores with Breakwater Bay, a starting adventure area to kick off your campaign. The book includes Set Sails for Breakwater Bay, a complete adventure.
  • So Much More: You’ll also find character talents, challenging monsters, chase rules, magic items, relationships and bonds, and more. This is the complete package.
  • Part of the Family: Green Ronin publishes other RPGs powered by the Adventure Game Engine: The Expanse, Modern AGE, Blue Rose, Cthulhu Awakens, and Fifth Season. If you’ve played any AGE games, you already know the core of the system. Veteran gamers will be pleased to hear that Fantasy AGE 2nd Edition is largely compatible with all previous Fantasy AGE releases.

Swords, sorcery, stunts, and Stranger Shores—the Fantasy AGE Core Rulebook is your portal to exciting new RPG adventures!

Fantasy AGE 2nd Edition Preview: Advancements – and Damage!

Fantasy AGE 2nd edition Core RulebookFantasy AGE’s new edition does its best to strike a balance between keeping the game familiar—so familiar that many elements from the old edition work with little to no adjustments—and making improvements in all areas. One of those improvements was giving characters more ways to distinguish themselves from each other right from the beginning of play, and one of the ways to make it happen is through level advancements: the benefits characters gain as they level up.

Getting Focused

Most of the game’s focuses are the same, though there are a few tweaks here and there, such as a Slings focus since we added that heretofore missing weapon category to the game. At Level 11, however, two things happen: Your character gains a +1 Bonus to all the focuses they know for free, and they can add the option to double focus by spending an additional focus advancement on a focus they already know. Thus, known focus bonuses increase from +2 to +3, and focuses you choose to concentrate on can increase to +4.

More Talents

In addition to the all-new ancestry talents mentioned earlier in this series, we’ve revised many talents from the prior edition’s Basic Rulebook and Fantasy AGE Companion.

More Specializations—and Sooner

In the new edition, characters take a specialization starting right at Level 1, to better define who they are right from the start. Characters also gain one specialization slot at each odd-numbered level, with fewer restrictions than there used to be.

Fantasy AGE Advancements and Damage

What About Dawizar—I mean, Damage Scaling?

One long-time observation about Fantasy AGE is that characters and monsters get pretty tough compared to the damage output of various weapons, spells, and other threats as characters go up in level.

We crunched the numbers to get a look at this and determined how a model attack would scale at different levels and monster Threat ranks. We wanted to avoid the “treadmill effect” of advancement becoming meaningless where equally advanced enemies would inflict equivalent damage, so that characters and creatures are actually never any harder to beat in encounters (many games do this with monsters and things like “Level 20 slippery ice,” but Fantasy AGE isn’t one of them). We also wanted class niches to become increasingly present in the equation. Consequently, every class has a version of the following level 6 feature:

  • Damage Bonus: You may add your weapon focus (if you have one) when inflicting damage with a melee or ranged attack.

That’s taken from the Envoy. Mages also gain this for Arcane Blast and spells. This may seem like a piddly benefit, but at Level 11 this +2 bonus increases to +3 and might even be increased to +4.

At Level 16, members of each class gain an additional damage bonus that works out to around 1d6 depending on their class, on an action or in a circumstance appropriate to their class. This stacks with other bonuses. Here’s the one for the Rogue:

  • Stunt Die to Damage: You may add the value of the stunt die of your attack test when you use Pinpoint Attack to inflict damage against a creature.

In addition, members of each class gain various other circumstantial damage bonuses. Compared against the math, they meet our design goals.


Specialization Preview: Skald

Skalds are battlefield poets who sing and write about heroes and war—those of ancient times, and those before them—during the heat of battle. They fulfil a dual role, urging heroes on to greatness, then immortalizing their deeds in verse. These chronicles can feature skalds themselves, who plunge into the thick of the fight to witness bravery and horror, and participate as earnestly as their companions, adding inspirational words to the clash of steel and roars of beasts.

Skald Talent

Classes: Envoy.

Requirements: Communication 2 or higher, the Communication (Performance) focus, and the Intelligence (Military Lore) focus.

You’re a fighting poet who draws upon legends of heroism and tactical brilliance to achieve victory.

