Ronin Round Table: Using the Fantasy AGE Bestiary in Blue Rose

PART II

One of the tremendous benefits of the Adventure Game Engine (or AGE) system is how quickly we’ve developed a diversity of applications for it. Not only does this give us a bunch of great games to play, but allows us to mix-and-match them to get ourselves a breadth of options beyond that of any single game.

Today, we’re going to start a series that shows this off a little. The Fantasy AGE Bestiary is an excellent book full of great monsters, horrors, and adversaries for your Fantasy AGE heroes. But its utility isn’t limited to Fantasy AGE campaigns – we’re going to talk a little about how these monsters might fit into the romantic fantasy setting of Blue Rose.

This is the second of three articles taking these critters, one at a time, and discussing where they might fit into Blue Rose’s setting, and what (if any) mechanical adjustments need to be made to make room for them. See the first part here.

 

Fomoiri: Among the terrors dwelling in the rainy, wet moors of Drunac are the fomoiri, having inherited their worship of darkfiends from the ancient warlock lords who once ruled that blasted landscape. Rezean guardians watch the boundary between the horselands and those high moors, watchful for raiding parties of these terrors.

 

Gargoyle: During the attack on Kern and its Lich King, the valiant warriors of Aldis learned to their sorrow that the masters of Kern had long ago subverted the natural tendencies of the strange, stony gargoyles, impelling them through subterfuge and magic to defend the fortresses and bulwarks of Kern. Though they are not overtly evil, they have been made to serve evil over the years, and it is said that the Shadowed Seven continue this practice. In contrast, however, Queen Jaellin and her consort Kalyran refused to slay the gargoyle defenders of the Lich King’s own demesnes, showing them compassion. In return, the small clutch of gargoyles swore to defend the Lady of the Hart, and even now have taken up residence in the highest places of the Palace in the city of Aldis.

Art by Brian Hagan

Gatorkin: Bloodthirsty and violent, the gatorkin of the Veran Marsh are a terrible danger to all who come across them. Despite this, some of the smugglers of Basketh Bay have struck deals with the voracious predator-folk, recruiting them in their criminal activities in exchange for certain delicacies the gatorkin find intoxicating and otherwise unavailable. The smugglers are also fond of delivering those they want to disappear to the gatorkin clans as “gift meals.”

 

Slumbering Eaters, or Sleeping Ghouls (Ghoul): Though sometimes called ghouls, these horrors are not the undead things typically named such. An ancient creation of sorcerers, the szalychta (or “locust-eaters”) have a cycle of existence in Aldea. For decades, they hibernate in torporous stasis, unaware and seemingly dead. Then, something triggers and they awaken, ravenous. They swarm up out of their subterranean expanses, sometimes even digging up from beneath graveyards, causing strange sinkholes where graves used to be. There, they feast on the dead, but these are inevitably insufficient to sate the creatures, who then come boiling up out of the sinkholes to feast on the living. Different “clusters” of ghouls have different cycles, ranging in ten to fifty year increments.

 

Groi: Found naturally throughout the Golgan Badlands, and domesticated as guardians and consumers of offal throughout Kern, some merchants have tried to sell them outside of those areas. Given that domestication of grois is less a matter of actually taming them and more about keeping them so well-fed that they are largely quiescent, these attempts almost always end in tragedy.

 

Grootslang: Largely thought to be a bit of folklore, the Royal College in Aldis has a stuffed specimen (which many cynics claim can’t be real). Unfortunately, the beast is altogether too genuine, although found almost exclusively throughout the expanses of Wyss. Some Finest patrols, however, report seeing something that greatly resembles a grootslang around one of the ancient Shadow-haunted ruins of the Veran Marsh.

 

Iron Maiden: If there is anything that is proof of the horrors the ancient Sorcerer Kings were capable of, it is surely the iron maiden. Occasional excavations still unearth these horrors today in places around Aldis and neighboring lands, and the Shadowed Seven of Kern are known to have several that they trade amongst themselves like favors. It is also said that Jarzon’s masters have used these in the past, though the modern Church forbids them as the work of Shadow…although no one is exactly sure what happened to those horrors.

