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: Blue Rose Development

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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 Manager Hal Mangold hard at work both on laying out the book and assigning art to various artists to bring new visions of the world of Aldea to life. You can see a small sample of Hal’s design magic in the updated logo to grace the game’s cover above the fantastic new painting by artist Stephanie Pui-Min Law.

In addition to art, we’re working with cartographer Phillip Lienau, who provided the maps for the first edition of Blue Rose (as well as the comprehensive map of Freedom City for Mutants & Masterminds) to update his work for the new edition, particularly for the two-sided poster map for inclusion in the book. We’re eager to be able to present Phillip’s work in full color this time.

In terms of production, the new edition of Blue Rose is going to be sizeable: easily 300 pages (at Green Ronin, we like big books and we cannot lie), not quite as massive as the complete Dragon Age Core Rulebook, but easily the size of the Game of Thrones edition of A Song of Ice and Fire Roleplaying as a beautiful full-color hardcover book.

Meanwhile, in addition to working with Hal on copyfitting and layout matters, I am working on the collection of pre-generated Blue Rose heroes for the Narrator’s Screen booklet, offering a representative cross-section of novice characters, complete with backgrounds and customization options, usable for quick-start play and great for demo adventures and convention games to introduce new players to Blue Rose and the AGE System

Speaking of adventures, I’m also developing the first drafts of a number of short Blue Rose adventures by an exciting collection of authors, including Jaym Gates, Elsa S. Henry, Steven Jones, Kira Magrann, Alejandro Melchor, and Rebecca Wise. We intend to release these adventures as short, stand-alone PDF products and to collect them into a print edition to provide Blue Rose Narrators and players with a wealth of opportunities to tell stories in the world of Aldea.

As you can see, that’s a lot of Blue Rose in the works! We’ll keep you updated as things progress, perhaps with some additional previews and looks “behind the curtain” as the book finishes production and gets ready for pre-order and PDF release. Naturally, our Kickstarter backers will have the first look at anything new that comes along, but we’re looking forward to making the new edition of Blue Rose available to everyone!

Joseph D. Carriker

Joseph D. Carriker

Joseph Carriker is developer for A Song of Ice and Fire Roleplaying and the Chronicle System. He has worked in the gaming industry since 2000, and intends to keep doing that for the foreseeable future. He's an avid proponent of diversity in gaming spaces, and regularly runs LGBT-oriented panels at gaming conventions, including GenCon's "Queer as a Three-Sided Die." He recently sold a novel, Sacred Band, available this winter from Lethe Press.
Joseph D. Carriker

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Ronin Round Table: GenCon 2016 Roleplaying Games!

 

GClogo-header-2016-91a751cab7b3dc33dd0ac3b3b95595ac9c4e1b4bc5f42b6388531396cb8729beAs I’m sure most folks know, the events registration for GenCon 2016 went live on Sunday. As an aid to everyone who is interested in playing some of their favorite Green Ronin Publishing roleplaying games at GenCon—or trying out one they’ve never played before—we thought we’d compile a handy list of links to those games, by game.

What follows is not a complete list of Green Ronin Publishing games ato be had at GenCon. It’s just a collection of the games we’ve helped put together and coordinate for this year’s convention. See you there!

Reminder: While some of these games are already sold out (a big thanks to all of that enthusiasm!), remember that lots of folks over-buy, and then drop events as they figure out their schedule. Moreover, things happen and sometimes people aren’t able to show for a game, so make sure to pick up some generic tickets and if there’s a game you’re really interested in, show up to it and see if there are any slots unfilled when game time rolls around. Our GMs are only too happy to help.

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Nicole Lindroos

Nicole Lindroos

Nicole Lindroos entered the game industry in 1989. In that time, she co-founded Adventures Unlimited magazine, served on the board of the Game Manufacturers Association and as the chair of the Academy of Adventure Gaming Art and Design, volunteered both on the advisory committee and as the head of the Origins Awards, and has been an active freelancer for large and small companies alike. Since the year 2000 she has been co-owner and General Manager of Green Ronin Publishing. Her recent projects include contributions to the Dragon Age Tabletop Roleplaying Game and Titansgrave: Ashes of Valakana.

She's also the sweetest person you never want to piss off.
Nicole Lindroos

Ronin Round Table: People in Gaming

Nicole LindroosI have been in the tabletop game business since 1989. In that time I have seen a lot of changes to the way business is conducted and who is conducting it. I can’t count the number of “Women in Gaming” panels I have been invited to speak on over the years.

