Our Live streams are back in the new year!

Hello friends!

Troy Hewitt here, community nerd for Green Ronin Publishing and the disembodied voice for our two live streams, Mutants & Masterminds Monday with Crystal Frasier and Steve Kenson, and the Fantasy AGE live stream ThursdAGE! With Owen KC Stephens.

Mutants & Masterminds Monday! ThusdAGE!

We’re entering the new year with our tech dialed in (sort of?), our content planned (definitely), and an excitement for our 2021 streaming plans that is off the charts (Absolutely)! With some crucial dev milestones around the corner for some of your favorite Green Ronin Titles, it becomes increasingly important for us to connect with the people playing our games directly. Truth be told, our streaming efforts are really a chance for us to reserve time each week dedicated to direct conversations, to hear your feedback, share our progress, and most of all, have some fun.

With Mutants & Masterminds Monday, Crystal Frasier, (lead developer of M&M) and Steve Kenson (creator of M&M) get together to suffer my ridiculousness every Monday at 2:00 PM Pacific. It’s as fun as you would imagine it to be- hanging out with Crystal and Steve is a pretty phenomenal way to spend your Monday, no lie, and with the addition of today’s announcement of our Mutants & Masterminds Patreon things are heating up like wow.

For those of you that have been keeping track of our weekly program, now 30 episodes strong, you’ll no doubt remember Crystal Frasier’s note-taking as a regular theme and why is that important? Well, she listens. She listens, and she cares deeply about the M&M developing story, and even more so about the people who are playing. While the Patreon will be a welcome boost to Green Ronin’s bottom line, it also comes at the request of so many Mutants & Masterminds enthusiasts, that considering the months of content Crystal has already planned, well, let’s just say you are going to want to watch today’s stream for all the details.

And you can do exactly that- you can get a front-row seat to our live streams, always free, always on Monday, always at 2p Pacific, on FacebookYouTube, and if that weren’t enough? Today we’re giving Twitch a shot!

What’s next? 60 second adventures on TikTok?! Not likely. Or is it?

Who can say! Now listen, I’ve got to get things ready for the inevitable tech hardship I’ll bring to today’s livestream. Come and check it out for yourself, but only if you like fun, useful M&M tutorials and advice, and listening to Crystal and Steve, two world-class fantasy world-building, hero slinging, funny joke-making, super storytellers in this universe and SEVERAL others.

And me! Your disembodied boy, Troy. We look forward to the next 30 episodes, one hour, one Monday at a time, but only if we can spend it with you. See you there?

Will we see you there?

As always, questions, comments, and compliments about our streaming efforts can be emailed directly to us: Letsplay@greenronin.com

Malcolm Sheppard’s Top 5 Green Ronin Picks!

What’s good? Taste is subjective, though I think everybody feels there are certain exceptions, such as the terribleness of the Star Wars Holiday Special, which transcends cultures and times as an object of derision, albeit sometimes affectionately so. So, this list of “Malcolm Sheppard’s Top Five” is just my opinion, though there may be hidden objective excellence rattling around in there, somewhere. This list isn’t in any particular order.

Mutants & Masterminds Basic Hero's Handbook coverMutants & Masterminds Basic Hero’s Handbook

Supers, and generally, point-build systems, aren’t my strong suit as a designer, but I love the genre. The Basic Hero’s Handbook is a masterful introduction to Mutants & Masterminds that communicates everything you need with remarkable brevity and straightforwardness. I especially like the streamlined character creation system, and how after using it, and not having to sweat points too much, you still end up with a character fully compatible with the rest of the M&M line, including characters made using the Deluxe Hero’s Handbook. Plus, it has all the rules you need to run it!

Fantasy AGE LairsFantasy AGE Lairs

This supplement for Fantasy AGE does a great job of mixing function and atmosphere. Each lair presents a creature, location, and situation. None of these are hard-coded adventures, but contain plenty of hooks and suggestions, and can be run sandbox style. My favorite lair in the book is the Lair of the Ghoul Prince, which I’ve talked about before, in a pervious article. Go read it!