 

Knifehound: Though largely wiped out in Aldis, Jarzon, and Kern, wild packs of knifehounds still roam many other places in Aldea. They are rarer in the horselands of Rezea, though still a problem sometimes. They are far denser in places like Drunac, the Golgan Badlands, and the Shadow Barrens.

 

Living Doll: Though named for children’s playthings, the possession of inanimate bodies by the anguished dead is neither jest nor firelight tale. Though there are scholars with their own ideas why it happens, in truth no one really understands exactly why it is some undead spirits take the bodies of dolls, mannequins, and even statuary.

 

Man-o-War: One of the bits of lore recovered from Jarek’s lore hoards was the creation of these monstrosities, and the Shadowed Seven – lacking the old Lich King’s arcane might – have seen the benefit of creating them. In recent years, Kernish resistance speak of the “armory wagons,” tarpaulin-covered wagons that seem to merely contain piles of armaments. Attempting to raid them to arm their insurgencies, the resistance fighters tell tales of those very armaments rising of their own accord into these horrid, shambling shapes, and reaping the lives of the rebels.

 

Merfolk: Denizens of the deepest watery abysses where even the sea folk cannot live, merfolk are strange. Sea folk scholars claim that like night people, they were the creations of sorcerers in ages past. While many of them are indeed vicious, bloodthirsty predators fond of the flesh of other folk who are capable of battling the largest of sharks, others are more peaceable and curious about settlements. They are clearly a nomadic folk, with bands traveling in wide circuits that usually hug the sea floors.

 

Minotaur: The few known clans of minotaurs make their homes in the Golgan Badlands, but even these claim that they hail from a land of mountain peaks far to the east of the Badlands. Indeed, the profusion of confusing labyrinths and mazes hewn out of the stone canyons of the Badlands speak to the long occupation of these bull-folk tribes, who frequently send out raiding parties into Jarzon, Aldis, and (with the death of the Lich King Jarek) into Kern as well.

 

Morlock: The actual origins of the morlocks is unknown. Though they were among the strange terrors employed by the Sorcerer Kings, it is clear they predate even that corrupt magocracy. With the fall of the Sorcerer Kings, morlocks fled once more into the under-kingdom warrens they’d always occupied, and are still discovered occasionally, in the wake of earthquakes and mining cave-ins, and one thing is clear: their hunger and viciousness has not abated in the least.

 

Mothman: Found throughout the Veran Marsh, southeast Aldis, and the forests of eastern Jarzon, these strange nocturnal predators are crafty, accustomed to hiding the traces of their hunting. Many strange and inexplicable disappearances are the results of a successful mothman on the hunt, and even the best investigators of the Finest have trouble ascertaining their work.

 

Nymph: Unlike many of the other fey that adept summoners are familiar with, nymphs lie in close communion with the natural world. Many of them remain within wild spaces entirely, eschewing the otherworldly gathering spots of their fey kin. Their revelries lure mortals in and change lives…or sometimes end them in wild bacchanals.

 

Night Terror: Mainlanders often doubt the existence of such things, even when warned outright by sailors and the folk of the islands and archipelagos in the Western Ocean. But there are other legends attached to these horrors, such as the claims that certain sorceresses in Lar’tya know how to curse someone so that they attract night terrors within dozens of miles of them, enraging them as surely as blood in the water enrages their mundane kin.

Ronin Roundtable: Ronin Ramblings!

With summer beginning to fade, I thAldis: City of the Blue Roseought this would be a good time to give you all a general update about goings on at Green Ronin. These last couple of months

have been a whirlwind. We had a great GenCon and released Aldis: City of the Blue Rose, Modern 

AGE and its GM’s Kit, as well as the Basic Hero’s Handbook and Rogues Gallery for Mutants & Masterminds. We also ran a hugely successful Kickstarter for The Expanse Roleplaying Game. We were literally on the edge of our seats in the final hour, wondering if we’d hit $400,000 and thus secure a new James S.A. Corey

Modern AGE Basic Rulebook

short story to go in the game. With 10 minutes left to go, we crossed the threshold. It was exciting! Huge thanks to all the backers of the Kickstarter, and of course to Daniel Abraham and Try Franck (together, James S.A. Corey) for not only creating a fantastic scifi universe but also doing so much to help us promote the RPG. If you missed the Kickstarter, never fear. You’ll have more chances to hop onboard.

