Modern Monday: What’s Coming?

So, after answering some questions last week, general chatter compels me to talk about what we have planned for Modern AGE. In most cases, I’m going to talk about the current state of each release. Then I’ll answer a common question about how Modern AGE compares to its sister, Fantasy AGE.

In Production

The following things are in various stages of production—that is, the creation of a book from developed and edited text files.

Modern AGE Quickstart: It’s out! Read about it and download here!

Modern AGE Basic Rulebook (This is the core book!): This is currently going through last proof and art finalization. The advance PDF and preorders should be ready for June.

World of Lazarus: World of Lazarus is the first setting book for Modern AGE. It’s based on Lazarus, Greg Rucka’s dystopian-transhuman comic. Check the comic out (external link to Lazarus at Image Comics). This should be finished production shortly after the core. Note that project is a creation of Mutants and Masterminds developer Crystal Frasier, which is fitting, since she knows how comics and games intersect much better than I do.

Modern AGE Game Master’s Kit: This is the GM screen and reference card kit for Modern AGE. This is very close to finishing production and will be released hot on the heels of the Modern AGE Basic Rulebook and Lazarus.

Text Complete

The following thing happens to be text-complete, by which I mean writers have written it, and I’ve developed it, but it hasn’t entered production.

(Announcing the) Modern AGE Companion: This is currently in editing. I may add a short set of options we excised from the core book. The Modern AGE Companion includes expanded rules for powers, new talents and specializations, expanded stunts, campaign management, technology—lots of stuff. The Modern AGE Basic Rulebook is absolutely a complete game, but the Companion is anchored in the idea of customizing the rules for your campaigns.

Did I just announce a new book? Yes. I’ll probably give it a proper breakdown once we reach production. When is it coming out? That’s still to be determined.

Outlined and Approved

Okay, so my policy is the further something is from release, the sketchier I’m going to be about it. The following books have had their outlines approved, so I can start working with people to get them designed. They have cute code names for now.

Project Cranky (Real Name TBA): This is a utilitarian supplement for Modern AGE, not tied to any set campaign.

Project Crooked House (Real Name TBA): This is an original in-house setting.

Comparing Modern AGE and Fantasy AGE

How many shows have you seen where there’s always something weird going down in the “warehouse district?” We are not about to challenge that cliché. From the Modern AGE Quickstart, available now!

So, I’ve fielded a few questions about how Modern AGE relates to Fantasy AGE. Modern AGE isn’t just a case of copying and pasting guns over swords. I’ve already talked about how it’s a classless implementation of the AGE rules, but there are several other under the hood changes. These range from Resources, the system we use to manage in-game purchases without you roleplaying getting loans and doing taxes, to Breaching, the advanced test variant designed by Crystal Frasier to support heists and capers. These demand cooperation and dramatic reversals. Crystal originally designed these for World of Lazarus, but we all agreed they were so cool they should be in the core rules. Social systems and investigations are also part of Modern AGE’s core, as is appropriate for games where characters will be deeply embedded in complex societies.

Fantasy AGE features magic as a core assumption instead of an optional extra. Certain rules emphasize the special roles of each of its classes. It has several talents not present in Modern AGE, such as Armored Training and Horsemanship, which could be used for modern games, but represented cases rare enough for me to exclude them in favor of others. Fantasy AGE’s magical Arcana can expand the range of what’s available for Modern AGE characters, and Modern AGE’s new rules might be useful for many Fantasy AGE games, but in the end they’re separate lines, with differences that in some cases, cut right down to core systems. We trust you to perform whatever creative mashups you like. I for one would love to hear about any such “FrankenAGE” games.

Modern Monday: So. Many. Stunts.

Modern AGE is a couple of weeks from going to print. In this final stage, we’re refining the look of the game. One of the things we introduced late in the process was a system to color code the three campaign modes (Gritty, Pulpy, and Cinematic) so their rules options are easy to find. Plus, Modern AGE isn’t a one-and-done affair. We’re simultaneously fine-tuning the Modern AGE Quickstart and getting together a Modern AGE GM’s Kit featuring a screen and reference cards.