Recently, I was in Las Vegas at the GAMA Trade Show. GAMA is the industry organization for the tabletop game business. Publishers, game distributors, and game retailers get together to talk about business-related issues, show off new and upcoming games, and to make mutually beneficial connections. I was asked to sit on a panel for the manufacturing track of programming addressing “Gender Issues in Gaming.” I truly didn’t think anything of it, I’ve done version of these panels for years now. In fact, the title not just defaulting to “Women in…” but hitting a slightly different note with “Gender Issues in…” made the topic a bit more interesting to me.

I was taken by surprise once I got to Las Vegas by the varying and strong opinions on the issue I heard from other women. More than one of my female peers expressed doubt that “Women in Gaming” panels should even be part of a modern seminar track. Other women I talked to were fatigued with the “back in the old days, here’s how it used to be when we started” history of such panels and wanted to cut to the chase: what do we do NOW, what do we DO instead of talking about women as abstracts (or worse handing out simplistic advice like “Stores, make sure your bathrooms are clean, women like that.”) Another faction of women strongly agitated for more “Women in Gaming” panels because they looked around at the seminars and noted, rightly, that women in the business are seriously underrepresented even among their well-intentioned peers. (An example from the program book from this very trade show invited attendees to a cocktail reception where they could “meet the designers” and then listed seven white guys and one woman.) Women in Gaming, what does it even mean anymore? It did not escape my notice that despite the panel being publicized with the “Gender Issues…” title, it was very much still seen as “the Women in Gaming panel” for good or ill.

I generally believe that people in the game industry are trying to do the right thing and trying to be better about how they approach issues of diversity. Occasionally there are situations where the definition of “creator” or “designer” is very narrowly applied, for example the idea that there aren’t a lot of women who are “design” games because the definition of designer in that person’s mind is one who creates a unique game or stand-alone product, particularly rules sets. Many women designers who do work on supplements and expansions, in the roleplaying game segment particularly, would argue with that definition and note that they do, in fact, create game materials even if they’re not reinventing the wheel and bringing out new stand-alone games. I have a whole, long rant on the issue of socialization and the differences between male and female creative output in gaming in particular but this is a different essay so you’ll have to wait for that one.

Back to the point, I think where we stand on the issue of women and their places in the games business is largely positive. Even so, there are inadvertent slights that undermine a lot of the good and sincere efforts made at inclusion, such as the unintended message being sent by the published list from the trade show program. It’s come up for me personally a few times in a row in recent weeks: while on the JoCo Cruise showing off our Love2Hate game, the one other seminar we had was scheduled opposite the demo event which meant that I could not attend the Titansgrave panel with Pramas and Wil Wheaton despite having been involved with the project from the start. Alone even that wouldn’t have been so bad but I was also not listed as being part of the company in the materials… as far as people knew from reading the programs, Green Ronin was a gaming event sponsor and Chris alone was the rep. As a company co-owner and General Manager, I would have appreciated the acknowledgement even as I recognized that it wasn’t any sort of purposeful slight. It was an honest oversight. After our return from JoCo, another convention that I’m attending started announcing their guests and I went looking for my listing in order to promote my attendance, only to find that I was not listed on the website…but once again Chris was. In this case, the guests weren’t being announced all at once but in staggered groups over the course of weeks, which is a perfectly common and valid way to spread out promotion in the lead up to an event. Hot on the heels of being overlooked in the JoCo materials, I did find it stung a bit more than usual to have Pramas listed as a guest for weeks ahead of me.

Just using my own recent experiences as fodder for this essay, I feel it’s important to note that no one in these scenarios is undertaking any effort to keep me from the table. In fact, these bumps came up precisely because I was invited to participate, the big gestures, the important moves forward are there: hey, demo your game at our event; please come be a guest at our convention; please sit on our panel and share your experience with us. These other issues are more about fine tuning: hey maybe you should think about how unbalanced your list of participants seems, I don’t think that’s the message you intend to send. I recently saw a reference to “shallow diversity” in the game business that seemed quite a bit more concerned about such small imperfections amidst the larger effort and I personally think that is the wrong way to approach things. I’d rather tackle the bigger things first.

Ramping up for convention season and readying Green Ronin for our big summer releases, I hope we’re doing a decent job of hitting the “big issues” on our end. I’m certainly going to continue to make the effort. I’ll be appearing at several conventions this year where I hope people can get to know me a bit and maybe remember that I’m part of this company, too. I’ll be running a Blue Rose game at the Contessa event at GenCon, where they’re providing a venue for games run by women for women. I’ll be proposing some panels for this year’s Geek Girl Con that I hope will touch on some of the things I’d hoped to say at the GAMA panel. I’ll once again be participating as an advisor on the GenCon Industry Insiders Featured Presenters programming and I encourage my colleagues to put themselves forward for inclusion as well. Over the course of these efforts, I will definitely make missteps and will work through some number of inadvertent slights because that’s the nature of life as a human being interacting with other imperfect human beings. What I won’t do is participate in any further generic “Women in Gaming” seminars or panels: the topic is too broad, too fractious, and it just doesn’t interest me to be a part of that anymore. We can do better.

