Order in the Court! Danger Zones: Courthouse Now Available!

Danger Zones: CourthouseWhile superheroes are often involved in stopping crimes and capturing criminals, how many times have the heroes in your Mutants & Masterminds had to show up in front of a court? The latest release in our Danger Zones series, the Courthouse, raises just that question and provides plenty of resources for the answers.

 

As the Danger Zone notes, heroes may end up in court for a number of different reasons:

  • Heroes who are lawyers in their secret identities may try cases all the time. A hero could end up prosecuting—or even defending!—a villain they captured in their heroic identity.
  • Any hero’s secret identity could be called for jury duty. If the hero has a connection with the case, do they look to recuse themselves and how do they do so without entrusting the court with their secret identity?
  • Heroes or hero teams might get sued, depending on what the legal protections in the setting are for costumed vigilantes. A lawsuit could be genuine or a set-up of some sort.
  • Heroes may be called to testify in criminal or civil cases, with opposing attorneys interested in discrediting them or arranging an incident that does so.
  • Some heroes may be involved in precedent-setting legal cases concerning things like the civil rights of aliens or artificial life-forms like androids or robots, the legal ramifications of certain powers, or even the rights of costumed vigilantes in general.

Courthouse has its own mini-system for handling courtroom dramas and legal cases, letting you run trials for the heroes captured foes to see if they are convicted and to determine the severity of their sentence. There’s also information on courthouse security measures and building structure, for those instances when a super-powered slugfest breaks out at the courthouse, often in conjunction with an actual break-out!

Of course, like all Danger Zones, Courthouse offers a detailed map of a typical example of the setting, stock characters found there, sample non-player characters, and a selection of ideas for Capers involving the location.

Danger Zones: Courthouse is also available on DrivethruRPG!

Weapons and Tech in the Expanse RPG

Amos Burton has some thoughts on Weapons in the ExpanseThe Expanse RPG is designed to tell stories in the universe of The Expanse novels, not to be a tactical simulator.” I can’t count how many times I’ve written or uttered this phrase since becoming the line developer.  It’s the best answer I can give when people ask why The Expanse RPG doesn’t have a more detailed space combat system, long lists of the different guns, or pages filled with wonderous technological devices. The AGE system and The Expanse novels are focused on the narrative and characters, not the tech. The tech is there to support the story, not the focus of the story. I discussed this in a previous RRT Here. So today, rather than going on further about that, I’m going to offer a few ideas on ways you can bring the tech to the foreground if that’s what you want for your campaign.

First, lets talk guns. This is an easy one. If you want to track ammo, you can certainly do that. All you need to do is look up some basic gun types and list the ammo capacity for each. The rulebook already states that reloading a gun is a minor action, so that’s already covered. If you decide to track ammo, you may want to ignore the Weapon Capacity rules, although you could still use this to indicate that the weapon jams. Then you need to decide how many rounds are expended for different stunts. Probably four for a short burst or suppressive fire and maybe double that for a long burst or spray and pray. Ultimately this is up to you and what works best for your campaign, but if you’re going to track ammo, you’ll want to set something definitive so that players know what to expect.

There are plenty of resources online for how many rounds different types of weapons carry. Also, some other sci-fi and futuristic RPGs have extensive lists of gun types. They often even have cool names that you could easily co-opt for your Expanse game. The core rulebook provides all of the tools necessary to create unique weapons and ammo.  The Item Qualities and Flaws and Weapons Qualities and Flaws sections in Chapter 4: Technology and Equipment can be used to flesh out individual weapons to make one pistol different from another.

Weapons aboard Ships of the Expanse

These guidelines work well for Ships and their weapons as well. Even the Qualities could be applied to different ship weapons or ammo to create a wider diversity for the players to choose from and something for characters to spend their Income on. For ammo, it is up to you to decide how many PDC bursts a ship can fire and how many railgun rounds and torpedoes they carry. Some details are mentioned in the novels, and real-life naval ships can also be used as a guide. Modern submarines generally carry from 12-38 torpedoes, so that can give you a starting point. Keeping PDCs and railguns somewhere in line with that makes a certain amount of sense. (Although PDCs fire thousands of rounds per minute so ites probably best to just determine how many “bursts” they can fire rather than worry about the exact number of rounds.) The important thing to remember if you decide to track rounds instead of using the narrative system is to make sure that it adds to the fun and doesn’t diminish it. Limiting rounds should be used to enhance the tension but never to punish players. It also adds another step of bookkeeping that many players might not find enjoyable. Read your table and make sure everyone is having fun.

Ultimately it is up to you and your players to decide what works for you. We’ve designed a game that we believe is fun to play. And while we occasionally add some more detailed optional rules, our focus will always be on the story. Speaking of story, look for the PDF adventure Secrets of Lemuria, coming soon!

IT CAME FROM THE INTERNET! VTT material on Roll20!

Today we have a special guest post by none other than Ahpook from the Green Ronin VTT Team!