Oh yeah: There’s one other product in development that’s about 50% through final text development. But I won’t be talking about it until it’s been through a couple of other stages.

Anyway, back to those reference cards. They include a lot of stunts. Modern AGE uses stunts to represent exceptional success, but also for certain special moves which in other games, would involve a special subsystem. This changes how stunts are framed compared to other Adventure Game Engine RPGs like Fantasy AGE or Blue Rose.

Stunt Attacks

One new major action in Modern AGE is the Stunt Attack. In combat, you forego the standard result of an attack—inflicting damage—to automatically gain 1 stunt point. You still get stunt points from doubles. These and other sources of stunt points (usually Relationships) stack with your free SP. This is how you perform actions which in other games, would be resolved with a “grapple check” or something. In many cases it’s better to inflict damage, but when you gain talents and specializations which enhance your stunts (such as Modern AGE’s Martial Artist, who gains bonus stunt points for some stunt attacks) it can become a powerful option.

Core Stunts and Stunt Picks

Due to the expanded role of stunts, Modern AGE includes a whole bunch of them, bundled into specific categories, such as Grappling Stunts and Membership and Reputation Stunts (which support that game’s more robust social system. Two new “non-rules” enters the game to deal with the risk of decision paralysis. Every stunt list has labeled Core Stunts. These have low or variable costs, and are generally useful, so when you can’t decide on your stunts, these are your picks. Related to this non-rule is the next: is the book’s explicit advice to pick stunts you like and want to use ahead of time. Make your own menu and see how it plays out.

These are “non-rules” because they’re just ways to help you pick stunts. They never limit your selections. You can still pick any appropriate stunt you can afford! Eventually, you’ll find your favorites and use them to define your character’s personal style, but you can always switch them up. It’s a lens, not a locker.

Vehicular Stunts

As you might have predicted after seeing a similar system in the Fantasy AGE Companion, Modern AGE gives you the option to run vehicular combat without tracking a Health Point equivalent for cars and such. While the GM can assign Health values to vehicle parts and special effects for destroying them, affecting the vehicle as a whole involves Anti-Vehicle Stunts whose effects range from making the target vehicle harder to handle, to turning it into a twisted, flaming wreck. Some attacks, such as those with an anti-materiel rifle, can generate more powerful stunts against vehicles.

Chase Stunts are another new stunt group affecting vehicles, though they can also influence mounted or foot chases. These interact with Modern AGE’s chase rules. Again, if you’ve seen the Fantasy AGE Companion you’ve seen a version of these rules, though they’re not exactly the same as their modern counterparts.

More? Monday?

This isn’t everything you can do with stunts. In fact, I’m going to plug the Fantasy AGE Companion again and recommend its rules for stunt pools and stunt packages, which could easily be used with Modern AGE. Furthermore, we’re working on a few new options for stunts in that book I can’t talk about yet!

My evasive behavior will change soon—I promise! This is the first Modern Monday column, and as we ramp up to launching the game, and getting it to you in its “early bird” PDF medium, you’ll see more about Modern AGE, its principles, and our plans for the line. These include the World of Lazarus campaign setting, based on Greg Rucka’s comic of the feudal near future. See you next week!

Why call shotgun unless you really mean it? In case you’re wondering, Brian’s on the left side because this is Sean’s fancy British car.

 

 

Ronin Round Table: Fantasy AGE Campaign Builder’s Guide

Hey folks, Jack here. So with the release of the Fantasy AGE Companion I thought I’d tell you a bit more about the next book in the line.

Now I know some of you are probably thinking “Oh, man, the Companion took so long to come out so how long is this new book gonna take?”

Well, not nearly so long because its mostly written. Its not entirely written, there’s still some more to do on it, but the early drafts are in and looking good.

See, a few months ago I had an idea for a new book to round out the “core books” for Fantasy AGE and had some interested writers who either were not working on the Companion or had finished their work for it. So…I set them to work on this new book, the Campaign Builder’s Guide.