Novice: You spout improvised and memorized poetry that guide your friends and intimidate your foes. When using the Coordinate Envoy ability, you can use the stunt attack option as a minor action, but instead of an attack roll you make an opposed Communication (Performance) test vs. your foe’s reaction Willpower (Morale) roll. If you use this and the ordinary Coordinate ability in the same turn, you must pass on the SP you gained from each to a different ally. Your ally must be able to understand you.

In addition, to survive the battles you’ll sing about, you receive training in one additional Weapon Group of your choice.

Expert: Your knowledge of great battles gives you tactical wisdom that supplements your fighting ability. Once per encounter, you may add your Intelligence (Military Lore) focus bonus to your attack roll, as an applicable bit of lore occurs to you. You may instead grant this bonus to an ally (they get your focus bonus, not theirs), who must use it on their next turn. Neither option uses up an additional action, but you can only use one of these options once per encounter. If you affect an ally, they must be able to understand you.

Master: Your lore-backed verses can wound your enemies’ spirits as powerfully as a blade might cut their bodies. As a major action, you can make a Communication (Performance) test vs. your foe’s reaction Willpower (Morale) roll. Your foe must be able to feel fear, understand you, and be within 10 yards. If you succeed, you inflict 1d6 + Willpower penetrating damage, and you can attach combat and Envoy stunts to the result if you have the SP and they’re appropriate to an attack based on frightening and demoralizing a foe. You may not, however, use this attack to perform a coup de grace—no matter how artfully you tell someone they’re going to die, you can’t just kill them that way.

Fantasy AGE 2nd Edition Coming in February

Fantasy AGE 2nd edition Core Rulebook

If you are looking for a new fantasy roleplaying game, your timing couldn’t be better because the Fantasy AGE Core Rulebook is almost here! It will be available as a PDF and go up for print pre-order next month. With our Pre-Order Plus Program, you can add the PDF for only $5 more when you pre-order the printed book, so you can start reading the game as soon as your order is in.

 

 

 

 


What does Fantasy AGE 2nd Edition have to offer? Glad you asked!

  • Fantasy AGE is easy to learn and fun to play. You can make a character in less than 30 minutes, and you only need three 6-sided dice to play.
  • Fantasy AGE is a class and level game so it’s easy to transition to from similar RPGs. The core classes are Envoy, Mage, Rogue, and Warrior (social, magic, sneaky, fighty). You can customize your character with specializations starting at level 1. Choose from duelist, diplomat, elementalist, mystic navigator, pirate, skald, sword mage, and many more.
  • The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off heroic maneuvers in combat, cast mightier spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words.
  • Fantasy AGE is a toolkit you can use with the setting of your choice. Game Masters have many options to customize the rules for their campaigns. For example, the mage class represents all spellcasters and the game has no de facto stance on the nature of magic. In one campaign, all magic might come from ancestral spirits. In another, there might be a strict difference between arcane and divine magic with rules to reflect it.
  • Fantasy AGE features optional rules systems for Peril, which ramps up the challenges heroes face, and Daring, which allows those same heroes to pull off even more impressive feats.
  • The Fantasy AGE Core Rulebook is a complete game, with player and Game Master info and advice, an array of magical arcana and enchanted items, a selection of monsters and other adversaries, and an adventure so you can start right away.
  • The game is built with the Adventure Game Engine (AGE), which powers many other Green Ronin RPGs: Blue Rose, The Expanse, Modern AGE, and this year brings Cthulhu Awakens and The Fifth Season as well. Each game has some bespoke mechanics to reflect genre and setting (Blue Rose has psychic powers, Modern AGE has modes of play and forgoes classes, and The Expanse has rules for advanced weaponry and spaceship combat, for example) but they all share a common core of rules. If you play any AGE RPG, you already know the basics of the others.

If you are new to Fantasy AGE, you can see the game in just a few weeks. If you’d like to get a sense of the Adventure Game Engine in the meantime, check out the free Quickstart for our Blue Rose RPG.