Lightning flashes and thunder crashes!

Inside the VTT Lab at Green Ronin HQ, something moves…

“It’s alive! Alive I tell you! ALIVE!”

Happy October everyone!

I have a Halloween miracle to share with you all. There once was a lonely, disembodied entity known as Troy who had a dream. A dream of a brilliantly creative team of fun, dedicated, passionate gamers who wanted to help people play Green Ronin’s games online. He went on a quest to find these people, and I was lucky enough to trick him into letting me come along! Being part of the VTT team has been an amazing experience, and after nearly a year of hard work from everyone, we are finally here!

It’s no trick! We have a treat for you all! Several treats actually!

We are excited to announce the debut launch of our first VTT material for Mutants & Masterminds on the Roll20 platform! The mad scientists over here in the lab have been hard at work piecing things together, and now it is time for our creations to RISE! This first release will be spookily-themed bundles to match the season and include the following adventures and supplements:

Today’s Release:
Astonishing Adventures Bite Club!Danger Zones LighthouseM&M Condition Cards

Fall Launch Bundle: $9.99 

  • Astonishing Adventures: Bite Club (Normally $5.99)
  • Danger Zones: Lighthouse (Normally $4.99)
  • Bonus: Mutants & Masterminds Condition Cards (Normally $6.99!)

Astonishing Adventures Nothing to Fear Danger Zones Museam

Only Treats Bundle: $9.99 

  • Astonishing Adventures: Nothing To Fear (Normally $5.99)
  • Danger Zones: Museum (Normally $4.99)
  • Bonus: Mutants & Masterminds Condition Cards (Normally $6.99!)

Products include full adventure and supplement text, tokens for all NPCs and Villains, to-scale maps with dynamic lighting, GM and Player handouts, integrated card decks, and fully statted sheets for all characters using the new Official M&M Sheet for Roll20!

How can you get these terrifyingly fine products you ask? Just shamble on over to the Roll20 Marketplace and check out the brand-new Green Ronin store! A lot more material will be coming out soon for Mutants and Masterminds, along with all our other lines, including Return to Freeport, The Expanse, Blue Rose, Fantasy AGE, Modern AGE, and more!

Player or GM, the Modern AGE Mastery Guide is Here for You

Modern AGE Mastery GuideI’m so pleased to announce that the Modern AGE Mastery Guide has gone to press, which means you can preorder the print version, get the PDF now as a $5 add-on with your preorder, or get the PDF on its own in our webstore or at DriveThruRPG. In case you’re curious, we’ve chosen a printer in Europe to keep shipping challenges to a minimum. This is the latest hardcover release for the Modern AGE roleplaying game, and joins the Modern AGE Basic Rulebook, the Modern AGE Companion, and Enemies & Allies as one of its “core rulebook” releases, as opposed to the game’s two settings, the World of Lazarus comic adaptation, and our flagship multiverse, the Threefold Metacosm.

Great news, right? But what is it? Is it a GM’s guide or player’s guide?

It’s both.

I have always hated the idea of separating advice for players and Game Masters, as if one side needs a bag of tricks to use against the other. That’s not how you should play Modern AGE, so that’s not how we do it in this book. Beyond being able to peek into the advice given to separate roles, we’re able to integrate it so the guidance is consistent. This format also makes it natural to provide the high-level advice GMs are used to getting, to players as well.

But it’s not all essays—it works out to less than half the content. The Modern AGE Mastery Guide also contained countless new recommended and optional systems, making it a counterpart to the Modern AGE Companion. Do you want simplified characters? Classes? Diceless play? Numerically rated personality traits? Do you want us to admit Stunt Attack is a little weak? Well, we have you covered.

Look at the table of contents here.

Conflict resolution in Modern AGE Mastery Guide

Character conflict done right, from the Modern AGE Mastery Guide

Done? Here’s a high-level summary:

Chapter 1: Playing Well

A guide to finding your preferences and improving your performance playing a Modern AGE character. This includes devising a backstory, searching for a role in the party, and how to play with consideration for others’ feelings.

Chapter 2: Variant Character Creation

A rules-focused chapter that presents multiple alternatives to standard character creation. This includes non-heroic characters, simplified characters, and character classes. Rules for quirks and personality traits round out the chapter.

Chapter 3: Playing With the Rules

Chapter 3 presents a host of new rules options that are especially relevant for players. This chapter starts with recommended new and revised rules before presenting options for everything from detailed injuries to streamlined encounters.

Chapter 4: Welcome to The Party

An advice-focused chapter covering the ins and outs of playing in a character party. This includes a further exploration of character roles, collective growth, and how to manage intra-party conflict.

Chapter 5: A Player’s Miscellany

Chapter 5 introduces additional rules and advice relevant to players, beginning with rules for customizing equipment, using explosives and other major threats in a low-rules, high drama context, and how to make extraordinary powers come alive in the campaign.