After a brief pause to catch our breath, it was back into the breach. I was PAX West last weekend doing some panels, one of which (Designing Worlds: Experiences Creating Tabletop RPGs) you can see here: https://www.twitch.tv/videos/304840481?t=

Hal meanwhile has been working on laying out our next several books. Ork: The Roleplaying Game (the new edition of Green Ronin’s very first RPG!) is at print

Pre-Order and PDF: Basic Hero's Handbook for Mutants & Masterminds

now and is available as a PDF and for pre-order. Hal is currently working on World of Lazarus, the first setting for Modern AGE (based on Greg Rucka’s awesome comic) and the long-awaited Faces of Thedas for Dragon Age. You should see PDFs and pre-orders for both of those books in the near future. Meanwhile, Hal is also working with James Dawsey on the artwork for Sentinels of Earth-Prime, a Mutants & Masterminds card game using the Sentinels of the Multiverse rules we’ll be releasing next year. Jaym Gates has also been working hard to get our fiction imprint, Nisaba Press, up to cruising speed. Our first novel, a Blue Rose tale called Shadowtide by our own Joe Carriker, has just gone to print. More Nisaba news coming soon.

Next weekend is our annual Green Ronin Summit. While we have a cluster of people in Seattle, much of our staff is scattered across the country working

remotely. We thus find it valuable to fly everyone here once a year, so we can get together in a non-convention environment and talk over our plans for the next 18 odd months. We’ll be considering various proposals, deciding on the schedules for our game lines, and doing some long-term strategizing. Oh, and eating an

ungodly amount of cheese. Can’t have a summit without cheese! Or webmaster Evan’s famous ice cream.

Later this fall we’re back on the convention circuit. Nicole and I are hugely excited to go to Australia for the first time for PAX Aus in Melbourne. We’ll have a booth there (and a cool unique pin through the Pinny Arcade program) and we look forward to

meeting Aussie gamers face to face. A week later I am a guest at Week End Geek in New Caledonia. If you had told young me that gaming would one day get me to the other side of the world, I would not have believed you! Certainly, South Pacific sun in November sounds better than Seattle rain. Once we’re back home, we’ll close out the year at PAX Unplugged in Philadelphia.

Stay tuned for more news and updates. Fun stuff always comes out of the Summit!

Ork! The Roleplaying Game, Second Edition

 

 

Ronin Roundtable: Nisaba Press update!

So, by now, I’m sure you’ve all seen the announcement about Nisaba Press’s first novel, Shadowtide, by Blue Rose’s own, beloved Joe Carriker. Joe turned the final manuscript over to me a couple of months ago, and I worked on the edits while I was in New Orleans for a convention. Readers, this book is lovely. It’s full of intrigue, adventure, and chosen family, led by a smart-talking rhy-crow and a grieving Night Woman.

Shadowtide: A Blue Rose Novel by Joseph D. Carriker Jr.

The book is now in production’s hands, along with the interior art order. It’s going to be pretty amazing, and I couldn’t be happier with the first entry in Nisaba’s novel line.

But now that Joe’s novel is into production, let’s talk about what we can look forward to next. Nisaba’s fiction is currently focused on our three internal settings, Blue Rose, Freeport, and Mutants & Masterminds. With a Blue Rose novel out, what could possibly be next?

How about a Mutants & Masterminds novel, penned by Aaron Rosenberg? Aaron is an experienced novelist who is familiar with tie-in and game fiction, having written for properties including Star Trek, World of Warcraft, Stargate: Atlantis, Star Wars, Warhammer, and Eureka. He’s written for a number of game properties, too, including several supplements for Green Ronin. His combination of game and novel experience made him a great fit for our next Nisaba novel.

Coming in fourth quarter 2018 from Nisaba Press, Height of the Storm is a novel about a teenager who gets caught in a storm, and wakes up with a big choice to make. We’ve been through the first round of edits, and the manuscript is back with Aaron for a final writing pass before the copyedit phase starts. Hal has the cover art notes, and we’re looking forward to initial sketches.