 

 

Trojaqn War for the D20 system!Trojan War (d20)

Maybe I’m doing this wrong and I’m supposed to stick to current releases, but I love Homeric mythology, and really enjoy Trojan War’s particular adaptation. It covers all the major elements of this mythic-historic event, from gods and heroes to how it all works for original characters using the d20 System. I think it’s still valuable now because of the way it’s structured for games and the fact that d20’s design has been influential enough to seed itself in many other games, making conversion pretty easy. I miss these kinds of treatments of real-world mythology in games, and while there are new ones around, I want more! Maybe I have to do it myself….

 

The Lost Citadel Roleplaying (5th Edition)The Lost Citadel Roleplaying for 5th edition

Here comes the bias! I worked on the Tales of the Lost Citadel anthology, The Lost Citadel Roleplaying, and The Lost Citadel Fantasy AGE Conversion Codex—but there’s plenty I didn’t work on, in fiction, rules, and concepts, that’s just fantastic. The Lost Citadel is set in the last, desperate, walled city of the living, who struggle with each other while battling for survival against the risen Dead. One thing I love about the setting is it takes the basic conflict in the zombie apocalypse genre—that your living companions are as much a problem as the undead—and renders them on a social scale, in conflicts between the city’s factions.

Threefold A Campaign Setting for Modern AGEThreefold (Modern AGE)

Where The Lost Citadel is a choice tinged by my bias as a designer, well, uh, I’m the principal designer of Threefold. I made up the broad strokes and developed other writers’ work to get what I wanted: a setting for Modern AGE that would use the conceit of planar travel to permit virtually any kind of character, but wouldn’t seem generic, unfocused, or lacking strong story structures. Whether you explore the planes as a member of the Sodality or defend the Earth (sometimes from other Earths) with Aethon, there are always things to do, rivals to deal with, and secrets to uncover. One reviewer said the game felt like its setting had already been established for years. That’s the feel I wanted, and I hope you like it.

End of Year Sale and GR Gift Guide

Happy holidays from all of us at Green Ronin! I don’t think 2020 was the year any of us hoped for but on the upside, it’s almost over! Right now, we’ve got our Year End Sale going on, which offers 20% off most of our titles through January 3. Get gifts for your friends and family, or just treat yourself. If you survived 2020, you deserve it! Two important notes. First, we do offer gift certificates in our online store, so if you don’t know what to get for the gamers in your life, that’s always an option. Second, shipping is particularly slow this year, so if you want things in time for Xmas, get your orders in early. If you aren’t sure what to get, I’ve put together a gift guide that may help. Let’s get to it!

Death In Freeport for Fantasy AGEAs you may heard, 2020 was Green Ronin’s 20th anniversary. One way we celebrated that was with new editions of one of our earliest releases. I wrote Death in Freeport 20 years ago, and now it’s available in two formats: Fantasy AGE and 5th Edition. Pick your system and then set sale for Freeport, the City of Adventure! Fantasy AGE fans will also enjoy Lairs, another new book for this year that features a host of ready to use encounters. 5E fans should check out The Lost Citadel Roleplaying, where players are survivors of an undead apocalypse in the last city standing.

 

Enemies and Allies for Modern AGE

If you want a flexible RPG that can handle just about every sub-genre of action adventure, check out Modern AGE. It got its character/adversary book this year with Enemies & Allies. If you want a kickass setting, also check out Threefold. It got some adventure support with Five and Infinity, which we serialized over the course of the year. We also launched Modern AGE Missions for even more PDF adventure support. We’re certain you need 30-50 feral hogs in your Modern AGE campaign, so make sure to check that out!

 

Envoys to the Mount for Blue RoseBlue Rose, our Romantic Fantasy RPG, is also getting (and giving) a lot of love right now. If you’ve never checked it out before, there’s a new Quickstart that gives you a complete adventure with rules and pre-generated characters. For more experienced players, we’ve just put Envoys to the Mount up for pre-order. This is a complete campaign for Blue Rose that takes characters through all four tiers of play. There’s also a tie-in fiction anthology called Tales from the Mount that’s available now. You can get a bundle with both Envoys and Tales too!

