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

The Lost Citadel Q&A Video

Jaym Gates, Nicole Lindroos, and CA Suleiman sat down together at the Origins Game Fair in Columbus, Ohio, and talked about The Lost Citadel, answering some questions backers have posted to the Kickstarter project page while they were at it. Hal Mangold caught it all on video, so we can all watch and enjoy.

In other news from the City of Redoubt, we have unlocked the Double-Sided Poster Map stretch goal, and are on our way to achieving System Hack: AGE, in which we hire Gary Astleford to create a system conversion document so you can adventure in The Lost Citadel using our Adventure Game Engine as featured in Fantasy AGE, Dragon Age, Titansgrave, and more!

If you’d like to learn more about The Lost Citadel before (or after) backing, check out these free previews!

As always, thank you so much to all our backers (and future backers)!

The Lost Citadel—Apocalyptic Fantasy Roleplaying

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

Charitable Giving: Support the NRDC, Save Money!

A Song of Ice and Fire RPG: Game of Thrones EditionMost people in Westeros are more concerned about not dying than they are concerned about the planet not dying. Samwell Tarly cares about everything. And there’s also… Well, maybe nobody else in Westeros, but the planet has you!

For a limited time, you can get A Song of Ice and Fire Roleplaying, A Game of Thrones Edition for just $35 as a full-color hardback, and just $15 in full-color PDF format, through our Green Ronin Online Store. For each of these two products sold at this discount, Green Ronin Publishing will donate $10 to the Natural Resource Defense Council.

NRDC “combine[s] the power of more than two million members and online activists with the expertise of some 500 scientists, lawyers, and policy advocates across the globe to ensure the rights of all people to the air, the water, and the wild.”

Sam Tarly likes nice people, and books, and the world. Be nice like Sam, get books at a discount, and help NRDC save the world!

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

Fiction of The Lost Citadel: Two Free Stories!

Sometimes, as we juggle our various projects, we mention several things at once, and sometimes one link doesn’t get as much attention as it deserves. In case you missed it, you can download two really great short stories from Tales of the Lost Citadel for free, and get a glimpse into the setting of our current Kickstarter campaign, The Lost Citadel RPG.

And in case you’ve missed this, too, please check out our Kickstarter campaign for The Lost Citadel RPG, and consider backing.

Malcolm Sheppard

Malcolm Sheppard

After writing and designing games as a freelancer from 2000 on, Malcolm Sheppard is pleased to join Green Ronin as developer at large: the one who works on any number of games, from the Adventure Gaming Engine to Ork! Malcolm’s experience before Green Ronin includes Exalted, Mage: The Ascension, Onyx Path’s Chronicles of Darkness and Scion lines, as well as Shadowrun and Eclipse Phase. Outside game design, Malcolm’s worked in community development and education, and as a professional historical re-enactor, where he gave large metal swords to children. (They were blunt!) Malcolm lives in semi-rural Ontario, Canada.
Malcolm Sheppard

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Ronin Roundtable: Enter the Modern AGE!

So, at the beginning of May, we announced we’re going to produce the World of Lazarus, a guide to roleplaying in Greg Rucka’s SF-feudal Lazarus comic series. We noted it would be a setting for the Modern AGE roleplaying game.

Yes, this means we’re making a Modern AGE game. We said so in a sort of soft, sneaky way, but today, we’re going to dig into what that means.

 

 

Modern AGE?

Modern AGE uses the Adventure Game Engine to power stories set in the “modern era,” a period we’ve designated as running from the 18th or 19th century, through the present day, and into the near future. That means guns and computers, transoceanic empires and raucous democracies, and the Cold War and beyond, into the great geopolitical realignments of our time. But it also means urban fantasy, psychic powers, conspiracies and all the speculative and strange sources that fuel modern stories.

The Adventure Game Engine is the system you first saw in the Dragon Age roleplaying game. You witnessed its evolution into Fantasy AGE with Wil Wheaton’s Titansgrave setting, and into Blue Rose: The AGE RPG of Romantic Fantasy. Modern AGE might be thought of as a counterpart to Fantasy AGE, but if you’re familiar with one of these games, the rest will come easily. Modern AGE adds some new things to the system, and revises a few solid concepts to make them easier to use.