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: Conversion Experience

PendantImagePart 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 comes to game experience, so we wanted to make sure Blue Rose both took full advantage of the best qualities of the AGE System and that the rules adapted, as needed, to fit the world of Aldea and the romantic fantasy style of Blue Rose.

Some things were easy: Fantasy AGE character creation is based off of three classes: Mage, Rogue, and Warrior. Blue Rose character creation was also based off three classes: Adept, Expert, and Warrior. The three mapped almost exactly. On the other hand, Blue Rose adepts are not quite Fantasy AGE mages. Indeed, Blue Rose needed a whole new system of arcana to reflect the more psychic-based style of magic found in the setting. Similarly, the expert class needed additional breadth to handle many more socially-focused characters in Blue Rose, in addition to the sneaks, scouts, and swashbucklers.

Likewise, Blue Rose called for new races and backgrounds, since the world of Aldea doesn’t feature the same fantasy races found in Fantasy AGE, and its cultures have different backgrounds. Whereas Fantasy AGE devoted a fair amount of space to detailing the various kinds of equipment and gear adventures outfit themselves with, Blue Rose doesn’t focus so much on such things, so we needed to condense and simplify the rules for weapons, armor, and miscellaneous gear of all kinds.

The original edition of the game was heavily driven by Feats, individual special abilities characters acquired both at creation and as they advanced. Fantasy AGE, on the other hand, is largely driven by Talent, three-tiered sets of abilities which improve as characters advance, similar to many of the feat-chains or advancement paths set forth in the Blue Rose Companion. We had to consider in many cases whether or not a particular feat needed to become part of a Talent (or get expanded out into an entire Talent unto itself), become a Focus, or perhaps a class power or even arcanum (as most of the supernatural feats became).

The core of the game remains very much the same, with the same abilities, the use of focuses (although there are some new ones associated with the setting), and the use of tests and the stunts that may result from them. There are some new stunts, naturally, and a new way of generating stunt points from the intensity of characters’ relationships, perfect for that needed-right-now stunt to save a hero’s beloved, or strike down a hated enemy. There are also new persona mechanics to determine a character’s Calling as well as their Destiny and their Fate, their “highest” and “lowest” expressions of their nature, the good and bad impulses that exist within us all that help to drive characters.

One of the best results of the conversion experience is the opportunity for players of Fantasy AGE to take and adapt what has been built for Blue Rose and fold it back into their own games. Even if you’re not playing in the world of Aldea, there’s nothing saying you can’t use the new backgrounds, talents, specializations, arcana, or game mechanics like relationships or persona. They make Blue Rose a big Fantasy AGE add-on sourcebook unto itself!

We’re looking forward to getting Blue Rose into production and into your hands this summer so you can see for yourselves the results of our efforts and either return to the world of Aldea or visit anew to create your own adventures.

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.
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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.

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: Blue Rose Development

Blue Rose cover by Stephanie Pui-Mun Law

Blue Rose cover by Stephanie Pui-Mun Law

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 now, Blue Rose is poised between the development and editing stages of the process: draft text is in, with AGE System Developer Jack Norris and I going over our respective sections of the book: Jack primarily on the game system material and me primarily on the setting and story material, although there’s some crossover on both our parts. The drafts we have include all of the stretch goals funded by the Kickstarter and the hero and villain submissions by our Kickstarter backers for inclusion in the world of Aldea.

We have Lynne Hardy on-board as editor (or “benevolent editorial tyrant” as we have chosen to call it), empowered to smooth the sometimes rough road of our text so you can enjoy your journey through Aldea. She’s working with the setting material that makes up the first third or so of the book, detailing the world, it’s history, mythology, and the current state of its nations and peoples, roughly a decade since the time described in the original edition of Blue Rose.

There have been some changes! Queen Jaellin of Aldis is married (and not all are in favor of her choice of consort) and has won a stunning victory over the dark kingdom of Kern. Aldis is regaining its equilibrium following that recent conflict, and hopes are high for renewed peace and prosperity, but there are still many challenges for the Sovereign’s Finest throughout the land. The forces of Shadow do not rest and their reach is wide and deep. The nation is still very much in need of heroes to aid the cause of the Light.

Preview: Personas

We also have a special preview of the Blue Rose material in the works (hopefully the first of several such previews).