 

Sacred Band 2nd editionSpeaking of fiction, our imprint Nisaba Press has some great titles for holiday reading. Blue Rose fans will definitely want to check out Sovereigns of the Blue Rose, an anthology of stories about the fourteen rulers of Aldis. We’ve also just released Sacred Band, Joe Carriker’s critically-acclaimed LGBTQ+ superhero novel. Supers will also enjoy Roadtrip to Ruin, the latest Mutants & Masterminds novel. If short stories are your jam, we’ve released three anthologies this year: For Hart and Queen for Blue Rose, Powered Up for Mutants & Masterminds, and Under a Black Flag for Freeport.

 

 

Time Traveler's Codex for Mutants & MastermindsSuperhero fans should look no further than Mutants & Masterminds. If you haven’t tried it before, jump right in with the Basic Hero’s Handbook. We’ve just release the Time Traveler’s Codex (now available in print!), which is a whole book about timeline hopping shenanigans. If you’ve been wanting adventure support, we’ve really leaned into that this year with the Astonishing Adventures PDF series. These include stand-alone adventures and the five-part series NetherWar. Danger Zones is another new series. Each entry details a new location for superheroic action. And, by popular demand, we’ve also just released a deck of Condition Cards!

 

Ships of the ExpanseBut what if you want to go to outer spaaaaccceeee? That’s where The Expanse RPG—based on the terrific novels by James S.A. Corey­—comes in. There’s a free Quickstart if you haven’t dived in yet. This year we released Abzu’s Bounty, a series of six linked adventures for the game. Salvage Op offers a one shot for an evening or two of play. We’ve also just put Ships of the Expanse up for pre-order. This is the long-awaited book full of deck plans and details about the spaceships of the setting.

 

Sword Chronicle RoleplayingLast but by no means least, we launched the Sword Chronicle RPG this year. This takes the system we designed for A Song of Ice and Fire Roleplaying and spins it off into as an independent fantasy system. This has been available as a PDF for several months but just this week we’ve made it available as a Print on Demand title on DriveThruRPG.

 

Happy holidays, everyone! See you in 2021!

The Lost Citadel Roleplaying, Now Available in Print

The Lost Citadel RPG for 5th edition!

Buy It at the Green Ronin Online Store

In The Lost Citadel Roleplaying, seven decades ago, there were cities upon cities, kingdoms and nations. Cultures met each other in war, travel, and at trade. Humans, dwarves, elves, and peoples made their fortunes across vast lands. For millennia, through two vibrant ages called ascensions, they explored their world.

Until the world ended. Nations crumbled. Magic sputtered. Nature sickened. Civilizations died.

The dead woke.

They say the doors to the Underworld flew from their hinges, or the god of the dead went mad. Whatever the cause, across the lands of Zileska, the dead have become the Dead. Whether human, elf, dwarf, or monstrous ghûl, all must survive a world overrun by death, where all that’s left of civilization has gathered behind the walls of: Redoubt. The last city. The Lost Citadel.

Born of roots in a dark fantasy anthology and a successful Kickstarter, The Lost Citadel Roleplaying, previously available in PDF, is now available in print for everyone, as is The Lost Citadel GM Screen. The Lost Citadel Roleplaying is a detailed resource for 5th Edition play in the city of Redoubt, a desperate city-state standing against the tide of the returned Dead.