Developing the game, it’s been important to me to stick with the A.G.E. system’s core concepts: ease of play, strong tools for character development, and most of all, stunts.

Stunts and Areas of Interest

Stunts are the system’s “killer app;” where other games often struggle to integrate special actions and exceptional results, the A.G.E. system uses stunts to make them emerge during play. Modern AGE introduces some new stunts, but we also recognize the decision paralysis that can happen when doubles hit the table. That’s why we’ve designated go-to core stunts and places stunts into shorter, focused lists.

Putting stunts into categories means thinking about what characters do during the game. Accordingly, we’ve mapped out three core areas of interest: action, exploration and social play. Action encompasses combat, chases and other physical challenges. Exploration combines its counterpart in Fantasy AGE with investigation. Social play develops the “roleplaying” category, acknowledging that modern games often require heroes to present themselves properly in all the scenarios thrown up by complex contemporary cultures.

The three areas of interest act as a focus throughout Modern AGE’s design, not just stunts. Heroes with abilities covering all three can take on nearly any challenge the GM cares to throw at them.

Character and Genre Modes

Fantasy AGE presents broad classes, archetypes in that genre, and provides advancement options that allow you to lock in more specific elements over time. Modern era games don’t have the same archetypes, however, and don’t need the same niche protection vital to the feel of fantasy adventure gaming. So, we’ve gone classless. After developing a background, a profession and a drive that pushes your hero out of obscurity and into the story, you’ll select ability advancements, talents and specializations freely.

In some games, a private eye is someone who uses a car, camera and laptop to find evidence for divorces and lawsuits, while in others, they’re a two-fisted, iron-chinned stalwart with a talent for getting tangled in murders. The difference? Genre. Not all modern games feature the same degree of realism, so we’ve included specific rules modes to fit the stories you want to play through. The three basic modes are gritty, for stories where violence is unforgiving, pulp, where a battered hero can, say, claw their way out of danger, and cinematic, where protagonists achieve the competence often reserves for fantasy heroes and the most outrageous action games. These modes affect character toughness and stunt access, and guide advice you’ll read throughout the book.

And Beyond

In upcoming columns, I’ll talk more about Modern AGE’s design foundations, and the details that make them work. Until then, let me ask you something: What clicks for you about the Adventure Game Engine RPGs you’ve played? What do you want to see down the line? I’m developing it even as we speak, and things are getting locked in, but I’d love to read your conversations–and ever so sneakily, have you spread the word that Modern AGE is coming . . .

And in a Further Manipulative Move

. . . oh wait. It’s not all about me. While you should indeed talk about Modern AGE until it’s a breakfast cereal, I have been reminded that our Kickstarter for The Lost Citadel — Post-Apocalyptic Fantasy Roleplaying is in full swing. I was actually one of the authors in the short story collection that inaugurated this shared world, which we’re transforming into a setting for 5th Edition roleplaying. But if you’re an Adventure Game Engine fan, know this: If we hit $32,500, we’ll unlock the A.G.E System Hack, which converts the Dead-bound Zileska setting to A.G.E family games.

And if you’re curious about the setting and stories of The Lost Citadel, we have a sample short story available for FREE on our website. Check out Requiem, In Bells, by Ari Marmell.

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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Lost Citadel Talent Search Winners

When CA Suleiman and I discussed running a talent search in the lead-up to this project, we had high hopes for the number and quality of the submissions we would get and even though reading and evaluating those submissions in the couple of weeks between the submissions period and the Kickstarter itself was no small amount of extra work it was totally worth it!

As I said to everyone who submitted to our search: It was an absolute honor to be on the receiving end of such creative and lovingly crafted submissions. I was thrilled to see submissions coming in from around the world, from people with writing experience as journalists, novelists, comics writers, and narrative designers. We saw submissions from students of game design, hobbyists, GMs, LARPer, and roleplayers. It was a rich and competitive field and making the choice for who would be finalists was truly difficult.

After stripping the submissions and doing blind readings of the material, we narrowed the list down to five finalists before we moved on to choosing our winner. Or, in this case, WINNERS because when we got down to the final two our judges literally could not choose one over the other… which is what led us to choose TWO winners to put on the Lost Citadel project: Kate Baker and Anna Landin.