So what is it? Simply put, it’s a book about all the aspects of building your campaign. Each chapter covers a different topic, from encounter design to creating religions and pantheons to designing rewards and more. Each chapter is gives advice and a deep discussion of the process of designing and creating these aspects of a campaign. Then it finishes off each chapter with a detailed example of the campaign element using those guidelines and advice. So each section includes both ready to use campaign elements and guidance on how to make your own.

For example, one of our Fantasy AGE Bestiary contributors will be doing a chapter on adversary design. He’ll go through the process of creating a threat for your campaigns, the problems, pitfalls, and a few tricks you can use to really make your villains and monsters work well. Then at the end of the chapter he will present some all new monsters designed with that advice in mind.  Likewise, I’ll be writing on how to customize your game for various fantasy subgenres and then picking a genre and providing optional rules and adjustments to Fantasy AGE to make it better fit.  Each chapter will follow a similar format for different parts of a campaign. Also included will be a chapter of various random tables to help GMs generate locations, groups, and concepts on the fly.

This book is designed to be a GM’s guide in the sense it will guide GMs on how to do things for themselves more effectively and also present examples for their use.  The book will be released later this year and should round out our current lineup of core book, rules companion, and bestiary.

Bundle of Holding: AGE System Deals In Support Of Puerto Rico

Age Bundle of Holding

Through Tuesday, March 13th, you can get a terrific deal on Dragon Age RPG and Fantasy AGE RPG PDFs at Bundle of Holding. For just $9.95 you can get the Starter Collection, but you might as well meet or exceed the threshold (level up) price of (currently) just $24.72, and unlock $75 more worth of AGE System PDFs. Even better, 10% of your payment (after payment gateway fees) goes to the Maria Fund, a charity “with a mission to support frontline efforts to fulfill immediate relief needs and to organize for an equitable Puerto Rico over the long term.”

Fantasy AGE Companion Pre-Order & PDF

We are pleased to let you know that you can now pre-order the Fantasy AGE Companion in our Green Ronin Online Store, and when you add the pre-order to your cart, you’ll be offered the PDF version for just $5, for immediate download. (Please make sure to click “Add To Cart” on the popup/overlay once you add the pre-order to your cart.)

The Fantasy AGE Companion provides a plethora of new rules and play options for your Fantasy AGE roleplaying game campaign. This book expands upon the core Fantasy AGE rules and provides alternative game systems so that you can build rules and characters which fit any setting and genre you desire.

Ronin Roundtable: Driven and Motivated

One of the new elements in Modern AGE is Drive, a trait which sets your character’s emotional motivation. You pick Drive at character creation, where it provides a small capstone benefit. If you use the Conviction rules (you’ll recognize these from Blue Rose: The AGE RPG of Romantic Fantasy, though they’re optional in Modern AGE) Drive also influences how it works.

But I’ll let you in on a secret: The best thing about Drive isn’t mechanical. It’s the principle of the thing.

I think virtually everyone has played a game where getting the characters involved in the story is a challenge. Roleplaying games have taken several stabs at pushing characters to act. The first tactic is no tactic at all. The game sort of assumes the GM’s job to convince the characters unfolding events are worth their time. When I was playing games as a teenager, this was virtually the only method. Combined with teenage defiance, this led to a lot of glaring and nonsense until everyone settled down. Another tactic is to weave characters into the setting, with responsibilities and problems which force them to get things done. More recent games have suggested ways to signal the GM about a thing your character might go for due to an obsession, goal or personality trait. This is a more focused version of the first, GM-as-salesperson method. Then we have background-driven motivations, ranging in length from one-liners to long backstories which are supposed to kick characters into action.

Drive is similar to all of these but isn’t quite the same. It’s a lot like “alignment” in some ways, and it absolutely is a personality trait, but its function is more than a description of the character’s psyche. Now when you get the book, this will probably read as overselling it, since Drive is not a mechanic designed to dazzle with innovation, and in nuts-and-bolts fashion, is fairly conventional. Here’s a Drive from the upcoming Modern AGE Basic Rulebook. It’ll look totally familiar to folks who’ve played a lot of RPGs.