Inside this book, you’ll find:

  • A deeply realized setting of many cultures, peoples, and factions, all on the brink of destruction—unless you intervene.
  • The peoples and cultures of Zileska, now confined to Redoubt, the last city, from the oppressed dwarves and sorcery-mad elves, to vividly realized human cultures and the ghûl, canine eaters of the dead.
  • A new and modified array of character classes fitting a world claimed by the Dead. Discover new variations of the Barbarian, Fighter, Paladin, Ranger, Rogue, and Warlock classes, or adopt the ways of the Beguiler, Penitent, Sage, and Warrior Monk.
  • New feats, backgrounds, and other character options, including the martial arts of Redoubt, which run the gamut from vicious street fighting to the noble art of armored combat.
  • New equipment and magic items, fitting the desperate streets of Redoubt.
  • A host of new undead with which to test your characters’ wits and will. Will they face down the horror of a grim aggregate, the terror of a forlorn child, or even the power of a mighty malevolent?
  • A full-color, 15” x 22” double-sided poster map of Redoubt.
  • Original fiction by award-winning dark fantasist Elizabeth Hand.

If you also like playing Fantasy AGE, supplement The Lost Citadel’s 5e-focused text with The Lost Citadel Fantasy AGE Conversion Codex, a PDF which provides a complete treatment of the setting’s game rules for Fantasy AGE.

Shake Things Up – Adding Complications to Encounter Designs

Whether you are a veteran GM who crafts every campaign world and adventure from scratch, a newcomer to running games who is just trying to get through a published adventure, or someone preferring any of the hundreds of possible in-between styles of gamemastering, sometimes you realize your encounters are in a rut. It may not be your fault—many GMs run published adventures for lack of time to create all their own content, and even for GMs who make a lot of custom adventures, players can often get really good at determining how a specific game works, and cutting to the solution of any challenge much faster than expected. Even if neither of those issues is a problem, sometimes you realize a player has built a character to be good at something that never comes up in play… and they feel cheated for not getting to do the kind of adventure they are prepared for.

Regardless of why you think your existing adventure toolkit isn’t doing everything you need it to, and no matter the game system you are using, it may be time to shake things up with a complication. Or a dozen complications.

Complications

Art by Biagio D’allessandro

Simple Complications

There are a number of very simple complications you can use to change the feel and flow of the RPG sessions you run. Here’s three that don’t take much advance work or thought.

Add Restrictions: If the players have gotten good at killing foes, require them to drive off threats without seriously hurting anyone. If they are masters of out-talking competitors during negotiations, make them argue their case next to a waterfall so loud no one can hear anything. If a single character is the best hacker the world has ever seen, set up the need to get information during a complete blackout when no computers are running. If the players’ favorite tactic is setting everything on fire, make them fight underwater.

The advantages of adding a restriction is that it doesn’t change the core rules of the game, it just makes players tackle a problem with some of their options off the table. You shouldn’t do this often—then it’s just shutting down character abilities—but there’s nothing wrong with forcing players to be flexible now and again.

Add Hindrances: While a restriction is specifically something that takes away some of the players’ normal options, a hindrance is something that makes the challenge of the encounter more difficult by adding new elements that can cause problems. If the PCs can sneak into any secure site anywhere, make them do so with an angry songbird in a cage they can’t muffle. If they normally bully citizens into giving them what they want, make them carry out their investigations with a bigger bully the citizens already hate. If they are experts at ranged combat, have a fight in a corn maze, with strong winds and torrential rain reducing visibility.

Add A Twist: Don’t go all M. Night Shyamalan about it, but sometimes the situation not being exactly what is expected is a great complication to throw at players. Perhaps the “attacking” wolves are just running from even bigger monsters right behind them. The crime family not only capitulate to the PCs’ demands they lay off a neighborhood, they ask the PCs to help them go fully legit. The final lock on the dragon’s vault is a sleeping cat you have to move without waking.

Secondary Challenges

Rather than just adding complications to an encounter’s normal challenge, you can add an entire secondary challenge of another type. If the encounter is a fight with a band of highwaymen, perhaps a group of mercenaries wander by and the bandits try to recruit them as reinforcement while the fight is already underway. Now in addition to the initial challenge of the combat, the PCs must deal with the secondary challenge of a negotiating while the fighting is ongoing. If the PCs were trying to break into a vault before the next guard shift comes by, perhaps they discover previous thieves have already rigged the vault with a barrel of gunpowder on a lit fuse, and now both problems have to be handled at the same time.