In the meantime, check out our short fiction, and keep an eye out for an announcement of the upcoming Nisaba Journal, our first collection of short fiction. The Journal will be produced bi-monthly, containing 4-6 short stories in the featured settings, and available in our web store. The August issue includes stories from Richard Lee Byers, Tiffany Trent, Michael Matheson, Dylan Birtolo, Rhiannon Louve, and a prequel to Height of the Storm from Aaron Rosenberg!

Thanks for reading, folks. I’m super excited to bring you the next round of fiction set in Green Ronin’s worlds.

Aldis: City of the Blue Rose Pre-Order and PDF

Aldis: City of the Blue RoseAldis: City of the Blue Rose is now available to pre-order in our Green Ronin Online Store and through participating brick-and-mortar retailers.And, when you pre-order the physical book, you can get the PDF version right away for just $5! (If your favorite local game or book retailer doesn’t know about the pre-order deal, please point them at our Retailer Support page for details.)

If you happen to be going to Gen Con this year, you can select the $0 Gen Con Pick-Up “shipping” option. For such orders, folks who bring their order confirmation email by our booth at Gen Con (Indianapolis, IN, August 2-5, 2018, booth #1321) can pick up their pre-ordered books. (Please only pick this shipping method if you can make it to our booth at Gen Con.)

Welcome to Aldis: City of the Blue Rose!

This beautiful, full color sourcebook lavishly details the capital city of the central nation in the Blue Rose RPG, providing players and Narrators alike the tools needed to tell stories using the city as a focus. From the intrigues of nobles in the High Ward to the entertainments in the Middle Ward to the roughest parts of town found in the Outer Ward, this supplement details people, important sites, and historical events of the City of the Blue Rose. Romantic fantasy narratives frequently remain focused around singular locations, giving time and opportunities for heroes to develop friendships, romances, and rivalries with the people to be found there, and this sourcebook provides everything to allow players in a Blue Rose RPG campaign to do just that!

Pre-order Aldis: City of the Blue Rose today!

Ronin Round Table: Maps of Aldis Preview

The past few months have been some pretty hard work finishing up the upcoming Blue Rose sourcebook Aldis: City of the Blue Rose. As a developer and a cartography nerd, I love a good city-focused setting book, so being able to help detail the wondrous and near-idyllic capital city at the heart of the Blue Rose setting was a dream come true.

 

It’s been a great deal of fun guiding writers through creating places, and then seeing those places turned into beautiful, full color maps that inspire as much as they inform. The amazing Liz Courts has lent her talent and vision to this effort, and the results are – as I hope you’ll agree – simply stunning.

To demonstrate the scope and variety of maps, I’m taking this opportunity to show off the Palace Complex, heart of the Aldin government and home to the Sovereign, Queen Jaellin; the House of the Thousand Ways, a very upscale pillow house where Aldinfolk can find healing and companionship in the arms of the specialists of the House; and the village of Dorwine, a small settlement in the countryside that surrounds the city of Aldis.

 

Aldis: City of the Blue Rose will be available for pre-order later this month!

[Charitable Giving] Origins Pride Sale

Origins Pride SaleWe are pleased to have three books nominated for Origins Awards. Atlas of Earth-Prime, Blue Rose Narrator’s Kit, and Blue Rose: The AGE RPG of Romantic Fantasy are all in the running this year. To celebrate, we’ve put all three books, along with the Mutants & Masterminds Deluxe Hero’s Handbook, on sale at 20% off, in both print and PDF formats, in our Green Ronin Online Store. These prices will also be in effect at Origins Game Fair in Columbus, Ohio later this week. If you’re there, stop by and see us in booth #649.

This weekend is also Columbus Pride, and June is Pride Month, so we’ve decided to donate 20% of the proceeds from this sale to the Pride Foundation.

Shop our Origins Pride Sale today.