Protector

There are a lot of threats out in the world, and you guard against them. Exactly what you consider a threat, and who or what you are protecting from it might vary, but the most important thing is you are not going to stand idly by when you could act.

Your quality is devotion to those under your protection and to your ideals, no matter what challenges lie in your path. Your downfall is recklessness when it comes to putting yourself (and others) in harm’s way to protect your charges.

Talent: Misdirection or Protect

Improvement: Health, Membership, or Reputation

What’s her motivation?

So why am I going on like this? I want to make its purpose clear. Drive is a personality trait that always answers the question: “Why are you getting involved?” Always. Because in Modern AGE, character creation assumes the question, “Are you getting involved?” is always answered in the affirmative. This is a subtle but important difference from games where the GM is supposed to sell you something, and games where the facts of the world (“I’m in the Secret Service,” or “They killed my master and I want revenge?”) dictate involvement. Drive is a personality trait which explains why your character is emotionally invested in the story.

Is this rhetorical sleight of hand? Absolutely. But it has a fine pedigree. Drive has a precedent in improv, where performers are urged not to block ideas that come out of the on-stage, brainstorming-while-acting process. So, when you crack the book open and pick a Drive, keep in mind that this isn’t a general blueprint of your attitude as much as the part of you that compels your commitment.

Drives are emotional, not factual, for a simple reason: Campaigns feature ever-changing conditions. Modern AGE also tells you to write down character Goals. Goals transform over time, but your Drive usually doesn’t. (Here’s an optional rule: If you want to change your Drive later, that’s fine, but you don’t get the benefits that come at character creation, except for how your new Drive affects Conviction, if you use it.)

Drive is primarily a way for you to develop your character’s emotional connection to the story. We can map it as a Mad Lib, as follows:

My inclination to be a [DRIVE] makes me want to get involved with [SITUATION] because [MOTIVATION], so I’ll [ACTION].

[DRIVE] is the Drive trait on your sheet.

[SITUATION] is what’s happening in the story.

[MOTIVATION] is an account of how your feelings about the situation inform your actions.

[ACTION] is what you will do.

To demonstrate how this works, I’m going to take the sample Drive, Protector, and hit the “Situation” random generator button at http://writingexercises.co.uk/plotgenerator.php. I get

A political demonstration turns into chaos.

Therefore:

My inclination to be a Protector makes me want to get involved with a political demonstration which has turned into chaos because I’m afraid of my friends getting hurt, so I’ll find them and lead them to safety.

In this model, a character goal is a situation that’s always happening—at least until you completely accomplish it.

Breaking this down makes it seem more complicated than it really is. The process is intuitive. As long as you exclude blocking the situation (by refusing to deal with it in an interesting fashion) it comes down to: “This is how my emotions push me to deal with what’s ahead.”

Drive is really a principle with an incidental game mechanic, adaptable to pretty much any game. It’s an attitude shift where getting into the story is your character’s premise, not their problem. In a fantasy game, instead of saying, “As a True Neutral character, I don’t care about this battle between good and evil,” say “As a True Neutral character, I need to accompany my friends to this struggle between the Moral Powers to test the strength of my convictions. Can I maintain detachment amidst all this struggle and suffering?”

Awkward Segue to Factual Update!

So, what’s going on with Modern AGE? The Basic Rulebook text is going through the production cycle right now. Its first setting, Lazarus (based on Greg Rucka’s comic of the same name, developed for Modern AGE by Crystal Frasier) has also entered production. The text for two small pieces of support for the game (to be announced) are also finished, and first drafts of an upcoming book are coming in.

I can’t wait to share it all with you. I’m driven—and I’ll say more about it all another time.

Ronin Roundtable: Fantasy AGE Companion Preview

Hey folks, Jack here. It’s already a busy year here and part of it is putting the final touches on our upcoming Fantasy AGE Companion. The book is written, edited, and currently in its final layout and art stages, so I thought it would be cool to present people with a preview of the book.

Moreover, I find the best previews are generally ones that themselves either show the look and feel of product off or can be used as a sort of stand-alone bonus for people. In this case, we went with both. This preview presents one of our new race options for player characters, Beastfolk.

