20 Years of Green Ronin! (Ronin Roundtable 2020 preview)

This time every January I write a message about our plans for the coming year. This is a special occasion though because 2020 is Green Ronin’s 20th year in business! We’ll be talking a lot more about that all year, looking back at our history and how we got here. I can say that when I started the company, it was a side project to my day job as a Creative Director at Wizards of the Coast. I couldn’t have imagined Green Ronin would still be around in 2020! So what do we have cooking for our big year? Let’s take a look!

20 Years of Green Ronin! 2020 is Green Ronin's 20th year in business.


Green Ronin’s very first release was a beer and pretzels RPG called Ork! in July, 2000. That game got a new edition worthy of Krom last year if you want to check it out. A month later, at GenCon 2000, we released Death in Freeport, the book that really put us on the map. It was an adventure for the just released third edition of Dungeons & Dragons and it introduced the world to Freeport: The City of Adventure, a setting that mixed classic fantasy elements with pirates and Lovecraftian horror. Since this year is also Freeport’s 20th anniversary, you know we had to do something to celebrate. And what brings people together like a marriage? This year we will finally wed Freeport and Fantasy AGE! Freeport is a setting I created, and Fantasy AGE is a game I designed, so it’s long past due that these two get hitched. This will begin at GenCon with the release of the Fantasy AGE Starter Set, a boxed introduction to both the game and Freeport. After that we’ll publish the Fantasy AGE Core Rulebook, a bigger, better rulebook for the game that features Freeport as its example setting. Further books exploring the city and the larger world of Freeport will follow. In the shorter term, the Lairs sourcebook for Fantasy AGE is almost ready to go to print, just waiting on a few pieces of art, so look for a PDF release and the beginning of the pre-order soon.

 

Nisaba Press, our fiction imprint, will also be supporting Freeport with both short story anthologies and novels. The first novel, I Am Gitch by Lucien Soulban, feature’s Freeport’s most famous goblin! Speaking of Nisaba, we are really ramping up our fiction in 2020, exploring the settings of our Mutants & Masterminds, Blue Rose, and Threefold properties in addition to Freeport. Last year we released two novels and one anthology (Aaron Rosenberg’s Mutants & Masterminds novel Height of the Storm, Joseph Carriker’s Blue Rose novel Shadowtide, and the brand new Sovereigns of the Blue Rose anthology). Our next Mutants & Masterminds novel, Roadtrip to Ruin by Skyler Graye, is at print now so look for that release soon. Later in the year you will see new anthologies for all our properties, the first novel for our Threefold setting, and the release of Joseph Carriker’s Sacred Band, which we announced last year. It’s going to be an exciting year for Nisaba Press!

 

Abzu's Bounty: An adventure path for The Expanse RPGOn the topic of awesome fiction, let’s talk about The Expanse! We launched the game, based on James S.A. Corey’s modern scifi classics, last year, releasing both the core rulebook and Game Master’s Kit. We also brought on Ian Lemke as the developer and he’s already putting his stamp on the line. We are kicking off the year with Abzu’s Bounty, the game’s first big adventure. It’s brand new this month so you can grab it right now. We’re following that up later in the year with two more books: Ships of the Expanse and Beyond the Ring. Ships of the Expanse is exactly what it sounds like: a big book about spaceships, with stats, deck plans, and more. Beyond the Ring is the first sourcebook to advance the timeline. The core rulebook was set between the events of the first and second novel. Beyond the Ring takes things through the third and fourth (Abaddon’s Gate and Cibola Burn). With the ring gates open, there are huge numbers of new star systems to explore, many littered with the ancient relics of dead civilizations. Beyond the Ring opens up a whole new style of adventure for The Expanse RPG and gives GMs all the info and tools they need to support it. Something else you will see this year: Expanse dice! We are working with Q Workshop (who did our dice for Dragon Age and Blue Rose) to make three different sets of the dice. Earthers, Martians, and Belters can all represent!

 

Modern AGE, under the stalwart leadership of developer Malcolm Sheppard, is going from strength to strength. Last year we launched Threefold, the first original setting for the game, and it is a stunner. We are starting this year off with Enemies and Allies (at print now), the adversary book for Modern AGE. It details NPCs and creatures, covering genres such as modern fantasy, horror, near future SF, technothrillers, and crime dramas, and provides new mechanics to support them. We’re following that up with Five and Infinity, a collection of adventures for Threefold that cover all levels of play. It also introduces the Infinity Engine, a tool for using random chance and choice to generate both original adventures and new planes of existence to stage them in. Then we have the Mastery Guide, the last of what one might consider the “core books” of Modern AGE (the others being the Basic Rulebook, Companion, and Enemies and Allies). While you might think of the Mastery Guide as a GM’s guide, that’s only half the story. It also provides advice and support for players, so everyone can up their game.