Ronin Round Table: Using the Fantasy AGE Bestiary in Blue Rose

PART I

One of the tremendous benefits of the Adventure Game Engine (or AGE) system is how quickly we’ve developed a diversity of applications for it. Not only does this give us a bunch of great games to play, but allows us to mix-and-match them to get ourselves a breadth of options beyond that of any single game.

Today, we’re going to start a series that shows this off a little. The Fantasy AGE Bestiary is an excellent book full of great monsters, horrors, and adversaries for your Fantasy AGE heroes. But its utility isn’t limited to Fantasy AGE campaigns – we’re going to talk a little about how these monsters might fit into the romantic fantasy setting of Blue Rose.

This is the first of three articles taking these critters, one at a time, and discussing where they might fit into Blue Rose’s setting, and what (if any) mechanical adjustments need to be made to make room for them.

Afanc: Large, hungry beasts that haunt the icy bodies of water in the Ice-Binder, Bitterfang, and Golgan mountain ranges, they are the reason many mountaineers in the high mountains of Aldea prefer to take their water from run-offs and shallow bodies of water. Blackwater Lake in Kern was home to a small cluster of these things, the results of breeding projects by the old Lich King. No one has seen them in a while.

Ahool: Legends of merchants who’ve traveled to Wyss sometimes speak of the diminutive bat-folk of those deep, dark forests. Of course, many people say many things about those lands, and Wyssan citizens are rarely willing to admit whether or not they actually exist.

Amarok by Mirco Paganessi

Amarok: According to some old legends, in the days when the Light was dim in Aldea, the Exarch Yungo snatched into his power a mighty wolf of the Pavin Weald in the early moments of his Awakening, and corrupted it somehow. Instead of Awakening to psychic awareness and sapience, Yungo invested only his greedy hunger and ravenous nature into the place where that spark of Light normally resides, and that wolf, whose name was Amarok, became bloated and gluttonous, the first of its kind.

 

Bakwanee: Sometimes, the essence of Shadow-tainted locations settles into the simplest of life forms that live there, and warps them. This has happened to both the bloodsucking fireflies of the Veran Marsh, as well as the storm beetles of the Shadow Barrens, which hide beneath the ground, save in storms, when they emerge to harvest the ambient static in the air, sparking on their metallic carapaces. From these two frightening but largely harmless insects bakwanee have risen in great swarms, occasionally growing in number until they rush out of the Barrens or Marsh, ravening across the countryside until they are put down.

Basilisk: One of the many creations of the Sorcerer Kings, the basilisk can now be found in marshlands and rivers, as well as deep subterranean places.

Bouda: Wicked shapeshifters hidden among the often sedate packs of hyenas that can be sometimes found in the souther Rezean Plains, the Rezean witches say that the bouda were taught to envy two-legged folk their forms by a darkfiend in service to Ulasta the Green Flame, sharpening until they rose to walk as men did, so long as the bouda feast on their flesh frequently.

Burrower: These massive worms are all but extinct in lands that are even nominally settled. But some of them still haunt wild lands. In particular, the stinger-tail burrowers can sometimes be found in the wilds of Rezea, quickly bursting forth when they detect the ground-thunder of Rezean herds. The bellowing burrowers can be found in the Golgan Badlands, particularly in the foothills where the mountains above echo with their ferocious roars.

Carnivorous Plants: Any place where Shadow comes to rest among natural plant life can give rise to carnivorous plants, particularly if that contagion remains there for more than a single cycle of the seasons. Shadow-tainted wastes aren’t the only locations where this is true: a sorcerer’s glade where she performs her corrupt workings, a garden at the foot of a tower that houses an ancient artifact of the Sorcerer Kings, and even the lands surrounding the lair of a powerful darkfiend or semi-dormant Shadowgate.

Charnel Knight: It is said that when certain Knights of the Skull served the Lich King well, not even death ended their service to Kern. The exact rites responsible for this transformation are not publicly known, even among the Shadowed Seven. No new charnel knights have risen among the Knights of the Skull since the Lich King’s defeat, so it may be that the undead tyrant too that lore – like so much other – with him to his destruction.