Chapter 6: Mastering Modern AGE’s Rules

A dive into using and customizing the rules. Aimed primarily (but not exclusively) at GMs, this chapter starts by exploring Modern AGE’s dice mechanics before discussing alternate criteria for target numbers, mixing success and failure, and rules for diceless play.

Chapter 7: Modern Adventures

A comprehensive guide to designing adventures based on scenes, sites, character relationships, and more.

Chapter 8: The Art of Game Mastering

Chapter 8 continues the high-level Game Mastering advice in the Modern AGE Basic Rulebook, delving into GMing styles, practical techniques, and the primary directive for all Game Masters: Be kind.

That’s the Modern AGE Mastery Guide. Get it and add another core book to your arsenal—but there’s still more to come. The Modern AGE desk has another softcover, hardcover, and several PDFs awaiting release—and that’s before a significant Modern AGE-adjacent announcement (which is probably not what you think!) next year. Overall, it’s a good time to get into what I will, with some arrogance but also some accuracy, call the premiere any-setting modern RPG. We got books!

Fantasy AGE Core Rulebook Cover Reveal

New Fantasy AGE Core Rulebook!

As Fantasy AGE fans know, we’ve been working on a Core Rulebook for the game for a while now. We decided it was time to bring together Fantasy AGE and Freeport, our signature fantasy city since 2000. More than that, we’ll be exploring many new lands in the world of Freeport through a setting concept called Stranger Shores. Once we had decided to put Freeport in the mix, there could be no other choice for the cover artist: Wayne Reynolds!

Tales of Freeport from the 3rd edition eraDenizens of Freeport from the 3rd edition era

Wayne has been the signature cover artist for Freeport since 2003, when he painted the covers for both Tales of Freeport and Denizens of Freeport. Wayne just gets the look of Freeport and his previous covers helped to define it. We wanted the Core Rulebook cover to illustrate that Fantasy AGE and Freeport were coming together. My idea: take characters from both and have them fighting side by side in the city. Art director Hal Mangold worked with Wayne to make it a reality.

Freeport: The City of Adventure for Pathfinder 1eFantasy AGE Campaign Builder's Guide

 

All the Fantasy AGE covers have featured a trio of iconic characters in perilous encounters. I suggested we take our iconic warrior and team her up with the pirate captain Wayne painted for the cover of Freeport: The City of Adventure. The foes had to be serpent people, a major element of the Freeport setting. You can see the results for yourself. As always, Wayne knocked it out the park. This is a cover worthy of our new Core Rulebook!

The Fantasy AGE Core Rulebook is scheduled to release in May of 2022. If you’d like to learn more about how it has been developed, check out episodes of ThursdAGE (also available on Youtube and Twitch). Each week the disembodied voice of Troy Hewitt chats with Fantasy AGE developer Owen K.C. Stephens, who gives advice about the game, the Adventure Game Engine that powers it, and answers your questions. Leading up to May, we’ll also have a series of articles exploring the Core Rulebook, so stay tuned.

The AGE of Wonderful (and Misfit) Toys

So, backstage, we developers have been talking about the different properties of AGE as a system, and how they might be tweaked, expanded, streamlined, and generally fooled around with. This is a conversation that builds up when it interests us, or when various projects demand it, and it’s responsible for a lot of the work we do with the Adventure Game Engine in its various forms: Fantasy AGE, Modern AGE, The Expanse, and Blue Rose—and of course these evolved from concepts devised by Chris Pramas for the Dragon Age roleplaying game.

Modding AGE games is half the fun!

If at first you don’t get the gameplay you want, mod, mod again. From the upcoming Modern AGE Mastery Guide

The wonderful thing about this process is that everybody has their own interpretations of how and why the rules work, and this sometimes helps with creative logjams. I may have talked about how it happens before, but hey, I forgot if I did, so why not talk about it anyway in the perishable blogging medium?

Churning Collaboration

Take the example of the Churn, devised for The Expanse—sort of. When I was working on the Modern AGE Companion, I got a look at the initial draft of the Churn. I liked it a whole lot, but I was also aware that as a game without a setting intended to serve a broad set of players, my “Churn” needed to generate more specific challenges from a rules perspective, because the GM couldn’t necessarily pull something from a well-defined setting. I renamed it Complications and added a bit of specificity in terms of the adversity it generates, and associated game systems like target numbers.

Then, of course, it turned out that Steve Kenson wanted to nail down the Churn a bit more. Handily, I had my draft in hand and sent it to him. So that’s how the Churn bounced between two games and came out with a redesign in both.

Another example of this is the invention of what we call breaching tests in Modern AGE and challenge tests in The Expanse: advanced tests that may have specific requirements and can impose special consequences for failure. As breaching tests, these were originally invented by Crystal Frasier for the World of Lazarus supplement, not the Modern AGE Basic Rulebook (both were written and developed at the same time). But the rules were so great I asked for them to be ported into core game systems. Steve Kenson picked it up for The Expanse, renamed it, and integrated it with the chase rules sourced from Modern AGE to streamline the latter.