 

Fantasy AGE: Origins

I designed the Adventure Game Engine in 2008 for our licensed Dragon Age RPG that came out the following year. This was a big hit for us, and it didn’t take long for fans to let us know that they loved the rules but wanted to see a more general version not tied to the world of Thedas. To coincide with Wil Wheaton’s RPG web series Titansgrave, which used the rules, we released the Fantasy AGE Basic Rulebook in 2015 to great acclaim. From there the Adventure Game Engine became our house system, with Blue Rose, Modern AGE, and The Expanse following. One reason we began work on the Fantasy AGE Core Rulebook was to take some of the cool mechanical innovations of those games and implement them in the game’s next iteration. Like the churn in The Expanse? It forms the basis of the Peril system in Fantasy AGE 2nd Edition, for example.

 

What Does 2nd Edition Mean?

Current Fantasy AGE fans know we’ve been working on the Fantasy AGE Core Rulebook for several years. We have not previously called it 2nd Edition because one of the original design goals was to make it 99% compatible with the existing Fantasy AGE line. Two things happened along the way. First, it proved difficult to communicate that this was going to be a brand-new rulebook with some changes but mostly compatible with the Basic Rulebook. Second, during development and playtesting, we found more things that we wanted to update or expand, so now it’s more like 90% compatible. For these reasons, we decided that just calling it 2nd Edition would be best. Still, most of the 1st Edition line works just fine with 2nd Edition. You can use stat blocks from the Bestiary and adventures with little tweaking required. While much material from the Fantasy AGE Companion has been updated and incorporated into the new Core Rulebook, Lairs and the Campaign Builders Guide remain quite useful for the Game Master.

We know Fantasy AGE fans have been waiting for the Core Rulebook for a long time, but now the hour is nigh! Thanks for all your support over the years. Your patience will soon be rewarded.

 

Six of Cups for Blue Rose AGE: The Storm of the Century and Other Stories

Six of Cups for Blue Rose!Six of Cups is Blue Rose’s second anthology of adventures (the first was, of course, Six of Swords). Of course, at center, this book is about providing a set of interesting, self-contained adventures for Blue Rose campaigns. Perhaps your group will play Sovereign’s Finest, traveling the lands, playing through all of these. Or, one or two might form the basis for a new campaign, or at least an arc within one. But that’s not all Six of Cups has to offer. This anthology does a couple of things – and some of them were even intentional.

Themes: The Suit of Cups

From the get-go, I wanted the stories in Six of Cups to be about emotions and relationships. In the minor arcana of the Tarot, the suit of Cups focuses on the connections between people and the emotions that both inspire and come about as a result of those. It’s the “emotions that run deep” suit (in comparison to the “emotions that burn bright” of Wands).

Above everything else, Blue Rose and the genre of romantic fantasy are about those ties, and I wanted a set of adventures that expressed that. From the connections between orphans in Witching Weather to the desire for redemption in Out from Exile to the questions about compassion and mercy at the heart of Hemlock’s Bane, the tales in Six of Cups all center on the themes central to this suit.

Gazetteers: Around the Kingdom

The Blue Rose AGE core rulebook is a whole lot of book. Even so, we had to paint with some fairly broad strokes while describing the Kingdom of Aldis in that book. Now, we had the chance to get a slightly more zoomed-in look in Aldis: Kingdom of the Blue Rose, and we decided we weren’t quite finished doing so.

One of the guidelines given to the authors of Six of Cups was to include a gazetteer section that described the place in the kingdom where that story takes place. The intention, of course, is to help make the book useful even beyond the adventures it includes. Find in these pages the major cities of Elsport, Garnet, and Lysana’s Crossing, as well as Khaldessa in the central Aldin valleys, Hemlock in the northern Pavin Weald, and the Scatterstar Archipelago!

Happy Accidents: The Storm of the Century

One of the things I asked of our authors was to send me proposals for their adventures and gazetteers. In short order, it became apparent that (perhaps inspired by the elemental association of Cups with water) no less than three of the stories feature a massive coastal storm. Rather than require some of the authors to change their ideas, I thought I could include them all to highlight one of the interesting ways to use generally unrelated adventures.