Beastfolk are animal like humanoids who mix humanoid forms with the natural abilities of various animals. Using this option you can play a cat-person or monkey-person or any number of similarly themed characters.

FA_Comp_preview_01_spreads

 

Beastfolk are only one of many new elements in the upcoming Fantasy AGE Companion, including more fantasy races, new arcana, new specializations and talents, rules for both gritty and cinematic play, mass combat, and more!  Some of these editions are adapted from other AGE games for Fantasy AGE but much of it is brand new.

The Fantasy AGE Companion is coming in  March in print and pdf.

Ronin Roundtable: Why Your Big Bad Gets Clowned

I’m excited. Hal’s been showing me art from the Modern AGE Basic Rulebook (that’s the core game, with all the rules you need to play) as the book goes through the production process (yes, it’s been written, playtested, edited and is now going through Adobe sorcery. Meanwhile, I have a team of authors working on the Modern AGE Companion, a book of optional systems for the game.
In case you missed previous posts, Modern AGE is the AGE system game designed for contemporary adventures, covering a period from the dawn of the industrial era to the present day, with options for different genres, psychic powers, and magic. Since the art is coming in, I want to use it as an inspiration to talk a bit about adversaries, not just in this game, but most traditional roleplaying games.

Art by Victor Moreno ~ “They’ve waited a long time to meet her, and you don’t want her keeling over in the first round.”

 

Enter the Devil’s Advocate

I’ll be nerd-biographical: Back in the 80s, I was playing in a house ruled AD&D game (who wasn’t, if they were playing back then at all?) where we slashed and burned our way past the “sweet spot” levels, where, at least by the standards of AD&D, the game remains balanced and easy to run. People often identify this range as levels 4 to 8. We’d hit 15th. Our DM Rick was obviously struggling, since he had to choose between foes with raw, big numbers, which turned combat into a grind, and enemies so complex that he needed to do significant planning ahead of time. We came, we saw, we conquered.

Then one day, things were a little different. Rick told Talid, one of the players, to sit right beside him. We got into the game. A wizard teleported behind us—and behind cover—nuked us with a bunch of fireballs courtesy of an item . . . and teleported out again. Talid chuckled. He was playing that damn wizard. Rick had offloaded the job of running a complex adversary to him. We eventually called him the “Devil’s Advocate,” not for the villain he was playing, but for the position. Just like old-school games had “mappers” and “callers,” we had a titled job for the person who played our enemies, distinct from the GM.

The Players’ Cognitive Advantage

Many, many groups have done this, of course, but I don’t mention this for its novelty, but because it taught me a game design principle which I’ve kept in my pocket ever since. Given the same character and familiarity with the system, a player will almost always use that character more effectively (at least in interacting with rules and challenges) than the GM.
I’ve noticed this in virtually every game I’ve witnessed, played in or run, and the reason is easy to tease out of the story, above. A player usually has just one character to deal with. They can become extremely familiar with that character, develop strategies, and devote their full attention to effective play. The GM doesn’t have that luxury; they’ve got other NPCs to run, an adventure to manage, and a campaign to track—and GMing is, for many people, more tiring simply because of the type of social interaction, where you speak to a group and must keep it focused.
And this power imbalance is often frustrating, especially to math-centric GMs, who can see their NPC should be balanced against the PCs, on paper, but ends up being a pushover. It’s not the math. The players are smarter than you—at least in this instance. They have a cognitive advantage.

Diabolical Advocacy and Streamlining

You can solve this in one of two basic ways. First, you can have a player act as Devil’s Advocate, running villains for you. It’s fun, but in many cases the pendulum swings the other way, and the enemy becomes too powerful to handle.

The other approach is to simplify the procedures for running your enemy. The crudest way to do this is to create adversaries who can only perform one task competently, like beat you up and absorb damage. The disadvantage here is that one-trick enemies can get boring. The variation we use in Modern AGE is to give many adversaries distinct abilities that serve as shorthand for what would otherwise be convoluted sets of abilities, or add flavor that a foe’s basic abilities don’t impart. For example, the Criminal Mastermind adversary has several abilities to stay dangerous without needing to shoot anybody, such as:

  • All According to Plan Stunt: For 3 SP, the mastermind can declare that another NPC present in the scene was working for them all along. That NPC betrays the heroes or produces some information or equipment the mastermind needs right then, and counts as their ally from then on.