Djinn: Elementals are natural intelligences given bodies of the elements. The djinn are a whole thing else. Though almost never seen today, djinn are elemental intelligences of elsewhere, alien entities whose awareness is snatched from those far off places that birthed them, and given elemental bodies and bound by potent magics beyond the scope of the simple Spirit Summoning arcanum. Give Djinn the Shaping arcanum appropriate to their elemental nature, and remove the Spellpower and Magic Points from their entry.

Eldritch Crown: It is said that the Vizier of Eyes, a notorious shadow adept of the Sorcerer Kings realm created these, through a hideous pact with a darkfiend that fancied itself a jeweler, save that it used mortals’ eyes in place of gems. The Vizier of Eyes sought to control some of the vainest of the Sorcerer Kings and it worked to some extent. Unfortunately, the adept could not control these creatures, and they escaped him, and the darkfiend made a perfectly fetching necklace of the Vizier’s own eyes.

Fire Ogre: Potent fire elementals of terrible power and fury, fire ogres are rarely summoned. Unlike elementals, when fire ogres return to the fiery recesses of the deepest depths, they do not forget what they experienced in the bright world above. Their destruction and their subjugation to the will of adepts both infuriate them, and they wait eagerly to turn that rage into destruction upon their return to the world again.

Too-Modern Tuesday: All the AGEs

Hi folks! It’s Memorial Day, so Modern Monday is coming in a little late. In response to some online questions last week, I want to clarify what the Adventure Game Engine (AGE) roleplaying games are, how they’re connected, and who’s managing them. When I talked about plans for Modern AGE, a few of you were wondering why I didn’t talk about Fantasy AGE or The Expanse. So, here’s the explainer.

What is the Adventure Game Engine?

The AGE system powers several Green Ronin roleplaying games. Along with the Chronicle System and Mutants and Masterminds, it’s one of the three systems Green Ronin has designed which the company is actively developing through various lines. (Okay, there’s Ork! too, so let’s say, “the three systems not based on the whims of a sadistic ork god,” instead.) We also work on projects for open game systems like 5th Edition, but AGE, Chronicle and M&M are specifically ours.

AGE is not a “generic” system. Rather, it’s a set of common game mechanics and principles which we use as the basis for a number of separate games, each with additional rules designed to emphasize a certain type of play. Some cross-pollination occurs between the lines, of course, but each AGE game has its own emphasis, and is developed separately.

AGE’s foundations include rolling 3d6 plus bonuses versus a target number, selecting stunts by generating Stunt Points through matching dice, and trusting the GM to improvise and make the system their own. That’s not all it’s about, but those are the most notable elements.

The AGE Family of Roleplaying Games

So, now you know that each game is its own thing with its own development, proceeding from some common elements, let’s break that down into specific games.

Dragon Age

Based on Bioware’s computer RPG series and its world of Thedas, Dragon Age presented the first version of the AGE system.  Dragon Age was originally released in three box sets which brought adventurers from 1st level to the apex of their powers but is now available in one omnibus edition.

Developer: Jack Norris

Worth Noting: In Dragon Age, Strength improves ability in close combat, and Dexterity is used for ranged combat. Dragon Age also has many elements inspired by the world of Thedas, including detailed rules for traps, unique specializations, and character backgrounds unique to that world, such as the Dalish Elves and Ferelden people. Classes are Mage, Rogue and Warrior.

Fantasy AGE

Fantasy AGE is an implementation of AGE designed to support classic fantasy genre gaming. It’s designed to be easy to learn. The core rules aren’t tied to any specific setting, but Titansgrave: The Ashes of Valkana is a post-apocalyptic science fantasy adventure series designed for its use. Fantasy AGE is customization friendly, with the Fantasy AGE Companion providing a host of expanded and optional rules GMs can apply as they see fit.

Developer: Jack Norris

Worth Noting: Fantasy AGE introduces Fighting and Accuracy to govern heavy weapons and light or ranged weapons, respectively. Magic provides spells according to theme-based arcana. The Mage, Rogue and Warrior classes are present here, with mechanics designed to support heir respective niches.