Finding a common thread to run between adventures is an awesome way of building a sort of “accidental” campaign. The tumultuous weather plays a role in all three of the stories, and they are not written as being interrelated. An enterprising Narrator might, however, come up with some connecting concepts to help tie them together. Perhaps these are all part of a single, major storm system of some kind, a sort of terrifying storm of the century to strike the southern coast of Aldis? Or, perhaps there is something (or someone…) nefarious at work, hurling storm after storm into the world.

Conclusion

There is a lot that might be done with the contents of Six of Cups. And that’s not even including the new Specializations (Storm Rider and Marsh Shaper), or even the devastating Arcane Lightning arcana knack for those who wield the Weather Shaping arcana! Join us, with an open heart and a sense of courage – we’ve got a lot more stories to tell.

 

Six of Cups is available now for pre-order here, and don’t miss out on that $5 PDF add-on! As well as on DrivethruRPG!

Location, Location, Location

Danger Zones: Tons of locations for M&M adventures!

Available to Pre-Order now!

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.

Superhero adventures are often about the “who” (villains and their schemes) and the “what” (whatever the villains are after) and even the “how” (mainly various super-powers, gadgets, or magical weirdness) and not that often about the “where.” Danger Zones addresses that by offering a whole series of locales both common and not-so-common as backdrops and settings for your adventures. Each Danger Zone comes with an overview map, descriptions of the locations’ common features in game terms (including things to break, lift, and throw), sample characters you might encounter there, and adventure hooks featuring that location.

You can use Danger Zones for quick sources of what we might refer to as “backdrops,” locations that aren’t especially essential to the adventure but add color and detail. Does your adventure start out at a nightclub (like Green Thumb, Black Heart for Astonishing Adventures)? Grab the Nightclub write-up and map from the book and make use of them to detail that location without any extra work on your part. Are high school heroes hanging out at a local coffee shop or fast food place when villains attack? Take and use those locations from Danger Zones and you have ready-made maps to show your players and details on what happens when, say, a hero throws an espresso machine or somebody gets knocked into a fryalator.

You can also use Danger Zones to inspire and create adventures focusing on particular locations. Each one comes with 2–3 adventure hooks, multiplied by over 30 locations, making Danger Zones a sourcebook for a hundred or more different adventure ideas for your Mutants & Masterminds games! They may, for example, inspire you to throw a parade for the heroes (or have them participate in an event like your city’s long-standing Pride parade. In fact Danger Zones: Parade Route is free as a fantastic sample PDF download!), run into trouble at City Hall, get involved in politics, stage a daring high-speed chase scene on the local highways, or delve into the city’s history, possibly complete with literal ghosts from the past!

Because the locations in Danger Zones are sufficiently “generic” you can use them with any modern urban or suburban setting, real or imagined, and re-use them over and over. You’ll quickly find Danger Zones an indispensable Gamemaster resource you’ll turn to again and again. The sourcebook pairs especially well with the Emerald City and Freedom City setting sourcebooks, providing the street- and building-level detail to go with the sourcebooks’ broader overview of those cities, helping to bring them to life in your game.


Danger Zones is available to Pre-Order now in the Green Ronin Online Store, with the $5 PDF add-on (which is also available at your friendly local participating retail game store!) as well as on DrivethruRPG!

If you haven’t checked out Danger Zones before, be sure to take a look at the brand new Historic District for free! And if you’ve already purchased a few of the individual Danger Zones locations, you’re sure to find even more new surprises if you choose to pick up this collected version in print or PDF.

Join us for the Green Ronin Livestream, Mutants & Masterminds Monday #MuMaMo on Monday, July 11th on YouTube, Twitch, Twitter, and Facebook Live for the Developer’s review of Dangers Zones, 2p Pacific/5p Eastern (The #MuMaMo team is off on July 4th!)

Back Into The Expanse: Worlds and Systems

Some of you may have seen the recent actual play of Cthulhu Awakens that I ran in conjunction with the Kickstarter. I really enjoyed running the game, but after that brief foray into the realms of eldritch horror, I’m excited to say that it’s time for me to get back to The Expanse!