(The Criminal Mastermind has other abilities, but you’ll have to grab Modern AGE for the full rundown. I’m not trying to tease, but this post is pretty long. Sorry.)

  • Scot-Free: Whenever the characters would capture, kill, or otherwise defeat the mastermind, the GM may offer the player of the character who bested them 5 SP to use at any point in the future on a relevant test, even if the winning test didn’t roll doubles, in exchange for the mastermind escaping to oppose the heroes another day. (If you’re using the optional Conviction rules, the player gains 1 Conviction instead.)

Both the Devil’s Advocate and streamlining are fine tactics for dealing with PC/NPC imbalance, and which one you use will depend on a bunch of other considerations, such as whether anybody wants to play Devil’s Advocate. Remember that this problem won’t come up if you know the rules better, or can marshal other advantages that compensate for your more diluted attention—and remember that sometimes, the PCs should win. Never snatch victory away when it’s truly deserved.

Ronin Roundtable: Green Ronin in 2018, Part 1

It seems like just yesterday I was wondering if this Y2K bug would indeed wreak global havoc (spoiler alert: it didn’t) while working on plans to start a new game company. Now here we are 18 years later and Green Ronin is still going strong. Although last year was challenging in many ways, we are starting 2018 in a great position. We have a bunch of projects nearing completion, fantastic new games in the works, and great prospects for the future. Today I’m going to talk about our plans for the next six months. I’ll then do another one of these in June to discuss the second half of the year.

The Expanse

Our biggest project this year is The Expanse RPG. We announced that we’d licensed James S.A. Corey’s terrific series of scifi novels last year and since then Steve Kenson has

been leading the team designing the core rulebook. In a few months we will be Kickstarting The Expanse RPG and the rules will actually be done before we even start the crowdfunding campaign. The game uses our popular Adventure Game Engine, as previously seen in our Dragon Age, Fantasy AGE, and Blue Rose RPGs. We’re excited to take AGE into the future! The Expanse RPG will release in August, debuting at GenCon.

Modern AGE and Lazarus

Want a new AGE game before the summertime? We’ve got you covered! Modern AGE launches in the Spring thanks to the hard work of Malcolm Sheppard and his team. The game lets you run games anywhere from the Industrial Revolution to the near future, with or without supernatural powers as you prefer. Concurrent with that we’ll be releasing the World of Lazarus, a campaign setting based on the amazing Lazarus comic by Greg Rucka and Michael Lark. Its compelling setting provides some timely commentary on current political trends and is a great place to tell stories.

Fantasy AGE, Dragon Age, and Blue Rose

Fantasy AGE and Dragon Age fans will be delighted to hear that two long awaited books are nearing release. Jack Norris and his team have finished the Fantasy AGE Companion and Faces of Thedas and both are now in layout. The Fantasy AGE Companion is the first big rules expansion for FAGE, offering up many ways to expand your game. Faces of Thedas brings a plethora of Dragon Age characters from the video games, novels, and comics to life, and adds some great new rules for relationships and romance. Speaking of romance and fantasy, Joe Carriker and his team have been working on the next book for our Blue Rose RPG. Aldis: City of the Blue Rose is a comprehensive sourcebook about the capital of the Kingdom of Aldis.

Mutants & Masterminds

We are kicking off 2018 with a bang with the release of the new edition of Freedom City, the signature setting of M&M since the game’s first edition. It releases to stores this week so now is the time to check out the city that started it all. Later in the Spring we’ll be releasing Rogues Gallery, a new collection of villains for your campaign. Crystal Frasier skillfully shepherded both of the books to completion, though they were begun by her predecessor. The first book she led from start to finish was actually the World of Lazarus but you’ll be seeing more of her vision of Mutants & Masterminds later in the year with the Basic Hero’s Handbook and Superteam Handbook.