 

Meanwhile, the Kingdom of the Blue Rose continues to thrive under the benevolent rulership of developer Joseph Carriker. The next book in the line is Envoys to the Mount, an epic adventure that spans five years of game time and all four tiers of Blue Rose play. This is a full campaign that will keep your group busy for some time. If you want a smaller commitment, Six of Cups is there for you. It’s an anthology of six shorter adventures, along the lines of Six of Swords from a couple of years back. After that comes Touching the Wild, which is a dual-purpose sourcebook. Half of it is a bestiary about the shadowspawn. The other half is a player’s guide to the rhydan, the psychic animals of the Blue Rose setting. This does include the option of an all rhydan party!

We are keeping Joe very busy this year because he’s also working with co-developer Tanya DePass on Fifth Season Roleplaying, licensed from N.K. Jemisin’s fantastic Broken Earth trilogy. We announced the game at GenCon and it will release towards the end of the year. The game will use a revised and updated version of our Chronicle System, the engine that powered our Song of Ice and Fire RPG. We’ll have a lot more to say about Fifth Season Roleplaying as we get closer to release so stay tuned!

Image shows the three novel covers from N.K. Jemisin's The Broken Earth trilogy. The Fifth Season, The Obelisk Gate, and The Stone Sky.

 

All that is great, but don’t you want to get super sometimes? Well, Mutants & Masterminds has got you covered! Superdev Crystal Frasier (who is by the way, doing the graphic design of the whole line in addition to game development) has a lot of comic book goodness coming your way. First up is the Time Traveler’s Codex, a sourcebook that covers the myriad of ways you can use time travel in your campaign and explores some popular eras for such shenanigans. After that is the Vigilante’s Handbook, which is all about running street level campaigns. If you want a break from four-color heroics, this book provides a grittier option for lower level characters. Then there is Danger Zones, a sourcebook that provides 30 different urban backdrops for superheroic action, each of which includes a map, special features, and adventure ideas. This book will be super handy for time-pressed GMs. Pick a danger zone and some villains and you’re ready to rock. Something else we know Mutants & Masterminds GMs have been wanting is more adventures. Last week we started a new PDF series called Astonishing Adventures. This will provide a regular stream of new adventures, which should make things a whole lot easier for M&M GMs.

That ends our whirlwind tour of 2020! There’s even more to come, like The Lost Citadel and the Book of Fiends for 5E, and our Sentinels of Earth-Prime card game, but we will talk about those a little later. Thanks for all your support these past 20 years. It means the world to us that so many of you love and play our games. See you on the convention circuit!

Chris Pramas

Green Ronin Publishing

Happy Holidays from Green Ronin Publishing!

Everyone at Green Ronin would like to wish you the very best this Holiday Season, and we’ll see you soon in the new year!

Green Ronin Publishing will be closed from today, December 22nd and will return on January 6th.

Fantasy AGE and You – Using Adventures from Other Games

So, here I am the Fantasy AGE developer with tons and tons of d20 adventures sitting on my shelves. A lot of them are really cool concepts, from a tour through the waters around Freeport to more than a hundred Adventure Path volumes from my former employer. I definitely want to run more Fantasy AGE games, but my time is limited and it seems a shame to just chuck all my older gaming products. That makes me wonder, naturally, how hard is it to adapt adventures and settings from other game systems to Fantasy AGE? And, is it worth the effort?

The answers are; not hard at all (though there’s an easy way and a hard way), and, of course, it depends.

Fantasy AGE

Let’s talk about the value of such an idea before we get into some tips on how to do it. The most obvious reason to convert materials for other games to Fantasy AGE is because you like the way Fantasy AGE plays as a game, but need ideas to fill your adventures. Especially for games built around having races, 20-level classes, and fantasy themes. The adaptation work isn’t particularly difficult, so you can easily treat multiple games’ worth of material as idea generators for your Fantasy AGE game.