Dubious Notions

However, not everything we produce makes it all the way to print or public pixels, for assorted reasons. The first is that the idea doesn’t really have a home in a new or upcoming game or supplement. They’re just free-floating notions. For example, at the time of writing we’ve just bandied about ideas for utilizing breaching/challenge tests where characters accumulate degrees of success with the ordinary combat system. Is there a place for it? Not yet, but much of the time we’ll keep these ideas in our back pockets, so to speak, until the right occasion comes up.

Then you have ideas which are great on paper but would just be too weird or dismal looking for people to get into. Here’s one I came up with. Hard Mode Stunts.

Hard Mode Stunts: Instead of setting the Stunt Die apart with a distinctive design or color than the other two of your 3d6, the Stunt Die is always the lowest die you roll. If you tie where two dice have the same number as a die with a higher result, it doesn’t matter which die you pick as your Stunt Die, since they’ll have the same value.

(Don’t know AGE? In our system we roll 3d6 + bonuses against a target number. One die is distinctive, and if any two dice have the same number on the face, that special die—called the Stunt Die or Drama Die—generates the number on its face in stunt points, which can be used to buy special effects like knocking an enemy down or getting your way with a particularly clever quip in social interactions.)

Now this seems like a logical rule. Stunt point totals tend to be high because matches happen in the set of rolls that are successes, and successful rolls will naturally be higher. With Hard Mode Stunts, you’re more likely to get fewer stunt points unless your entire roll is high—in fact, since you can’t get 6 stunt points unless 6 is the lowest die, you can only get that when you roll a natural 18 on 3d6. So logically, scales consistently, and…is no fun. In Modern AGE you might use it for the grittiest of Gritty Mode games. But AGE thrives on stunts! So, no—with one exception.

If there was a version of the AGE system that provided powerful tools to alter dice rolls or generate stunt points without relying on doubles, Hard Mode Stunts might work, with the understanding that you’ll usually be buying the big stunts, perhaps with something like The Expanse’s Fortune system. There’s a thought—but is there a place for it? Hmmm….

Old Games Never Die: True20 Revised Rulebook available for Print On Demand

True20 Revised Edition available for Print on Demand!I’m certainly dating myself, but long ago, I loved to haunt the aisles of the games auction at Gen Con and to visit shops that had older and out-of-print games. It was how I got to see products that pre-dated my entry into the tabletop gaming hobby, or that I missed somewhere along the way.

That was long before the explosion of online publishing, e-books, and print-on-demand, which transformed our relationship with those older products, and publishers’ relationships with their back-catalog. Now, old games (and old game books) need never die. They just “ascend” from their material forms to the virtual realm, where they can be purchased, accessed, downloaded, and even reprinted to add to some eager gamer’s collection.

All of that is a long introduction to announcing that Green Ronin is offering the True20 Adventure Roleplaying core rulebook as a print-on-demand product from DriveThruRPG. Since the original book was produced in black and white, it was a prime candidate for print-on-demand, allowing us to keep the cost reasonable for a non mass-market book, and making it easy to offer both softcover and hardcover editions.

Moving forward, Green Ronin will also be looking at offering print-on-demand editions of some of our other out-of-print titles, as staffing resources permit. Have a personal preference you’d like to see available? Please email letsplay@greenronin.com and let us know about it. Our focus remains on supporting and producing new material for our ongoing game lines like the AGE System and Mutants & Masterminds, but we want fans of our older titles to be able to replace well-loved books and to introduce them to potential new fans as well.

If you have never checked out True20 Adventure Roleplaying, now is a great time to do so and to get a package deal on both a print and PDF copy of the core rules. You can also explore the numerous settings, sourcebooks, and adventures using the True20 system on DriveThruRPG, also preserved for posterity. Old games never die, they just await new players to find and play them.

Gen Con Report 2021

Another Gen Con is in the books, and what an unusual Gen Con it was, in many regards.

Green Ronin booth at Gen Con 2021!As folks may know, this year Gen Con held a “hybrid” event, consisting of online and “pop-up” Gen Con events hosted by local game stores, in addition to the traditional in-person event at the convention center in downtown Indianapolis, where Gen Con has been hosted for over twenty years now. In-person Gen Con observed a number of restrictions due to the COVID-19 pandemic, including a cap on attendance, a mask requirement for all indoor and crowded outdoor areas of the con, and closing the convention center overnight for a complete cleaning. Along with reduced attendance came a reduced number of exhibitors: Many Gen Con stalwarts did not attend, and many others cancelled their plans to do so.

Green Ronin, like many exhibitors, reduced our presence at the convention: smaller booth space and minimal staff, just four of us, the smallest Gen Con staff we’ve had since I started working for Green Ronin back in 2003! We still managed to include our full lines of product on the tables that we had, and were pleased to be able to offer a limited number of copies of the new Ships of the Expanse, along with other new offerings like the Envoys to the Mount campaign for Blue Rose. We cleared out our remaining copies of The Expanse Quick-Start by giving a free copy with any purchase of $25 or more. They were all gone by Friday!

