Welcome! No, we haven’t accidentally reposted a previous Ronin Roundtable. This week we return to the development of the new edition of Blue Rose Romantic Fantasy Roleplaying for the AGE (Adventure Game Engine) System rules, following our successful Kickstarter for the game. Blue Rose is through editing and now in production and layout, with Production […]
About 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.
Entries by Steve Kenson
Part of the experience of creating the forthcoming new edition of Blue Rose, following our successful Kickstarter, is the process of taking the original rules of the game, which were the first iteration of what became the True20 System and converting them over to the Fantasy AGE System. Game system certainly does matter when it […]
Welcome! In this week’s Ronin Round Table, we’re taking a look at the development of the new edition of Blue Rose Fantasy Roleplaying following last year’s successful Kickstarter, along with a preview of some of the ways Blue Rose uses and modifies material from the AGE (Adventure Game Engine) System rules found in Fantasy AGE. Right […]
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, […]
It’s late October, when thoughts turn to the Things That Go Bump in the Night and the variety of Halloween horrors we can bring … not just to parties and film-fests, but to the gaming table. While Mutants & Masterminds might not be the sort of game that immediately springs to mind when you’re thinking […]
The first time I came out professionally was in a job interview. It was in the early ’90s, and I was in Chicago, at FASA Corporation, interviewing for the job of Shadowrun developer following Tom Dowd’s departure.
“It’s a beautiful game.” “Take a look at this!” “Have you seen this?” Like it or not, we often do judge books (and games, and other things) by their covers, and their interiors, and by their looks in general. Even the “retro” style game products that deliberately try to look like they were assembled on […]
Villains. What would a superhero game be without them? A lot less interesting, that’s for sure. Super-villains are the primary challenge for super-heroes, apart from stopping disasters and nabbing the occasional mugger or bank-robber. Villains and their schemes drive stories and the rivalries they build up with heroes become the stuff of legend. A hero […]
We take our inspiration from all kinds of places, particularly real life, working events, people, places, and ideas from our own experiences into our fictional work and our games. Take Freedom City for example, in addition to being a love-letter to many of the things I treasure about superhero comics, Freedom City features a number […]
By the time you read this Ronin Round Table, the "Assembled Edition" of Icons should be available for pre-order on the Green Ronin online store [Editor’s Note: It is!], after a long process of design, playtesting, art direction, layout, and production. I’m sure one of the very next questions, before the book even hits the […]