One potential source for adventures: Freeport: City of Adventure (Pathfinder 1st edition)

One potential source for adventures: Freeport: City of Adventure (Pathfinder 1st edition)

This is especially helpful if you have multiple game editions of material for the same world, or want to mix elements from different system’s game worlds. So if you want to use the core world of one 20-level fantasy game, an adventure that uses a different game system, and a monster from a third, adapting all of these elements to Fantasy AGE may well be easier than picking any one of the three systems you are borrowing from to adjust everything to.

There is, of course, a secret to adapting other games to Fantasy AGE the “easy way,” and it is this: don’t even worry about trying to get it right.

Seriously, Fantasy AGE is not a game where you need to worry about a dozen tiny bonuses or have exactly the right balance of skills and special abilities. Yes, you CAN do things the ‘hard way’ and try to emulate every single special attack, creature type property, and tiny circumstantial bonuses… but mostly that’s not going to produce an end result that is any more fun and satisfying. As long as you use an appropriate equivalent, you can swap out a Fantasy AGE stat block for most things you might encounter in other game systems. If you tell players they are facing a band of 3-foot tall kobolds, they’ll never know you’re actually using the stat block for goblins. Or bandits. Or living dolls.

There are just a few things it’s useful to understand when working on your simple adaptation.

Adversary Threat Level

Fantasy AGE has guidelines covering what level PCs are expected to deal with what degree of adversary threat (Fantasy AGE Basic Rulebook, 104), and this is a good general guideline for adapting a Fantasy AGE stat block to represent a foe from another game system. If you have 7th level PCs, and you are running a d20 adventure for 12th level characters, it’s best for most of your adversaries be moderate threats. Yes, that means instead of making a 12th level d20 evil sorcerer a 12th level Fantasy AGE mage you may just want to pick a moderate threat monster with spells, and treat it as a sorcerer. A djinn or shadow person (Fantasy AGE Bestiary) can substitute for a fine spellcaster, and similar you can use any of the elementals from that book as element-themed mages.

Don’t do any more work than you have to. This is supposed to be fun for you too, after all.

Shuffle Special Qualities

Freeport Bestiary (Pathfinder 1st edition)

Anything that isn’t appropriate for your adapted foe? Just ignore. Don’t worry about fine details of balance—if you want a simple air-mage just grab the wind djinn, ignore the flight (or describe it as a spell) and strike out the bound special qualities, and go for it.

If it’s crucial your adapted monster have some special ability to fit the theme of an adventure or to have an encounter make sense, look at the Modifying Monsters rules (Fantasy AGE Bestiary, 133) and pick something close-enough. Again, the idea isn’t to exactly emulate every feature of your adapted adversary, but just to pick a few things that match its theme. If you really need to give a creature a new power to emulate some special ability the bestiary doesn’t give you any options for, consider just giving it a stunt that access a spell from an appropriate arcana.

It’s All Hazards And Tests

Nearly anything that does nasty things to the PCs and isn’t an adversary can be translated into Fantasy AGE as a hazard (Fantasy AGE Basic Rulebook, 101). Trapped chest? Hazard you can avoid with a Perception test, and bypass with a Dexterity (Traps) test. Poison cloud? Hazard you can reduce the damage of with a Constitution (Stamina) test. Barrier against good? Hazard you can ignore with a Willpower (Faith) test. Hazards don’t have to be restricted to damage (though it is the simplest option), so you can apply other effects (borrowed from arcana or adversary abilities, or that you make up on the spot). A tar pit can be a hazard that just prevents a character from moving until they pass a Strength (Might) test, a magic blinding rune can require a Willpower (Self-Discipline) test with failure causing the character to be unable to see for 10 minutes, resulting in a -3 to attack rolls and halving their movement rate.

Similarly you can translate most non-combat challenges into basic, opposed, or advanced tests as appropriate. If an adventure has special rules for a chariot race, finding the right book in a partially-flooded library, or building a rebellion within an occupied city, it’s rarely going to be worth it to try to emulate the details of those rules. Just pick the test type that seems closest, tell PCs how often they get to roll based on how long the goal should take, and move on.

Don’t Sweat the Small Stuff

When looking back on enjoyable RPG experiences, most players remember when they pulled off an amazing stunt, discovered the mayor was a vampire, swam across the River of Souls, slayed the dragon, or were the last defender standing at the Gate of Heroes. They don’t generally care as much if they had five +1 bonuses from different sources, managed to master the special rules for winning a senate debate, or got lucky on the 4-part drowning rules. The Fantasy AGE Basic Rulebook has all the tools you need to challenge the players and create memorable adventures, as well as advice on how to create new threats and encounters. When adapting material from other games, all you are doing is borrowing names, art, and general plots as blueprints for creating Fantasy AGE adventures.