A secondary challenge can be a great way to allow characters who aren’t good at the type of encounter as the main challenge (or players who just don’t care about that kind of encounter) to get some time in the spotlight of attention anyway. If you have a complex puzzle lock with riddles, and that kind of challenge bores one of your players who has a combat-focused character, adding a mini-secondary challenge can give them something to engage with while the other players tackle the puzzle lock. Perhaps the lock is also haunted, so ghosts of past (unsuccessful) lockpickers materialize and attack every few rounds

When adding secondary challenges and complications there is often a temptation to make sure the difficulty of overcoming them is tied to how crucial it is they be overcome. That’s pretty standard design for the main challenge of an encounter, but it can be needlessly difficult and complex for something you are adding as a complication. When an encounter already has a key challenge, it can be overwhelming for an additional challenge to require the same degree of focus, effort, and resources. If you’re going for a climactic, epic encounter, that may be exactly what you want. But if you are just adding a complication to increase variety and interest in the encounter, there’s no reason it has to be as challenging as the primary problem—in many ways it’s more interesting if it isn’t. If most of the characters are trying to evacuate children from the burning orphanage, and you only expect one or two to be dealing with the still-present arsonist, making him relatively easy to deal with keeps the encounter’s focus on the lifesaving, rather than a fight. The characters who are poorly equipped to help get kids out, or who can’t resist a chance for a brawl, can focus on just a few of them easily defeating the firebug, while the rest of the characters get the more important plot point of saving children.

But that doesn’t mean the secondary challenge can’t be just as important, even if it’s not just as hard. Obviously, the children in the burning building need to be saved, but stopping the arsonist is important as well. Not only does it keep him from starting more fires (possibly in the building just across the street), so resource efforts don’t have to expand, it’s also a potential opportunity to find out why he started the fire to begin with. Is it fire-for-hire, as a crimelord wants to make a point, or a developer needs the land to finish a new project? Or did one of the children see something the arsonist wants to make sure never gets reported?

Keep it Fun

No matter what elements of complications you add to spice up encounters, try to make sure you are creating things your players will see as challenges to be overcome, rather than efforts to punish them for having powerful or single-minded characters. Problems with how characters are built or players should be handled with a conversation out-of-character on what is bothering you, and how the players can help you have fun while still making sure they have a good time.

Complications and additional challenges are to make the game surprising and fun for everyone and, like seasoning in good cooking, a few sprinkles now and then often go a long way!

Under a Black Flag: Tales of Freeport

Under a Black FlagToday is Talk Like a Pirate Day, and in our newest anthology Under the Black Flag, the blood and salt of Freeport breeds a special kind of hero, one usually kicked out of all but the crustiest taverns and immortalized in bawdy songs. Ancient cultists lurk beneath the streets, unknown horrors prowl the depths, but the real trouble is the ne’er-do-wells who walk the city’s streets and alleys.

Under a Black Flag features nine rollicking tales of swashbuckling action centered around the City of Freeport, a fantasy pirate city unlike any other.

Under a Black Flag is available for Pre-Order in our Online Store as well as on DrivethruRPG.

About Nisaba Press

Nisaba Press draws the rich detail and excitement of collaborative storytelling from the world of roleplaying to create immersive fiction for all readers to enjoy.

We believe everyone should see themselves reflected in our stories. By actively seeking out and amplifying the voices of under-represented writers: women, people of color, and LGBT+, we strive to be inclusive of all readers.

While currently focused on exploring the richly detailed worlds created by Green Ronin Publishing, Nisaba Press’s vision extends to a future filled with speculative fiction set in all manner of places, times, and genres.

While you’re here… Would you like to know more about Freeport: The City of Adventure?