Ships of the Expanse was available in print for Gen Con!

While Gen Con 2021 was by no means an ordinary Gen Con, it was still a success. Sales justified our costs for being there and attendees expressed their gratitude at seeing us and having the opportunity to check out our products, both new and new-to-them. We saw lots of interest in The Expanse, Blue Rose, Mutants & Masterminds, and the AGE System, as we expected, but were also pleased to see to see interest in both our 5e products like The Lost Citadel, Book of Fiends, and The Blue Rose Adventurer’s Guide as well as our older Pathfinder products for Freeport.

Mask discipline in the exhibit hall and within the convention was generally excellent. While I occasionally saw a few noses hanging out, I didn’t see anyone unmasked anywhere they weren’t supposed to be. We generally took a cautious approach, avoiding a lot of the crowded events and areas, and combining taking our meals in our hotel rooms and visiting less crowded restaurants, especially those offering outdoor seating. Hand sanitizer was our constant companion and Nicole implemented a barcode scanner for sales checkout to help minimize the handling and passing back-and-forth of products. Because of our minimal staffing, and ownership’s preference not to ask anything of volunteers this year, we didn’t run any in-person events or games ourselves. As it was, we barely got away from the booth to walk the show floor (although we did all manage it).

Gen Con classics from the AGE system games.In spite of all of the differences, the heart of Gen Con remained very much the same: People were excited to be there and happy to see us, and enthused about their favorite games, while curious about what was new and coming next. We even met more than a few attendees who told us it was their first Gen Con ever! Certainly, we’re looking forward to welcoming them back to the show under better conditions in the years to come. We certainly appreciate everyone who visited the booth and who shopped or took the time to offer their kind comments.

We’ll have an even smaller presence at the Origins Game Fair in Columbus, Ohio, in just two weeks: Two staff members are scheduled to be there, but will be there nonetheless. We’ll have a similar-sized booth and all of the same product and are looking forward to greeting our friends, old and new.

Chris Pramas also recorded a quick interview with 1-2-3 D&D History at Gen Con. Check it out!

Book Mashup: Apocalypse Freeport

Andrzej was getting tired. He swept his greatsword in a figure 8, pausing to lean slightly to let a crossbow bolt pass him by and bury itself in the shooter’s friend, coming up the other side. He hated killing but the briefing said these people, filthy doublets, poor dentistry, and all, might destroy several universes. He hated killing, but something had hollowed their souls out, and it seemed merciful to dispatch what remained.

He wasn’t fighting alone. A vicious, pointy-eared, green-skinned little man covered his blind side with some quick knife-work. He didn’t know the fellow, who’d apparently been burgling the lair, shrine, or whatever Andrzej chased the cultists back to, barreling through the ramshackle streets of Freeport (crisis point of the plane designated NG-05522).

Andrzej parried an incoming cutlass, but an adjacent burly cultist sent him staggering with a belaying pin to the face, of all things. The little green man hid behind Andrzej as the cultist with the fanciest hat stepped forward and snapped a finger, wreathing her hand in green flame.

Comforted by training, Andrzej was ready for death.

“Let me show you glories to boil your eyes,” said the woman with the fiery hand.

“Hey!” Was that Mei’s voice? “Come get me first!”

Mei was an Aethon agent seconded to their group. She could keep Earth technology working on the weirdest planes. Mei appeared to be unarmed, on the other side of the doorway, with nothing but a tiny box on legs between her and the cultists.

Andrzej looked, gasped, grabbed the little green man, and hurled them both behind a sturdy pillar. The fire-handed woman took the bait and led the charge toward Mei, paying no mind to the box and its to-her exotic lettering, which said FRONT TOWARD ENEMY.

Yes, It’s time for another book and setting mashup, coming on the heels of Lost Ilium and Vaporwave Rose (Part 1 here, Part 2 here). This time around we’re doing an epic one, combining Modern AGE’s Threefold setting and the Freeport setting (through a Fantasy AGE lens) for world-shattering adventure! And because it’s a big tapestry, it’s a big article—no split this time. Drink it all in.

Freeport Apocalypse! Freeport meets Threefold

Apocalypse Freeport Campaign Setting

Ingredients: You need the Modern AGE and Fantasy AGE core rulebooks, as well as the Threefold setting book and the Pirate’s Guide to Freeport. The Fantasy AGE version of Death in Freeport and other Freeport books will also be useful.

(Links to print or PDF as available in our online store. Titles also available in PDF at DrivethruRPG.)

Genre: Portal fantasy and cosmic horror.

The Setup

Freeport. There are many cities by that name, but the Sodality, who explore the infinite planes, tracks legends about one of them with special care. The Divine Empire’s demigod-tyrants keep secret files on it too because It’s no mere legend to them. Where the Sodality suspects, highly placed imperial Optimates know: Freeport is where the fate of the Metacosm will be decided.

