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!

Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

Fantasy AGE Encounters: Menace from the Mines

Fantasy AGE Encounters: Menace from the Mines (PDF)

Fantasy AGE Encounters: Menace from the Mines (PDF)

Today we present the second installment of Fantasy AGE Encounters, our monthly series of PDFs for the Fantasy AGE RPG. Fantasy AGE Encounters are short “side quests” that can be used as-is or expanded into longer adventures.

Menace from the Mines: Traveling through a mountainous region, our heroes seek shelter from a storm in a seemingly-abandoned mining town. But something stirs beneath the earth, and it’s all they can do to survive!

Menace from the Mines is appropriate for Fantasy AGE heroes of levels 5-8.

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If you like adventuring using the Fantasy AGE RPG rules, make sure to check out Fantasy AGE Encounters: Children’s Crusade and Titansgrave: The Hermit’s Road.

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

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Ronin Round Table: Share Your Enthusiasm

One of the best things about working in a creative field is getting to see how others interact with the thing you’ve put out there. When I first started working in the game industry we often didn’t know how things were being received in the wider world unless a letter came by postal mail from a fan or someone came up at a convention to tell you about their character. Simply having access to email and message boards expanded that contact beyond what we could have thought possible in those early years and today, well, today we have all of the above plus Facebook, Twitter, Tumblr, and YouTube, not to mention the explosion of convention culture and the ability to get together with people who share your interests however specialized or obscure they may be.

Gaming in particular ties into so many other creative pursuits! I was thinking about this earlier in the year while on the light rail to Emerald City Comic Con when I spotted someone carrying a prop that I instantly recognized: Bianca, the named weapon of Varric Tethras from Dragon Age. The prop-crafter stopped and talked with me about how it had been put together while I gushed my admiration for the end result. Bianca was later reunited with the Varric cosplayer they were meeting at the con and they were kind enough to send me some photos of the result afterward.

bianca-viv

Vivienne and Varric Cosplay Emerald City Comic Con 2016

 

Cosplay is a beautiful (and very visible) way fans express their enthusiasm for creative works that inspire them. Sometimes that enthusiasm confines itself much more directly to the game table. We were recently contacted by Freeport fan Russell Liley who wanted to share something he’d put together for his game group. Throughout the history of Green Ronin’s Freeport releases, the city’s paper The Shipping News has served as a way to dish out plot hooks, character tidbits, and flavor text to entertain and inspire readers. Russell went a step further and put together a PDF that could be printed up and actually handed out to his group. We were absolutely tickled to see it! He has kindly given us permission to share it at this link on the Green Ronin website.

 

Art is perhaps one of the oldest forms of fan expression. In fact, many tabletop RPGs have encouraged (or even “required”) players to not just describe their characters but to draw their characters (or, for those like me who have no artistic skills, choose some sort of representation for their character from existing art). The space for character illustration did not start popping up on character sheets by accident. Going back to Green Ronin’s earliest forums we were asked to provide a place for fans to share their art and that especially took off with Mutants & Masterminds fans eager to share their four-color (and not so four-color) heroes. Even with sites like DeviantArt playing host to amateurs and professionals alike, many people still come to the forums to share their latest character concepts. Some people have even gone on to take part in the Mutants & Masterminds open license to publish their work.

 

Twitter has been particularly good at connecting us with fans of Titansgrave thanks to hashtags. In addition to getting to see people excited about watching episodes of the web show, we’ve also gotten to see YouTubers discussing the show (such as the entertaining Titansgrave Diggers who had me on the show last August) and people doing all sorts of incredible art inspired by the world and characters, like this incredible sculpt of Laura Bailey’s character Lemley!

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Lemley, work in progress

When I asked Gordon about his sculpt, this is what he had to say: “I have many projects on the go, but the world of Titansgrave and the character of Lemley inspired me to take on one more. In my optimism I thought that it would take me a couple of months to make it, and I could then go on to make the other characters. This has proven to be well below the amount of effort it actually required, but I am so pleased with the way it was going I have carried on regardless. I am making this sculpture out of Milliput, taking a leaf out of the hugely talented Jason Freeny’s book. Were I to do it again from the beginning however, I’d probably opt for something easier to work with, such as polymer clay.” If you want to see what Lemley eventually looks like with her head on, you can find more pics at Gordon’s Tumblr.

I guess what I’m getting at here is that we love to see your enthusiasm, how you’re going out there and making these things your own. Doesn’t matter how that ends up being expressed, your love for the things that make you happy makes the creators of those things happy, too. Sometimes the internet can function as an amplification device for unhappy feelings and unpleasant interactions but there’s a lot of good stuff out there to share and embrace. Those of us on this side of the creation equation couldn’t be more pleased and honored to see the ripples spreading out through the pond of our game-loving community and coming back around to us. Have fun out there everyone!

via GIPHY

Sky Captain Hana Cosplay as Dorian Pavus

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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Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

Titansgrave: The Hermit’s Road (Fantasy AGE PDF)

Titansgrave: The Hermit's Road (Fantasy AGE PDF)

Titansgrave: The Hermit’s Road (Fantasy AGE PDF)

Just in time for International Tabletop Day, we have a brand-new Titansgrave adventure, The Hermit’s Road!

The Player Characters  are sent to investigate the existence of purported pre-Cataclysm ruins on the outskirts of the City-State of Karros. Here they discover more than they bargained for, as the ruins hide a secret more valuable than gold or jewels.

The Hermit’s Road is designed for characters of levels 2-4. You only need the Fantasy AGE Basic Rulebook to run it, though having Titansgrave: The Ashes of Valkana is certainly helpful.

Walk the Hermit’s Road for just $3.95

Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

Fantasy AGE Encounters: Children’s Crusade (PDF)

Fantasy AGE Encounters: Children's Crusade (PDF)

Fantasy AGE Encounters: Children’s Crusade (PDF)

We are pleased to present the first entry in a new series of monthly PDFs for the Fantasy AGE RPG. Fantasy AGE Encounters are short “side quests” that can be used as is or expanded into longer adventures.

In Children’s Crusade, our heroes come across a group of children beset by bandits. But bandits turn out to be the least of their worries, and it’s difficult to know if all is as it seems…

Children’s Crusade is a Fantasy AGE RPG adventure for heroes of levels 1-4. It can be yours for just $2.95!

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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

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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.
Hal Mangold

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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.

Evan Sass

Evan Sass

Evan got his start in the hobby game industry in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. He has been editing and proofreading books for Green Ronin since our first product, Ork! The Roleplaying Game. He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, and is our in-house Dragon Age and Fantasy AGE editor.
Evan Sass

Fantasy AGE Game Master’s Kit

Fantasy AGE Game Master's Kit

Fantasy AGE Game Master’s Kit

Today we’re pleased to introduce the latest product for the Fantasy AGE RPG: the Fantasy AGE Game Master’s Kit

Fantasy AGE Game Master’s Kit
Author: Chris Pramas
Artist: Brian Hagan
Format: 3-panel hardback GM Screen and 5 reference cards

The Fantasy AGE Game Master’s Kit is a key accessory for your Adventure Game Engine campaign. It features a three-panel hardback screen with all the essential game info you need at the table. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. The Game Master’s Kit is the perfect complement to the Fantasy AGE RPG and will help you kick off your game with style.

Order your Fantasy AGE Game Master’s Kit today!