Check out our recent updates to the classic Death In Freeport adventure, now available for Fantasy AGE as well as 5th Edition!Death in Freeport

20 years ago, Green Ronin made a name for itself with Death in Freeport, a d20 System adventure released at GenCon the same day as the 3E PHB. It went on to win the very first ENnie Award and the Origins Award for Best RPG Adventure. Return to those halcyon days with this 20th Anniversary Edition of Death in Freeport, now updated to the Fantasy AGE rules!

Chris Pramas—the designer of the AD&D Guide to HellWFRP 2E, and Dragon Age—created the city of Freeport for this classic adventure for low-level characters. Add urban sprawl, pirates, and a touch of cosmic horror to your campaign with the City of Adventure.

Death in Freeport has already kicked off thousands of campaigns. Be part of the legend with the 20th Anniversary Edition!

Fantasy AGE Freeport

Death In Freeport for Fantasy AGELast month, in “Return to Freeport,” we talked a bit about the classic adventure Death in Freeport, which helped to launch Green Ronin Publishing twenty years ago, and the forthcoming anniversary edition of that adventure. Not only is Death in Freeport being offered for the fifth edition of the world’s most widely-played fantasy roleplaying game, we are also offering a Fantasy AGE edition for AGE System players who would like to experience the City of Adventure for themselves!

Just like the 5e version, the Fantasy AGE edition of Death in Freeport will be full-color and available in electronic (PDF) and print-on-demand (POD) formats, with the same exciting adventure, but designed for Fantasy AGE game-play. Since both Freeport and Fantasy AGE were designed by Green Ronin’s own Chris Pramas, their aesthetics fit together like they were made for each other! That includes some fun AGE System style touches, such as:

  • Roleplaying stunts while interacting with the various low-lifes and scoundrels of the city.
  • Exploration stunts while delving into the mysterious dungeons beneath Freeport.
  • Mechanics for the hazards of some classic fantasy traps found in the adventure.
  • The unique stunts of serpent people, skeletons, and other monsters the characters may encounter.

Death in Freeport introduces the player characters to the free city and pirate haven of Freeport, and entangles them in the mystery of a scholar who has gone missing, leading them to a much deeper threat, both figuratively and literally!

The adventure also includes Fantasy AGE versions of the four pre-generated player characters who were a part of the original Death in Freeport: Rollo (gnome warrior), Malevir (half-elf mage), Alaina (human rogue), and Thorgrim (dwarf mage and healer).

From Freeport to Lairs

Fantasy AGE Game Masters looking to expand things beyond the events of Death in Freeport can find inspiration in Lairs for Fantasy AGE, many of which can easily be situated on the islands of the Serpent’s Teeth:

  • Shifted to a jungle locale,The Valley of the Titans could be on one of the islands, possibly connected to Lost Valossa or another ancient, mythic civilization.
  • The Temple of the Stone Oath could be hidden on the slopes of the volcano at the heart of A’Val or in mountainous terrain on another island.
  • Madness Under the Sea suits Freeport quite well, with Coral Scar’s Island hidden amidst the Serpent’s Teeth.
  • The Night Market can appear anywhere, even just outside the walls of Freeport itself.

Other Lairs or published Fantasy AGE adventures can also be placed in and around the city of Freeport or on the islands of the Serpent’s Teeth, mixing-and-matching to create a fantastic setting for your swashbuckling AGE adventures!

Death in Freeport for Fantasy AGE, is now available in the Green Ronin Online Store, or on DrivethruRPG

A Series of Tubes (Green Ronin on YouTube)

“Or we can just dive-in, do it, and see what happens.”

That was Green Ronin Community Director Troy Hewitt, one of our resident extroverts, encouraging us to pivot in the time of covid-19 toward our community, using the means at-hand, including video streaming. Troy has a great way of getting those of us who would want to study the situation for, well, ever out of our heads and into action. That next week, the first “Mutants & Masterminds Monday” live-streamed with me and M&M Developer Crystal Frasier, with Troy acting as host, moderator, and on-the-fly tech guru.