If you keep things fast and fun, the players will never know if you didn’t give the half-dragon dire rat ghost from a d20 adventure all of its special defenses—they’ll just remember the dang thing kept running through walls and breathing fire on them until they skewered it for good.

PAX Unplugged and Freebooting

Green Ronin is very excited to be attending PAX Unplugged again this year. PAX Unplugged is Penny Arcade’s completely analog convention. It’s become known as the convention where people actually play games – a lot of them! Crazy, right? So, if you are in Philadelphia the weekend of December 6 – 8, please come join us and play some games.

You will be able to find us at Exhibitor’s Hall Booth 3649. Even better is that this year we will also have a table within the free play hall in an area designated for exhibitor demos. We will have our own dedicated table throughout the entire weekend!

Speaking of the demo table – we could really use a few more people to help us run games. Does this sound like fun to you? In addition to the fun of running games, Green Ronin will reimburse your badge and give you a t-shirt. Win-win for all of us!

If you’re already a Freebooter and interested, please contact me to discuss details.

Not a Freebooter but still want to run games for us? No problem! Becoming a Freebooter is fun, easy, and packed with perks. The first step is to fill out this form. If you want to help with PAX Unplugged, please also send me an email at freebooters@greenronin.com to make sure I expedite your application.

The Expanse RPG – Gen Con 2019

Finally, if you’re attending PAX Unplugged, please feel free to drop by our booth and say hello. Happy gaming!

Fantasy AGE: Shaking the Pillars of Heaven

Well, it’s been an interesting run, but it’s time to move on.

Fantasy AGE Basic Rulebook

Starting in October I’m going to be leaving my position as Fantasy AGE developer and thus my regular position at Green Ronin. This has been awhile in coming—I’ve known for several months I needed to make a change.

Why? Well, it’s complicated. But mostly? I’m tired. After several years of personal tragedy, heavy workloads, financial and health issues, the occasional resurfacing of past harassment, and so on? I feel a bit like Egg Shen at the end of Big Trouble in Little China:

My work is done. Lo-Pan is dead, the evil spell has been lifted, years ago I promised myself a long vacation…and it’s time to collect.

That’s not entirely accurate of course, but metaphorically? It’s appropriate. For the past several years I’ve been keeping everything going as best I can. Maybe not always as well as I could in a perfect world, but keeping things moving forward as best I could.  I’m proud of the work done; I’m especially proud of the talented folks I worked with making the various books in the Fantasy AGE and Dragon Age lines, as well as the Blue Rose core book.

However, the Fantasy AGE line needs someone who really wants to work on it. Which, despite my aforementioned pride in the work done? That just isn’t me anymore. I’ve walked this road about as long as I can or want to. Again, that’s not a slam on the work, the people involved, fantasy, gaming, or anything else the line intersects with. It’s just where I am now.

I’ll always be happy I took this gig. It was the right thing to do at the time. I’ll always be proud of the work done. And it’s possible you’ll see me again on various Green Ronin projects, either as a freelance writer or maybe even a developer if the right specific project comes along.

Never can tell with me.

And I’m not going to be a hermit or anything. I have four more books for my wu xia/kung fu game, Tianxia, to finish, there are three more John Carter of Mars books in the pipeline and even

Fantasy AGE Bestiary

some other work past that.

But damn, I am worn out. And since I still have a lot of things I want to design, write, create, and so on in the future? I needed to let something go so I can recharge, rest, repair, and then do those things. After a lot of consideration, this was the thing to let go.

Sometimes it’s that simple.

So, I wanted to end by saying thanks to the fans and customers for their support and enthusiasm. To Green Ronin, I want to say thanks for the opportunities to put my stamp on not one but three of the company’s lines (and that’s not even counting the various Mutants and Masterminds projects I was able to contribute to). To Fantasy AGE’s new developer, Owen K.C. Stephens, I want to express my heartfelt enthusiasm and well wishes. I know you’re going to do great. To my various collaborators I want to give my love and appreciation; literally couldn’t do it without you. In particular, I want to give a shout out to Jamie Wood and Matt Miller, two fine freelancers who started on Dragon Age with me and kept working to the current Fantasy AGE projects. While there were so many great folks on various books, you two were always there when I needed you, and that’s appreciated.