Blue Rose: The AGE Roleplaying game of Romantic Fantasy

The current edition of Blue Rose is the successor to its first edition, which used the OGL-based True 20 system. Blue Rose emulates progressive and romantic fantasy, especially as it evolved from the 1980s onward. In its world of Aldea, truly just societies (and not just despotic regimes we accept as “good” because it’s part of a genre convention to be cool with kings) thrive, but not without challenges. The adventure compilation Six of Swords can get you started.

Developer: Joseph Carriker

Worth Noting: Blue Rose introduces Relationships and Conviction as core mechanics, giving characters extra resources to draw on in defense of the people and motivations which define them. Character backgrounds are tailored to Aldea, and include the mystical vata and the rhydan, sapient, psychic animals. Magic as an intuitive psychic gift is a strong part of the romantic fantasy genre, so Blue Rose’s arcana differ from those of Fantasy AGE to support that.

Upcoming: Modern AGE

Modern AGE’s preorders and advance PDFs will be available Very, Very Soon. I won’t go into detail because I’ve been doing that for weeks. Modern AGE has no default setting, but the World of Lazarus, following the core book shortly, will provide a possible setting based on Greg Rucka’s comics series.

Developer: Malcolm Sheppard

Upcoming: The Expanse Roleplaying Game

Coming to crowdfunding this year, The Expanse is based on the novel series by James S. A. Corey (which as many of you know, is Daniel Abraham and Ty Franck), which explores a future wracked with interplanetary rivalry. Earth and Mars compete for control of the Solar System while the peoples of the Belt struggle with their demands—at least, that’s how it starts. The Expanse tailors the AGE system for gritty hard SF stories, including new rules for technology and spacecraft.

Developer: Steve Kenson

Next Monday

Next time, I’ll go on and on about the genres I like, and how Modern AGE supports them. Until then, I’m working on the next couple of books for the game. Take care!

Ronin Roundtable: Coming soon from Nisaba!

A whole year of Nisaba? It’s hard to believe, but it has indeed been a year since we announced Nisaba Press, Green Ronin Publishing’s fiction imprint. We’ve published some great fiction in that time, although we’re just now getting started.

If you’ve missed our previous offerings, don’t worry! They’re still available on our site: Brandon O’Brien’s witty, sweet Blue Rose tale of two thieves in an endless cycle of vendettas; Kid Robot’s first day of school, by Eytan Bernstein; and Clio Yun-Su Davis’s Blue Rose caper. You can even read Crystal Frasier’s Mutants & Masterminds story about Centuria, Lady Liberty, and robot dinosaurs…for free!

And while we’ve gotten off to a good start, Nisaba has a big year ahead, too.

Dylan Birtolo returns with a new Freeport adventure featuring Red Alice and a sinister amulet. Featuring fights through the Freeport sewers, chases over the high seas, and plenty of cult conspiracy, this series of three stories will release over the summer.

Rhiannon Louve continues her beautiful Blue Rose story of a grieving Rose Knight who finds a new lease on life and a new purpose in her courageous partner, a new Rose Knight with unusual talents.

Michael Matheson joins the Nisaba roster with a pair of tales, one for Blue Rose, and one for Mutants and Masterminds.

Richard Lee Byers tells another Mutants & Masterminds story about a woman fighting a terrible internal battle and the clairvoyant hero hunting her.

We’ll be debuting some new settings for our stories, too. Some will be stand-alone adventures to offer campaign ideas for our settings, while others will tease new settings we’re working on.

And if novels are more your thing, we have two novels coming this year! Joe Carriker’s Shadowtide is a sleek and sinister adventure through the political and cultural battlegrounds of the world of Blue Rose. Aaron Rosenberg brings in the first Mutants & Masterminds novel, featuring a disabled woman taking over her grandfather’s superhero cape while a bitter villain seeks vengeance.

Stay tuned for big news from the Nisaba world as we wrap up our first year and head into what we hope is a long and bright future, because we’ve just started on our plans.

Ronin Roundtable: Walking the Royal Road IV: Character Subplots

One of the pieces of advice many real-world Tarot readers give is to use the cards to tell a story. This is what makes the Royal Road such a fun tool to use in Narrating and playing Blue Rose: it’s a source to mine for inspiration when both planning and in play.