It’s now almost three months later and we have eleven (soon to be twelve) M&M Mondays under our belts. It’s still very much a “see what happens” learning process, but we’ve had guests on the stream, fielded questions from our audience, and Troy has come up with a few fun activities for us to do. We’ve even developed in-jokes (as gamers interacting are wont to do) from Crystal’s “journal of dreams” to our tendency to come up with new projects for ourselves while on the stream.

Green Ronin on Youtube!

All of which is a long introduction to announcing that, as things are progressing, some of our “M&M Mondays” episodes are available on Green Ronin Publishing’s YouTube channel. We’re putting more up as we go and the eventual plan is for us to start streaming live on YouTube and Twitch as well as on Facebook, so there will be even more places where you can see and hear from us and we can tell you everything that’s going on with Mutants & Masterminds and Green Ronin Publishing.

 

Not going to lie, for an introvert like myself, being on-camera isn’t easy, and I have been on-camera more in these past three months than I think I have been in the past three years, and then some. But at the same time, it has been wonderful getting to talk on a weekly basis with Crystal and Troy and our guests and to hear the questions and feedback from our community, many of you from week to week. It hasn’t been easy for Green Ronin (or many small businesses) with the initial loss of distribution and with many game stores still closed or doing only limited business. So every purchase of Green Ronin’s games helps, whether it is from the GR Online Store or supporting your favorite local game retailer.

We’re about two weeks from experiencing Gen Con Online for the first time (another “dive-in and see what happens” experience) and Green Ronin Publishing will be there with our games, our staff of wonderful and creative people, and with you, our community, and I’ll be there, in front of my camera, just as I plan to be next Monday. I don’t know for how many Mondays, to be honest, because things are changing fast and often these days but, I can tell you this: We’ll see what happens.

Hope you can join us sometime.

Ronin Report, July 10th, 2020

It’s been a couple of months since our last Ronin Ronin Report: new serialized adventures!Report so I thought I’d update you all on how the company is faring during the ongoing COVID crisis. In March and April things were dicey. When our warehouse shut down and we could not ship physical books anymore, that put us a bad situation and severely impacted our ability to bring in revenue. Team Ronin really pulled together though, and we were able to roll with the punches and make some contingency plans that helped us weather the roughest patch.

Thankfully, Alliance—the game distributor who warehouses our books—re-opened with new safety procedures in place in May. This meant we could begin shipping books again, both to customers of our online store and the distributors who serve game retailers. This was a big help. A couple of print jobs that had been put on pause were also able to get going again. Lairs for Fantasy AGE and the reprint of the Deluxe Gamemaster’s Guide for Mutants & Masterminds both arrived and are available now. We also ran a successful crowdfunding campaign for the Book of Fiends on Game On Tabletop.

All of this means that things are more stable now than they were a couple of months ago. Does it mean everything is back to normal? Well, no, unfortunately not. Pretty much every convention in 2020 has been cancelled at this point, game stores are still struggling, and orders did not magically go back to their pre-COVID levels. We had to make some big adjustments to our schedule and have to be much more strategic about what gets printed and in what quantities. And yes, M&M fans, we will print the Time Traveler’s Codex! We just need to find the right time for it.

The hardest decisions we had to make regarding our schedule were pushing the Fantasy AGE Core Rulebook and Fifth Season RPG into next year. 2020 just Ronin Report: new serialized adventures!isn’t the right time for big launches like that, so we reluctantly made that call. On the upside, it does give us more development time on both projects and we are putting that to good use.

Overall, we are getting by but it’s not an easy time. If you’d like to support us, pick up some Green Ronin books from your local store or our online store. We also have some exciting stuff being serialized in electronic format: Five and Infinity for Modern AGE, the NetherWar adventure series for Mutants & Masterminds, and new Blue Rose Adventures. Nisaba Press, our fiction imprint, has released two new short story collections (For Hart and Queen for Blue Rose and Powered Up for M&M), and the superhero novel Sacred Band is also up for pre-order.