And to my fellow Ronins, while it wasn’t always easy or smooth…we really shook the pillars of heaven, didn’t we?

Later,

Jack.


Fantasy AGE Companion

“Just when I thought I was out, they pull me back in.”
Michael Corleone. The Godfather, Part III

Okay, that quote makes it sound like I’m unhappy to be back at Green Ronin, and nothing could be further from the truth! But let’s be honest, how often do I get to use an Al Pacino quote? I may not even be the Gamefather, much less the Godfather, but I know a good quote when I steal one!

Fans of Green Ronin as a company may recognize my name from my time as the Freeport/Pathfinder Developer, or my various freelance contributions to d20 game books Green Ronin has been so kind to include me in over the past two decades, but folks who are primarily fans of Fantasy AGE are likely to have no idea who I am, and I’d like to take a chance to introduce myself.

I have just a couple of small AGE credits, dating back to some GM advice of mine that got used in Dragon Age. But to be entirely up-front, my professional expertise has primarily been in things adjacent to D&D and Pathfinder, so taking the role of Fantasy AGE developer takes me into new territory professionally and I’m extremely excited about that.

Fantasy AGE Campaign Builder’s Guide

I think Fantasy AGE is one of the most dynamic and exciting RPGs to come along in the past decade, and I couldn’t be happier to be involved with its evolution going forward. Jack’s done a tremendous job shepherding from his first involvement with it to this point, and I want to take a moment to thank him for his hard work on the line, which is in great shape as he and I arrange for the hand-off of projects currently underway.

I don’t officially take the reins until October, but Jack and I (and the rest of the awesome Ronins) are already working at making sure things transition smoothly. We’ll have exciting new things to announce eventually, but for now I just wanted to take a moment to introduce myself, and give people time to get used to the news.

Owen K.C. Stephens

September 2019

Return to Freeport: A Love Letter to Freeport

I can’t properly express how excited I am to see Return to Freeport in its final, compiled form. This is a project that has been with me for a long time, and I couldn’t be more delighted with the final results. The idea of developing six adventures (by six amazing authors–Crystal Frasier, Jason Keeley, Jody Macgregor, Patrick O’Duffy, Stephen Radney-MacFarland, and David Ross) that each stand alone but also form a single united narrative, seemed daunting when I came on-board in 2013 to help with “Freeport: The City of Adventure for the Pathfinder RPG,” but I never would have guessed the final book would take until 2019 to see print.

Six years, for six adventures. And let me say up front—that’s almost entirely my fault. It is certainly not the fault of the authors, artists, or anyone else at Green Ronin. Mea culpa, and sorry folks.

And while I might be biased, I think the end result here is worth the wait!

The 168 pages, full color, hardback compiles and updates the six adventures we originally released in PDF format into one glorious book. The adventures take characters from 1st to 12th level, and go from hunting down the source of a curse in the streets of the city, to facing ancient terrors and enemy fleets on the high seas, to rooting out traitors and madmen in an even-darker version of the City of Adventure.

As much as possible, this book is a Love Letter to Freeport. I hope we managed to capture the unique blend of fantasy, horror, and swashbuckling action that has been the hallmark of Freeport since it launched almost 20 years ago. The authors have done a tremendous job both highlighting many of the elements introduced in the 544-page “Freeport: The City of Adventure” sourcebook, and in creating new foe and allies to surprise the players. I don’t want to get into spoilers, but there are unhuman gangs, undead crews, love, hate, revenge, and political machinations from other planes of reality… all with a side of grim smiles and sharp cutlasses.

One of the joys of working on a project like this is getting to expand a setting you love with characters, maps, and art to help bring it to life. Cover artist E.M. Gist knocks it out of the park illustrating one of the more dramatic moments of the adventure, and through the book the illustrators have done awesome work bringing the gritty streets of the city to life, and creating the look for new and unique ships, monsters, and locations into glorious detail. Even if I didn’t love the adventures themselves (and I do), I’d delight in the visuals that help expand one of the most veteran d20 locations.

I had a lot of fun visiting Freeport as a player when the first adventures for it came out, and I am thrilled to have been allowed to return as at our guide now, nearly two decades later. This book is a literal Return to Freeport for me, but it’s also a great opportunity to come visit the City of Adventure for the first time.

Just keep your eyes open, and your weapon handy.