In playing a Blue Rose chronicle, each player character has a built-in subplot generator, in the form of their Calling. The Blue Rose core rulebook defines a character’s Calling as “their place in the world, their role in the grand story of life.”

To that end, while planning your story arcs, the Narrator should keep those Callings in mind to give player characters a place to “hook into” the narrative. That’s not just a stylistic thing, either: player characters recover Conviction by taking actions that are in accordance to their Calling, so part of the Narrator’s responsibility should include providing those opportunities.

We’re going to look at a way of using the Royal Road to define those opportunities. As with many of the previous “Walking the Royal Road” articles, you’ll want to make sure you have a Tarot deck (which can simply be any one of several online card randomizers), and a means of interpreting those cards to give you the maximum possibilities. The cards we use in these articles are the Shadowscapes Tarot, with art by the amazing Stephanie Pui-Mun Law, whose art has graced the covers of Blue Rose books throughout the game’s history. They also include booklets with summaries of card meanings, so we’ll be using those for our inspiration.

Method: The method for doing this involves drawing three cards, although you can use fewer or more cards if you want shorter or longer character-specific plot arcs. Essentially, each card is an “episode” in the subplot, and the character’s Calling defines the nature of the subplot.

Here’s an example.

 

 

Dame Emelynn Aros, Knight of the Blue Rose

Calling: The Sun (Championing the Everyday)

This calling is perfect for the earnest if somewhat naive Dame Emelynn, a newly-anointed Knight of the Blue Rose. She herself comes from a family of poor Jarzoni immigrants, who were nearly done in by the dangers of the Veran Marsh, but were saved by an itinerant Blue Rose Knight who was her inspiration. She is now a knight herself and wants to help the common folk whose problems are often overlooked by those with the power to do something about it.

 

First Card: Five of Swords

Interpretation: Discord and conflict of interests; feeling as though the world is against you, temptation to let everyone else be and just look to your own goals.

Plot: A somewhat dire card, the Five of Swords suggests a situation wherein it seems as if the good that the Calling wishes to accomplish has soured. The Narrator decides this means that some of Emelynn’s good deeds are soured by deed or circumstance. So she sets up an encounter with a bandit who is troubling local farmers, and Emelynn of course rides to help them. When she brings the bandit in to the local noble for justice, however, she discovers that the bandit is one of the Sovereign’s Finest, attempting to get his way into a nearby bandit gang. Not only is the envoy-bandit released, but Emelynn is expected to claim that he got away from her. While she is willing to do her duty, the farmers she was working to protect are bitter and upset with her for losing the bandit, and she has no way of defending herself.

 

Second Card: Knight of Wands

Interpretation: Change and progression toward a goal; daring and passion.

Plot: After a couple of game sessions where the locals treat her as a resented failure, the envoy contacts her psychically. He knows she took a blow to her reputation, and he’s grateful for her sacrifice, and wishes to know if he can count on her continued help. He asks if she and the other adventurers she spends time with would be willing to help him win the favor of the bandits. He’s met them, but they want him to prove himself first – the noble is going to provide a wagon of “tax money” and he wants Emelynn and her friends to act as the defenders for that wagon, fighting just enough to be believable, but then fleeing. A case full of coin is the sort of thing they’ll have to return to their lair with, so he’ll know the best place for the noble to send troops to take them all at once. They accomplish this, and the noble asks Emelynn and her friends to join in the attack on the bandit lair, which they agree to gladly.

 

Third Card: The Hanged Man

Interpretation: Letting go and surrendering to new perspectives.

Plot: This last card is the end of the subplot, where Emelynn and her friends ride with a troop of the Aldin Guard and the noble to attack the bandit camp. Upon their arrival, they find the envoy, stabbed and near death! Her adept friend heals the envoy while Emelynn herself leads the charge, fighting the leader of the bandits (with the blood of the envoy still on his blade). In the end, her heroism saves the day, and protects the valley’s residents from the depredations by the bandits. In an effort to preserve the envoy’s cover, the noble makes known the story of how Dame Emelynn’s bandit quarry escaped, and she took a noble vow to bring not only him but all of the bandits to justice, and the locals uplift her as their hero.