The plane Freeport stands in appears to be an Otherworld, where sorcery and wonders abound, but it’s really a “hell,” or Netherworld, and had an Alastor: what the less educated call a “demon prince.” This being, the Great Serpent Yig, might have been unique among its kind: amoral, but lacking the instinct to torture the inhabitants of its realm.

This made its plane vulnerable to attacks from enemy Alastors, and even the primal energies of the Netherworlds, where reality unravels unless bulwarked by sacrificed souls. Yig sought sanctuary by pushing even deeper into the outer dark, further than even rival demons typically went. To prevent reality erosion, Yig reshaped its plane, giving it the power to seize parts of planes which possessed stronger natural laws. Freeport now exists on a patchwork plane at the furthest edge of the Metacosm.

A being imprisoned in this final darkness saw the lonely light of the plane. All this Unspeakable One needed to do was to whisper certain ceremonies in the dreams of Yig’s mortal children, the serpent people. They had become mighty sorcerers, and rulers of the Valossan Empire, claimed from a continent said to be Yig’s body. But the whispers taught the powers of the Yellow Sign, and its students founded a cult whose grand ritual destroyed Valossa, the empire, and perhaps Yig along with it (though death is always different for gods). Even so, the ritual was incomplete, because it failed to bring the Unspeakable One to the plane. But with Yig fallen, the intruder gained partial, weakened control of the plane’s ability to tear pieces from other realms.

This was enough to slowly tear away part of the Otherworld called Kalakuth, but in the process, the Unspeakable One abducted the Ghul, a Prefect of the Divine Empire and demigod of death, and the Herald, his shapeshifting consort. After determining no nearby gates survived the transition, and that he couldn’t return home, the Ghul set about conquering the plane’s largest landmass, simply called “the Continent.” The Herald could transport themselves to other planes, but no one else, and the Ghul bade them to stay, and keep the conquest a secret. Thus, the Ghul founded the Empire of Ashes as a personal dominion.

By ravaging the Continent, the Ghul unwittingly fed souls to the Unspeakable One, and improved the state of sorcery, which had fallen since the destruction of Valossa. This revived the Cult of the Yellow Sign, which set about undermining the necromancer’s empire. Eventually, the Empire of Ashes was as dead as the shambling legions that served it.

The new pirate city of Freeport profited from raids in the vulnerable, lawless Continent. It grew on A’Val, an island remnant of old Valossa. The Cult of the Yellow Sign followed wealth and the possibility of serpent people lore there—but the long-lived Herald, who survived the fall of the Empire of Ashes, followed. The Herald learned the truth: The Cult’s ultimate goal was to summon the Unspeakable One, who would then gain full control of the plane’s world-eating powers. Freeport’s plane would become a cosmic predator.

The Herald used their powers to flee to Alatum, capital of the Divine Empire, but its rulers were too consumed with politics and rivalries to listen. So, the Herald traveled to many other planes, leaving rumors and clues—nothing firm enough to mark them as a traitor to the Empire—about Freeport, the Unspeakable One, and the world that eats worlds.

And sometimes, people listened.

As rollicking life in the City of Adventure continues, factions on other worlds plan infiltrations and invasions. Ambitious Nighthost captains see another Netherworld to conquer, and a weapon that could further their mission to liberate them all. A few fringe war-furies in the Divine Empire see the key to conquering the Otherworlds, even arrogant Earth, and claiming the throne. A circle of Sodality wardens wants to preserve Freeport’s unique plane, standing up for its people, an eliminate the threat. On Earth, a highly placed member of Aethon reads secret reports, and inspects locked cryochambers containing apocalyptic living weapons.

So far, these groups have only been able to plan. Freeport’s plane has no known gates, and if there are any, it is extremely likely they pass through multiple Netherworld hells. The Herald cannot transport others, and the Ferrymen, a faction who can, doubt the tale. But it is only a matter of time until the status quo changes. These groups will either find a way, or the cult of the Yellow Sign will make further progress, and the Unspeakable one will reach out to feed.

The Campaign

There are two was to run this one. The first is as a Fantasy AGE campaign set in Freeport that undergoes a sudden turn when people from other worlds appear, eager to stop the Cult of the Yellow Sign. You can use this to shift your game from traditional fantasy adventure into plane-traveling portal fantasy, and you can even introduce elements like modern technology. The key to defeating the Unspeakable One may lie in a distant realm, whether it’s an artifact, spell, or the consciousness of Yig, flung to some distant world. Note that the Freeport setting here isn’t “canon” Freeport, since it redefines and tweaks several things, such as by saying the Ghul was a renegade Optimate from the Divine Empire.

On the flipside, you can use Modern AGE and Threefold to send a Mission or other group of plane-travelers to Freeport, to soak up its rough charms and mind-searing dangers. It’s hard to get in or out of Freeport’s plane, so there’s plenty of time to enjoy the rum-soaked ambiance while hunting followers of the Unspeakable One.