 

Nisaba Journal Issue 2 (PDF, mobi, epub)

Nisaba Journal Issue 2: Adventures in the DarkToday we have for you the second issue of our fiction magazine Nisaba Journal: Adventures in the Dark.

Nisaba Journal

Open the Nisaba Journal and immerse yourself in original fiction gathered from your favorite worlds. Issue Two collects seven tales from three of Green Ronin’s most popular settings—Freeport, Blue Rose, and Mutants & Masterminds—and offers ideas for incorporating the heroes, villains, and adventures from the stories into the ones you tell in your own campaigns.

Issue 2 featured stories: 

“The Mermaid and the Maelstrom,” by Andrew Penn Romine

She was cast away on a forgotten island, but the hope of rescue brings a confrontation with an old enemy.

“The Price of Mercy,” by Clio Yun-su Davis

Seeking answers, a young woman and her rhy-horse venture into the forest, and encounter an unexpected ally.

“At the Speed of Screwed,” by Andrew Wilmot

All she wants is to be left alone, but that’s not in the cards. Can she hold her ideals, or will Emerald City see the rise of another villain?

“Searching the Shadows,” by Dylan Birtolo

Foul plots choke Freeport, and an unlikely pair of uneasy allies must find the source of the evil.

“The Heart of Things,” by Rhiannon Louve

The Rose Knights draw closer to the source of the shadowspawn plots, but enemies lurk in unlikely places.

“One Night in Freeport,” by Richard C. White

He thought he was getting away with murder, but tonight, he’s not the hunter.

“Haunting Debts,” by Nathan E. Meyer

Hired to protect a notorious witch, a gunslinger finds herself caught in the midst of a bargain gone awry.

In case you missed them, we have quite a bit more fiction to choose from as well. Nisaba Journal Issue 1 is of course also available, and features six terrific tales, also set in the worlds of Freeport, Mutants & Masterminds, and Blue Rose. Tales of Freeport: Dark Currents includes three stories set in the City of Adventure. Shadowtide, by Joseph D. Carriker, Jr., is our first novel, from the rich setting of the Blue Rose RPG. And there’s more where those came from.

Check them out!

Green Ronin in 2019! Part 1: The Expanse, Nisaba Press, Freeport, and Blue Rose

It’s January and that means it’s that magic time when I talk about Green Ronin’s plans for the coming year. We have quite a lot going on, so this year I’m going to be splitting this message into three parts that we’ll reveal Tuesday to Thursday this week. Today I’ll be talking about The Expanse, Nisaba Press, Freeport, and Blue Rose.

The Expanse Roleplaying Game coverThe Expanse RPG

Last year we ran a hugely successful Kickstarter for a new roleplaying game based on The Expanse novels by James S.A. Corey. The core rulebook is in the final stages of layout so we’ll be releasing it soon. We will be opening up late pledges for the Kickstarter via Backerkit so if you missed the original campaign, you’ll have another chance. You’ll also find The Expanse in book and game stores, of course, and it’ll be available through our online store as well. Releasing concurrently with the core rulebook is the Game Master’s Kit, which has a screen, a new adventure, and reference cards. Later in the year we’ll be releasing Abzu’s Bounty, a six-part adventure for the game.

After that initial suite of products, we’ll be expanding the game in different ways. The core rulebook is set between the events of the first and second novels. As the game line continues, we’ll be incorporating the events of the later novels in various sourcebooks and adventures. If you’d like to learn more about the game, lead designer Steve Kenson started a series of Ronin Round Table posts about it. You can read parts 1 and 2 now and more will follow starting next week.

 

Nisaba Press

Last year we started Nisaba Press, an imprint for fiction publishing. We are doing both short and long-form fiction that ties into our various game worlds. We began with short stories last year. These were initially released individually but we’ve moved to an electronic magazine format. You’ll now find our short fiction in the Nisaba Journal, a bi-monthly magazine that supports our various game worlds. Issue #1 came out towards the end of last year and issue #2 is out this month.

This year’s exciting development is full length novels! We’ve spent the past year building towards this and we’re beyond excited to debut our first novel this month. Shadowtide is a Blue Rose novel by our own Joseph Carriker and you can order it right now! We’ll be following that up with Height of the Storm, a Mutants & Masterminds novel by Aaron Rosenberg, and a collection of Lost Citadel short stories. More novels are in the works, so keep an eye on Nisaba Press.