Nisaba Press

Last year we hired Jaym Gates to start a fiction line for us, and this year her diligent work will pay off as Nisaba Press takes off. We will be releasing short fiction from our various settings monthly, and releasing two novels a year. The first will be Shadowtide, a Blue Rose novel by Joe Carriker. We’ll be following that up later in the year with our first Mutants & Masterminds novel.

Freeport and Ork

At the start of this article I mentioned the beginnings of Green Ronin back in 2000. The company’s very first releases were Ork! The Roleplaying Game and Death in Freeport, a modest adventure that launched our longest running property. The new edition of Ork is finished and entering layout. It’s great beer and pretzels fun. Return to Freeport is a six-part Pathfinder adventure coming later in the Spring in which Owen K.C. Stephens and his team really captured the feel of the City of Adventure.

SIFRP and Chronicle System

All good things must come to an end and such is the case with our beloved Song of Ice and Fire Roleplaying. Our license expired in 2017 so there will be no new material forthcoming. We can continue to sell the books we’ve already released, however, so those will remain available to those who want to adventure in Westeros. Our series of compatible Chronicle System PDFs will also continue, first with Desert Threats, a new collection of creatures. Some of the rules material from our last planned SIFRP book, the Westeros Player’s Companion, will be released under the Chronicle System brand with the Westeros specific content removed.

To the Future!

As you can see, we’ve got an action packed six months ahead of us. Later in the year we’ve got excitement like the Sentinels of Earth-Prime card game and the Lost Citadel campaign setting for D&D 5E. Thanks for your continued support! We really do appreciate it. Here’s to some great gaming in 2018!

Ronin Roundtable: Charting the Expanse

As you may well have heard by now, Green Ronin Publishing has licensed The Expanse science fiction novels by James S.A. Corey to produce The Expanse Roleplaying Game, an AGE System game set in the world of the popular series (the seventh novel, Persepolis Rising, was released on December 5th, in fact). The Expanse is one of a number of different AGE System products we’re working on, including Modern AGE, the modern action-adventure equivalent of our Fantasy AGE rulebook, and Lazarus, based on the comic book series created by Greg Rucka and Michael Lark (soon to become a television series as well). Just how are we handling The Expanse in relation to what has come before with the AGE System and what is currently in the works?

Green Ronin to Produce The Expanse RPG

First and foremost, The Expanse is a stand-alone game. It will share a common system with other games, making it easy for AGE System veterans to pick it up. The core book will be self-contained and all that you need to get started playing your Expanse series, much the same way Blue Rose is a stand-alone game, even while it shares systems in common with Fantasy AGE.

Second, while The Expanse uses most of the common elements of the AGE System, our design philosophy has always been to tailor the system to suit the setting and story rather than the other way around, so the game will feature elements particular to The Expanse novels, setting, and style, such as replacing the Health score with a Fortune score, measuring more of a character’s luck in terms of staying alive in a fight or other dangerous situation. A twist on Fortune is you can spend it on things other than damage, but you run the risk of not having as much of it when you’re attacked or encounter other hazards. Likewise, the spending of Fortune affects “the Churn,” an in-game measure of how perilous and complicated things are: Eventually, the Churn can boil over and—as fans of The Expanse novels know—things can get really complicated really fast.

Third and final for this preview, The Expanse core book starts out with a setting in the nearly year-and-a-half between the events of the first novel, Leviathan Wakes, and the second, Caliban’s War. It is after a significant shake-up in the solar system, when major events are beginning to portend even larger changes in the future. It provides us—and your Expanse game—with a convenient starting point without the need to detail every event in the entire series. Plus it allows you (and us) to follow along with the series as major events continue to unfold. You can play in parallel to the events of the novels (it’s a big universe, after all, with a lot going on) or put your own characters into the roles of the crew of the Rocinante in some of the later stories of the series.

We’re still in the early stages of development, working with initial drafts of the text for The Expanse core book, so we’ll have more previews and news for you as things develop. For now, our goal is to ensure your own stories in The Expanse are exciting, fast-paced, and character-driven, with plenty of complications and a universe where even the sky isn’t a limit for very long.