Modern AGE and Fantasy AGE are largely compatible, though if you use Toughness and Modes, they should apply to characters from both games. Focuses, talents, and specializations are largely cross-compatible, though the GM should consider carefully before allowing Fantasy AGE characters to take Modern AGE talents that mimic class abilities, such as pinpoint attack. Weapon proficiency doesn’t exist in Modern AGE either, so assume characters made with that game are proficient in weapons that inflict up to 1d6 (plus inherent weapon bonuses) per point in the abilities they are used with, so a Fighting of 2 permits proficient use of Fighting-based weapons that roll 2d6 (such as a long sword) for damage before other bonuses. A few other minor tweaks may be required, but nothing too onerous.

The Herald is intentionally designed to be an easy NPC to insert into the game, because they can go or be anyone—even a longtime NPC contact, if the GM wants. But even though they can travel the planes without a gate, they can’t take anyone with them, to preserve the plane travel rules that bind other characters, as mentioned here and in Threefold.

Finally, Freeport’s plane has the following profile in the Apocalypse Freeport campaign.

NG-05522— “Freeport’s Plane” (Provisional Name)

Incessance: +5 versus technology, +1 versus the occult. Technology developed within the plane by natives is unaffected, as seen in the emerging use of firearms.

Library Summary: Analysts estimate an 86% chance “Freeport’s Plane” exists due to the reliability and consistency of accounts. According to these accounts, the plane can absorb regions from other planes and is contested by multiple divine entities. A gate chain has yet to be defined. Technology generally does not exceed Earth’s 17th century, and local variants of known human types, with examples such as “dwarves” (and confusingly “humans,” used solely for the local jana subtype) are commonplace. Governments tend to be unstable, and magic use is common. Extreme caution is urged.

Book Mashup: Vaporwave Rose, Part 2

Last time around I started this mashup between Modern AGE and Blue Rose without knowing how much I’d get into it. 90s cartoon romantic fantasy! The setup was so alluring I threw about a thousand words at it, so I had to break it up. Here’s the second part, but let’s go over the essentials again.

(Oh, check out the first book mashup, Lost Ilium.)

Vaporwave Rose 90s cartoon adventures in Aldea

Vaporwave Rose Campaign Setting

Ingredients: Get out the Modern AGE Basic Rulebook and Blue Rose: The AGE Roleplaying Game of Romantic Fantasy. The Modern AGE Companion, Aldis, City of the Blue Rose, and Envoys to the Mount (preorder hardcover, but the PDF is already available) are also helpful.

(Links to print or PDF as available in our online store. Titles also available in PDF at DrivethruRPG.)

Genre: 90s animated romantic urban fantasy!

The Setup, Part 2

Remember what I was telling you? The Blue Rose? Obscure 90s cartoon? Magnet for the young and, ah, alternative lifestyle’d? Magical genderfluidity? Telepathic ferret heroes? Was “alternative lifestyle’d” a period reference too far?

Okay, here comes the weird part.

The music videos started showing up on what looked like machine-generated streaming video accounts, their names just nonsense alphanumeric strings. It used to be the ability to catch The Blue Rose onscreen was mysterious, but I guess it’s all algorithms now. But these weren’t episodes. They were long music videos of extremely chill electronic music and iconic sounds from a smorgasbord of 90s pop culture, backing distorted scenes from TBR episodes—including clips no fan had seen before (and, allegedly, a game adaptation for the SEGA Dreamcast, because of course)—hammered into a color palette informed by VHS distortion and Windows 95 esthetics.

Yeah, I know what “vaporwave” is! I loved it. I blanked out. The missing time didn’t bug me at first—this was perfect stuff to zonk out to. I started falling asleep to it every night. I dreamed of Aldea.

But you don’t get bruises from dreams.

Accept the truth, even if you think you’re losing your mind. The Blue Rose, both person and series, were true. They remembered us. Aldea is real.

(Oh, look out for your pets. Sometimes they come with you. That means they’re rhydan, and sometimes they remember Aldea better than we do.)

I’ve been on dozens of journeys now, at night or just by concentrating on a video. Centuries have passed since The Blue Rose’s time. Ala is the stuff of legends, and we know more about that ancient hero from TBR fan lore than most Aldeans do from texts and oral traditions. As I grow more comfortable living another life there, I’ve come to believe Aldea returned to help us, but also needs our help. The final battle between the Blue Rose and Jarek seems to have ended in a stalemate, but the lich king discovered our world. He has agents—people possessed by “darkfiends,” straight from the show—who bring back ideas and artifacts. Kern turned its own capital into the first Shadow City raised half by magic, half by Earth industry. Others sprouted across Aldea: tenement blocks and imposing glass towers, smothered in a smog that burns orange by day, and reflects neon-purple flares of magic at night.