Freeport

Last week we started the pre-order for Return to Freeport, a six-part scenario that is the biggest addition of adventure content for the setting in more than a decade. Since 2013 our Freeport releases have used the Pathfinder rules and Return to Freeport follows suit. As you’ve likely heard, however, a second edition of Pathfinder is coming this summer and while we wish our pals at Paizo the best, we aren’t going to support the new edition.

Does this mean the Freeport line is ending? Hardly! Freeport is our oldest setting, first seen in the Origins and ENnie Award-winning adventure Death in Freeport back in 2000. 2020 is thus both Green Ronin’s and Freeport’s 20th anniversary and you better believe we have some plans.

So this year you will get Return to Freeport and short fiction from Nisaba Press. We’ve collected last year’s Freeport stories into a short anthology called Dark Currents, which is available now. More Freeport fiction will appear in Nisaba Journal throughout the year. Then next year we’ll be doing a big re-launch for Freeport with a different rules system. Stay tuned for more news about that!

Blue Rose

Last but by no means least, we’ve got Blue Rose, our romantic fantasy RPG. We’ve got two books planned for the game this year. The first, Envoys to the Mount, is something special: a full-length chronicle. This series of adventures will play out over five years of game time and see the characters advance through all four tiers of play. Then, late in the year, we’ve got Touching the Wild. This is a dual-purpose book. Half of it is a bestiary of various Shadowspawn to provide new challenges in your chronicle. The other half is a player’s guide for Rhydan with lots of new options for Rhydan PCs. If you like Blue Rose but have wanted more psychic animals, Touching the Wild is for you!

That wraps up part 1 our 2019 plans. Come back tomorrow to learn about Mutants & Masterminds, Sentinels of Earth-Prime, and 5E.

Press Release: Freeport Video Game Coming In 2019

FOR IMMEDIATE RELEASE

FREEPORT VIDEO GAME COMING IN 2019

Drowning Monkeys Games to Bring Classic Tabletop Setting to CRPGs

August 2, 2018—SEATTLE, WA: Green Ronin Publishing and Drowning Monkeys Games are proud to announce the first Computer Role Playing Game (CRPG) based on Green Ronin’s original tabletop fantasy setting Freeport: The City of Adventure.

“How incredible would it be to have a magic table that comes to life as the Game Master describes what is happening? What if you could play a tabletop game with friends over the internet in VR?” said Drowning Monkeys Games’ Josh Chudnovsky. “These are the questions we ask to fans of computer and tabletop RPGs and these are the questions the Freeport Video Game will answer. This game is a wholly-new, fun, and unique approach on the CRPG experience. You play in a virtual room, hosted by a virtual Game Master (whose voice promises to be familiar to tabletop fans everywhere) on a virtual table. Everything that exists in real tabletop gaming; Dice throws, playing with friends, painting miniatures, dioramas, character sheets, etc. is represented in the play space.”

Freeport is setting well-known to tabletop roleplayers. First launched in 2000 with the award-winning Death in Freeport, the “City of Adventure” mixes classic fantasy elements with pirates and Lovecraftian horror. Over the years Green Ronin has supported the setting with a series of sourcebooks and adventures, including the Pirate’s Guide to Freeport and Freeport: The City of Adventure.

“When I created Freeport, I certainly wouldn’t have guessed that it’d still be going 18 years later,” said Green Ronin president Chris Pramas. “To see the setting thrive for all these years has been amazing. Now I’m thrilled we have the opportunity to bring the City of Adventures to video games.”

Freeport: The City of Adventure will closely follow the recent adventure series Return to Freeport published by Green Ronin. It will also feature several hours of additional roleplaying side quests and offer a never-before-seen deep dive into learning more about the Lovecraftian world that Freeport inhabits.

Availability & Requirements: Freeport: The City of Adventure is slated for a Holiday 2019 release, and will require Windows 7/10, a 7th generation core-i5 processor, 16gb of RAM, and a DX11- capable graphics card.

Drowning Monkeys Games is an independent games developer of desktop and handheld games and is best known for its 2012 release Dungeon Crawlers, which is available on Steam & iOS. For more information about Freeport, including screenshots, teaser, and press kit, visit us at: http://www.drowningmonkeys.com/freeport

Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000 Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as Dragon Age, Blue Rose, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running Green Ronin won the prestigious GenCon & EnWorld Award for Best Publisher.

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Freeport Video Game Announcement Trailer

Ronin Roundtable: Nisaba Press update!

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

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

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

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

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

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

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

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