In this case, it is a draft of the Persona section of the game rules, discussing the qualitative traits of characters: their good and bad qualities (embodied in their Destiny and Fate), their goals and overarching place in the world, the looming specter of corruption and its effects on the spirit, and—most especially—their relationships, the deep emotional bonds that define the characters and help to drive them, not only in the context of the story, but providing clear game system effects when the players focus on those relationships and how they motivate their characters.

Download the preview PDF and take a look! Keep in mind that this is fairly raw text, still going through the development process. Nonetheless, we think if offers a pretty good look at where we’re going. If you have feedback for us, visit the Fantasy AGE forum on Roninarmy.com and let us know!

 

 

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

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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.
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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!

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

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Ronin Round Table: Green Ronin at Gen Con 2015

Titansgrave​ is coming to Gen Con! Make sure to login to your Gen Con account and look for SEM1582558 to reserve your spot! Presented by Green Ronin Publishing and Geek and Sundry

Titansgrave​ is coming to Gen Con! Make sure to login to your Gen Con account and look for SEM1582558 to reserve your spot! Presented by Green Ronin Publishing and Geek and Sundry.

 

This year is going to be an exceptionally strange and exciting time for us at Gen Con. Not only is Team Ronin headed out in force, but we’re sharing space with Geek & Sundry, highlighting Fantasy Age and Titansgrave: The Ashes of Valkana! We’re so excited to have such great games for Gen Con.

Before I get into the fun things happening, I want to kindly let you know what our Customer Service & Sales responses will be slow, as we’ll be dependent on whatever internet we can find while traveling and while we’re all working the show. Online orders for in-stock items (or PDFs of course) will continue to go out on the usual schedule.

For those of you lucky enough to be attending Gen Con, stop on by and say hello at Booth #1509! We’ll be running demos of Walk the Plank, Love 2 Hate, Icons Superpowered Roleplaying, Dragon Age, A Song of Ice and Fire Roleplaying, Mutants & Masterminds, Ork!, and of course, Fantasy Age and Titansgrave: The Ashes of Valkana. Geek & Sundry will be featuring a photo booth, along with some great merchandise and surprises!

We also have volunteers running games at Gen Con, and we have some Seminars you don’t want to miss. If you didn’t get into a game, be sure to bring Generic Tickets to see if a spot opens up! There are quite a few sessions of games run by various GMs & Gaming Groups, and we have a list of the officially submitted games run by myself or our Freebooter Volunteer GMs! For the Seminars, there are currently spaces, but you’ll definitely need to pick up free tickets to attend!

Thursday:

  • RPG1575877 Blood in the Streets – DC Adventures/Mutants & Masterminds
  • RPG1575473 An Arl’s Ransom – Dragon Age RPG (at ConTessa!)
  • RPG1573267 Hell Comes to Squishy Man Town! – Ork! 2.0 The Roleplaying Game
  • RPG1576447 Fate in Freeport; The 1000 Year Storm – Fate System
  • RPG1575933 Shadows of Tanglewood – Blue Rose/True 20
  • RPG1576439 Titansgrave: The Rust Wastes – Fantasy Age
  • RPG1576440 Titansgrave: The Rust Wastes – Fantasy Age
  • SEM1578318 News & Updates on Green Ronin Publishing’s AGE System

Friday:

  • RPG1575878 Blood in the Streets – DC Adventures/Mutants & Masterminds
  • RPG1573275 Hell Comes to Squishy Man Town! – Ork! 2.0 The Roleplaying Game
  • RPG1576446 The Truth of the Fifth Blight – Dragon Age RPG
  • RPG1576441 Titansgrave: The Rust Wastes – Fantasy Age
  • RPG1576442 Titansgrave: The Rust Wastes – Fantasy Age
  • RPG1578320 Titansgrave: The Rust Wastes – Fantasy Age
  • SEM1578319 What’s New With Green Ronin Publishing!
  • SEM1582558 Titansgrave Q&A with Wil!

Saturday:

  • RPG1575905 Operation: Zandia – DC Adventures/Mutants & Masterminds
  • RPG1573282 Hell Comes to Squishy Man – Town!Ork! 2.0
  • RPG1575934 Shadows of Tanglewood – Blue Rose/True 20
  • RPG1576443 Titansgrave: The Rust Wastes – Fantasy Age
  • RPG1576445 Titansgrave: The Rust Wastes – Fantasy Age
  • RPG1578321 Titansgrave: The Rust Wastes – Fantasy Age

Sunday:

  • RPG1575906 Operation: Zandia – DC Adventures/Mutants & Masterminds

Thank you for your support, and we hope to see you at Gen Con!