I didn’t know why I’d been summoned until I met other fans, some of whom I already knew from conventions and other scenes. Some of us looked different, maybe more like who we truly are than Earth gave us. Five of us had gathered on the other side for three episodes (hold on, getting to that) when we saw The Blue Rose and Golden Hart. They made us Shadowburners: Envoys who know Earth and can save Aldea from its darkness. Apparently, there’s a lot to love about our world, even from the Aldean perspective, but Jarek and his darkfiends have only brought the parts that give them power.

Be careful. I know it’s real not just because of the aches I get after some of the rougher episodes, or even because I’ve met fellow Shadowburners on Earth, but because I’ve seen the Fiendbound, Jarek’s possessed agents, here. Some probably would have been bastards anyway, but I’ve never met one who wasn’t a victim in some sense. On the other side, we can confront demons with swords but here, we need to kill their power over their hosts.

Epsiodes? Oh yeah. One convenient aspect of it all is that no matter how much time we spend in Aldea, with our bodies entranced in the real world as we wear new ones on the other side, once we come back, no more than 24 minutes passes—I’m guessing that’s half an hour, minus commercial breaks. Since I originally crossed to Aldea in my sleep, it took me ages to figure out. Sometimes we even see retro-style animated “fan films” based on what happened, on those same weird streaming accounts.

There’s physical evidence on my body. Testimonials from other Shadowburners. But best of all, I can show you. I know you indulged me when I geeked out about The Blue Rose, and that you’re a lurker on the Sovereign’s Finest group. You’ve seen the show. You’ve got potential.

Now just watch this video with me, and you’ll see even more.

The Campaign

You’re a Shadowburner: Someone who saw The Blue Rose cartoon and was chosen by the Blue Rose and Golden Hart to travel between Earth and Aldea. The Fiendbound steal innovations from our world, and Jarek’s industrial sorcerers fill in the infrastructure blanks with dark, life-draining magic. The nation of Aldis can’t keep up with this evil progress. It relies on Shadowburners to oppose Jarek’s forces and share the gentler things our world has to offer. You’re a good person who (even if you need to get past some psychological barriers) loves diversity. Most Shadowburners aren’t heterosexual, or they have a gender other that what they were assigned at birth. All despise racism, sexism, homophobia, and transphobia. The Golden Hart and Blue Rose are adamant about this requirement, so it’s a firm rule.

As a Shadowburner you lead two lives. The first is your life on Earth, represented by a Gritty (or for gentler Earthside adventures, Pulpy) Modern AGE character. However, you’re capable of learning the arcana of Blue Rose via the Arcane Potential and Wild Arcane talents. You can also learn other talents from Blue Rose, even if they have class requirements, if you meet the following prerequisites:

  • Adept Talents: Intelligence or Willpower 2, knowledge of at least one arcana.
  • Expert Talents: Communication or Dexterity 2, and at least one degree in one of the Expert’s starting talents (Blue Rose AGE RPG, p. 46), either from Blue Rose or Modern AGE.
  • Warrior Talents: Fighting or Strength 2, and at least one degree in a fighting style talent.

Rhydan Shadowburners exist as well, but in the real world they’re normal animals that feel bound to their comrades and who generally seem clever due to uncanny instincts. This makes them better suited for players who come occasionally or who want to play a different role in or skip Earth adventures.

Watching a music video connected to The Blue Rose and Shadowburner phenomenon puts you in a trance, and you awaken in a body representing your true self, created from the elemental substance of Aldea. In this form, your character is in Modern AGE’s Cinematic Mode, but with one difference: You don’t use Toughness. In Aldea, characters rely on armor or skill to survive (and as Blue Rose doesn’t use Toughness, this means you can use most material from that game as-is). No matter how much time you spend in Aldea, it only takes a 24-minute trance in the real world. Your fellow Shadowburners can enter trances at different times, but you’ll synch up in Aldea, as is necessary.

In a trance, you’re usually safe from being interfered with—this campaign isn’t about a knife in the back while you’re somewhere else—and while you don’t choose when you leave Aldea, it often happens after an episode-like series of events happen, often with an implicit lesson about tolerance and being yourself. Such is the binding power of a 90s cartoon. Your Aldean body and its immediate possessions turn into a luminous mist, and reform when you’re needed again, in a location set by the Narrator/Game Master. Any damage short of death you suffer in Aldea becomes half that amount, and stun damage, on Earth, so a rough adventure can make you sick or even knock you out. And if you die in one world, you’re gone in both.

The Fiendbound have some way of transporting physical artifacts between realms and have their hooks in government agencies and corporations, but you can’t do it—and finding out why is a major plot hook. Beyond stealing technology and cultural ideas to solidify Jarek’s rule (and giving GM/Narrators unlimited ability to create an industrialized, fascist, and particularly weird Kern), they want to make Earth a more hate-driven place, to create more fuel for the conquest of Aldea and, perhaps, claim another world as their own.

That’s the setup. I suggest you start looking for those music videos now.