Colony worlds and systems in the Expanse

During my first official visit to ThursdAGE last week, we talked a little about the new Expanse sourcebook, Beyond the Ring. (Check it out if you want to see some of the amazing art in this book) We also did a bit of a deep dive into Chapter 5: System & World Creation in Beyond the Ring. If you check out the stream, you’ll get a behind the scenes look as I go through both the system and world creation systems step by step. One of the challenges I have as the developer for The Expanse RPG is where to draw the line between story and science. This chapter, in particular, proved to be quite a balancing act in that arena. After all, this is a game about telling stories, not a science textbook. But on the other hand, The Expanse novels are heavily grounded in real science. Creating your own systems and worlds is an excellent opportunity for bringing a little more science into your games.

In Chapter 5: System & World Creation, we do our best to give you all the pertinent information needed to create your own worlds and systems without getting too bogged down. All of the charts and tables might look a little daunting for someone who doesn’t know much about the science of spectral types, orbital zones, or atmospheric compositions, but I promise you don’t need to know any of the science. Just follow the steps, and you can design a system without any difficulty. Truthfully, the luminosity of the star or a planet’s orbital period probably won’t come into play in your story, but being able to provide all of the star system information to your players lends a sense of authenticity that this is a real system with real planets. Your scientifically minded players will love it, and your story-driven players will appreciate the attention to detail.

One question I’ve been asked is whether science 100% accurate all of the time? My simple answer is: I’m sure it’s not. But it’s pretty close and certainly more than enough for telling a good story. Ultimately even The Expanse is about the story and the characters. The science is there to give it a backdrop of realism and authenticity, but in the end, it’s a good story that matters.

So, do you want to know more about Beyond the Ring and how you can use it in your own campaign? Well, you’re in luck! My appearance on ThursdAGE was just a teaser for what’s to come. In the following weeks I’m going to be running an actual play of The Expanse RPG that showcases a lot of the key systems in Beyond the Ring, especially colony creation and advancement. In Session Zero we’re going to build the colony that the PCs are going to be connected to using the rules in the book. Sessions 1 and 2 will be a story that centers around the colony. Finally, Session 3 will be the finale, and we’ll go through colony advancement, including the repercussions of the PC’s action during the adventure. So, keep your eyes peeled for the exact dates.

There will also be opportunities for those of you watching live to ask questions, and maybe even some audience participation. So, if you’re considering purchasing Beyond the Ring and want to know more this will be an excellent opportunity to see what it’s all about.


You can Pre-Order the print version of Beyond the Ring right now and receive the PDF for just an additional $5! But we understand that shipping internationally is a little difficult at the moment, so our overseas fans can also get the $5 PDF add-on by just letting their Friendly Local Game Store know that they would like to Pre-Order the book there. Just ask your store clerk to contact us, or their games distributor, and mention the Pre-Order Plus program, we will take care of the rest!

Beyond the Ring: Available Now

Beyond the Ring Available Now!

Available for Pre-Order Now!

The ring gates have opened up opportunities on 1300 worlds for scientists, adventurers, explorers, and colonists. Royal Charter Energy is seeking brave and bold individuals of many diverse backgrounds for colony and mining operations beyond the rings. Be the first to set foot on a new world. Make new discoveries. Explore. RCE is currently hiring scientists with backgrounds in geology, chemistry, as well as those with mining, agriculture, and security experience. Stuck on Basic Assistance? We may have a place for you. Find yourself on a new world.

Applications are being accepted by our offices in Lovell City, Luna, either in person or electronically.

 

Ever wanted to run an off-world colony? Beyond the Ring presents a whole new way to play The Expanse RPG. Instead of traveling the Sol system, the player characters can be a part of a new colony. They get to make decisions about the colony’s advancement and deal with issues and threats as they arise. Chapter 4: Colonies opens with rules for designing your own colonies. Colonies have abilities just like player characters.

You have three options for creating colonies, freeform (basically make it up), point allocation (you get a number of points to spend) or random (speaks for itself). There are five core abilities for colonies: Economy, Force, Infrastructure, Media, and Science. In addition to these, every colony has three additional statistics: Size, Stability and Resolve, which help determine how resistant the colony is to disasters and setbacks. Colonies also have Focuses that represent things like specialty installations (like greenhouses), extraordinary knowledge (like local ecology), special resources (like lithium), or colonists with specific expertise (like a doctor or security forces). Disasters can have an impact on both these abilities and Focuses.