And there’s more fun stuff coming up. In August we’ll be launching Sword Chronicle, a full fantasy RPG built on the rules from our Song of Ice and Fire RPG. Ships of The Expanse will bring all the sexy spaceships to your Expanse games. Danger Zones will provide lots of interesting adventure locales for Mutants & Masterminds. And we’ve got a 20th anniversary surprise to boot!

We hope you are all staying safe out there. Remember to wear a mask when you go out and maintain social distancing. We know it’s hard for gamers used to sitting around the table together, but we want to see all your faces when this is all over.

Ronin Report: new releases from Nisaba Press!

 

 

Lost Citadel Roleplaying: The AGE of Redoubt

Lost Citadel RoleplayingThe Lost Citadel Roleplaying is out (currently in PDF, but coming to print as soon as our COVID-19-altered industry can manage). This setting for 5e presents a world where the Dead have risen, and the living survive behind the walls of Redoubt, a great dwarven city seized from its original rulers. In Redoubt, many cultures mix, each trying to maintain its traditions in a new, desperate environment, while Woe—the power of corruption brought by the Dead—manifests in unquiet corpses and magic alike.

While The Lost Citadel is designed for 5e, our Kickstarter campaign unlocked a stretch goal promising rules to use the setting with our own Fantasy AGE roleplaying game, and those rules are currently in layout ahead of their eventual release to backers. They’ll also be made available in PDF form. I was selected to write them as I happen to have experience working on both The Lost Citadel setting (I wrote a story for the anthology and did both rules and setting work on the roleplaying book) and Fantasy AGE, I became the designer for this particular supplement.

One thing I tried to do was to formulate The Lost Citadel as a Fantasy AGE setting from the ground up. Instead of simple conversion rules, the character options, equipment, magic, and the rest were done from a Fantasy AGE perspective. For example, custom Fantasy AGE backgrounds, compatible with those in the core book, provide a history for your character specific to the setting. This approach has the added side effect of adding a number of things that might be of interest for general Fantasy AGE players and GMs as well, such as the 17 specializations available. While a handful have been adapted from the Fantasy AGE Companion, a number of them are brand new, such as the Witch talent, previewed here.


Witch

You represent the remnants of rural folk wisdom traditions from across Zileska. In the age of the Dead, the power of nature has been twisted and suppressed, but your studies and meditations have revived ancient bonds, and may even evoke the powers of nature spirits that have long lain dormant in the land. Herbalism is a mandatory field of study. Witches are often employed by the Foresters, as their knowledge is of use to the organization, and it provides an opportunity for them to explore the wild beyond Redoubt.

Class: Any

Requirements: Must have Intelligence and Constitution of 2 or higher, the Intelligence (Natural Lore) focus, and the ability to cast spells using magic points, such as by being a mage or Arcane Initiate.

Witch Talent

You study the ways of nature.

Novice: You can speak to natural animals, and they can communicate with you without vocalizing, though you hear them speaking back to you. You may use Communication tests to influence animals you communicate with, and add your Animal Lore focus bonus (typically +2) on top of any other Communication focuses bonuses you have for them.

Journeyman: You can charge non-metal weapons with natural energy. This requires an Activate action, which charges one weapon that has no metal components for the duration of the encounter. If this is a ranged weapon, the ammunition can incorporate metal, but not the weapon itself. When activated and used by you, your weapon is considered magical for the purposes of harming creatures vulnerable to magic weapons, and inflicts an additional 1d6 damage.

Master: Nature is your ally. Your movement is never impeded by natural terrain (brush, mud, etc.) that would otherwise slow you down. Furthermore, you can use a minor action to create a space up to 4 yards by 4 yards in diameter up to 20 yards away, where natural impediments reduce everyone else’s Speed by half. Any creature that moves through this space or ends their turn in it takes 3d6 penetrating damage inflicted by the poisonous plants and wildlife that arise in this spot. You are immune to the hazards created by your own space, as is anyone you designate, as long as you can perceive them as they enter the space. You can create a space like this as often as you like, but creating a new space eliminates the old one.