Once your colony is established, you get to see how your colony grows or fails. The rules for running a colony exist to provide new opportunities for adventure, provide a sense of investment in the protagonist’s community, and help players feel like an important part of the dynamic and ever-growing Expanse universe. The colony rules interact with the rest of a campaign in two ways: growth checks and plot actions.

For a colony to survive, it must endure the harsh realities of an alien world, grow to support itself, and thrive in the face of adversity–growth checks represent this. The frequency of these checks is usually from one to three months and can result in the colony growing or expanding or suffering a mishap. Mishaps can lead to adventure opportunities as players can sometimes take plot actions to mitigate their effects.

While growth checks represent the everyday ebb and flow of life in a community, plot actions represent deliberate efforts by the colony leadership toward specific goals. Often plot actions are made in response to a threat or rival colony, but colonies may also be proactive, attempting to undermine rivals or build new projects to improve conditions. Successful plot actions can hurt rivals, disarm threats, and make headway on projects, while failed plot actions do the opposite. The GM also gets to take plot actions. A group of pirates that the PCs previously tangled with past might become a direct threat to the colony.

Finally, this chapter offers a few sample colony operations that were built using these rules. These can be used as a guide for building your own colonies or plugged directly into an adventure if a GM finds they need a colony. As you can see, an entire campaign could be built around a crew starting and managing a colony in the worlds beyond the rings.
If you’re looking for inspiration for telling your own colony-based stories, Cibola Burn offers a lot of good material on what it’s like to live in a colony under threat from multiple directions. The novella Strange Dogs offers a good look into the early days of Laconia. And I was super excited to see that the final Expanse novella, The Sins of Our Fathers, is set entirely on a colony world. The story presents some of the difficult choices colonists might be forced to make. We can’t wait to hear the stories of the colonies on new worlds that you and your players create!


Expanse Beyond the Ring on ThursdAGE

Tune into ThursdAGE this Thursday, April 7th at 2p Pacific to catch designer Ian Lemke as he walks us through star system creation and world building in Beyond the Ring, with your pals Owen KC Stevens and Troy Hewitt

You can watch us on Twitch, YouTube, Twitter and Facebook and don’t forget to subscribe to Green Ronin’s official streaming channels to be notified when we go live with The Expanse RPG: Beyond the Ring Actual plays throughout the month!

Fantasy AGE Lairs Pre-Order and PDF

Fantasy AGE LairsFantasy AGE Lairs is now available for pre-order in our Green Ronin Online Store. When you place the pre-order in your cart, you’ll be offered the PDF version of Lairs for just $5! To take advantage of the deal, make sure to press “Add To Cart” on the pop-up. If you’d rather support your local store, make sure they know about our GR Pre-Order Plus program, through which you can get a coupon code for the PDF when you pre-order the print book through the store.

Fantasy AGE Lairs: Into the belly of the beast!

In this collection from some of the finest writers in gaming, each chapter introduces a new powerful adversary, including their lair, minions, and recommendations for using these threats in your Fantasy AGE campaigns. Also included are the all-new location stunts, allowing enemies and heroes alike to better use their environment in play.

Just some of the menacing monsters and their lairs include:

  • The ravenous Ghoul Prince, who rules his army of flesh eaters from his crumbling keep.
  • The legendary Clockwork Dragon, terrorizing the skies from its mountain stronghold along with its army of mechanical monsters.
  • The corrupted Dark Druid, whose twisted magic threatens all who enter his cursed valley.
  • The blood crazed Sea Queen, bringing madness and slaughter with her berserker minions, blood magics, and deadly living island reef.

Each lair also includes an adventure framework for introducing the menace into Fantasy AGE campaigns, as well as numerous adventure seeds and ideas for further encounters.

Fantasy AGE Lairs requires a copy of the Fantasy AGE Basic Rulebook, and works hand in glove with the Fantasy AGE Bestiary.