When we asked Kate what her reaction to the announcement was, she said, “I couldn’t believe it when the results were announced; I had to keep refreshing the page to make sure my name was really on there! With the first few people I messaged about it, all that I could manage to say was, ‘Eeeeee!’ I have since regained the ability to put coherent words together, but I am still incredibly excited to get to be a part of this project.”

Anna’s response was similar. “I was overwhelmed—and overjoyed!—to find out that I’d won. It’s an incredible honour to be chosen, knowing how much greatness there is to be found in the tabletop community. I’m thankful for the opportunity, and I mean to do my best to rise to the challenge.”

Make no mistake, folks, the fact that you have backed this project with so much enthusiasm from day one is the factor that allows us to make this move, to have this property we’re launching that in turn requires an adventure (and the authors to design it). I look forward to seeing how far we can take The Lost Citadel and I doubly look forward to getting down to work with Anna and Kate.

Kate Baker played her first tabletop RPG about five years ago, and immediately fell in love with the hobby. Now she loves introducing new people to gaming! She got interested in writing her own RPG content about a year and a half ago. By day, she’s a mild-mannered engineer. She lives with her husband and a very silly hound dog.

Anna Landin is a Swedish comic artist, illustrator, storyteller, and builder of imaginary worlds. Currently engaged as the artist for the Rusty Quill Gaming Podcast, her work has also been published in the Enough Space for Everyone Else anthology, and can be found on covers for the horror-fantasy webcomic I, Necromancer. When not day-dreaming about the imaginary geography of unreal worlds and drinking more tea than any one person rightly should, she can be found collecting dice, drawing witches, or working on her own webcomic, Grassblades.

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

Now Kickstarting: The Lost Citadel Post-Apocalyptic RPG

Please back The Lost Citadel on Kickstarter

Now funding on Kickstarter, The Lost Citadel is a roleplaying game of post-apocalyptic fantasy, with rules adapted from the Fifth Edition of the World’s Most Popular Roleplaying Game. We would appreciate it if you’d check out the campaign and back it if you’re so inclined, and we’d love it if you were to share the above image, and a link to the campaign, on your social media pages.

https://www.kickstarter.com/projects/504269797/the-lost-citadel-post-apocalyptic-fantasy-roleplay/

Jack Norris

A writer and game designer since the mid 1990s, Jack Norris has worked on numerous award winning and critically acclaimed publications over the last two decades, including products for Marvel Heroic Roleplaying, DC Adventures, Scion, Mutants and Masterminds, and Feng Shui.He is currently working at Green Ronin developing Dragon Age, as well as co-developing other projects such as Blue Rose. Outside of his work for Green Ronin and others, Jack also designs and writes Tianxia, his own line of wu xia/kung fu action rpg products published through Vigilance Press. When not writing and designing, Jack is an attorney and consultant at the Vidar Law Group, a small Chicago-based litigation firm.

Jack also hates writing bios...

Ronin Roundtable: Examining Specializations

As I am working to finish the Specializations chapter for the upcoming Fantasy AGE Companion, I wanted to take a bit of time to talk about specializations.  Namely I wanted to take a look at how specializations are generally built and why they are built that way.

First and foremost it’s important to realize that specializations aren’t prestige classes or sub-classes you see in some other games.  There simply isn’t enough mechanical “oomph” in a single three tiered ability tree to cover various character elements the way a multi-level class overlay or substitution used in games like Pathfinder or D&D does.

And really? That’s okay. Because what Fantasy AGE specializations allow players to do is to combine them with talents, focuses, and other specializations to create highly customized characters.

So a specialization that makes you an expert axe-fighter, no matter how cool it is, won’t substitute for having the Axes focus. Or various talents to better swing, throw, and fight with your chosen weapon in various ways.  You will still want all of those things. And as the character advances if you decide you want to be an expert axe-fighter who is also adept at hunting down renegade sorcerers and evil mages? Well, you’re going to want to invest in the Mage Hunter specialization when you get a chance—likely customized to use Axes instead of Black Powder Weapons with its Novice rank.  Such combinations are how you build your “prestige class” for your character in Fantasy AGE, often making particular combinations of character abilities that are very distinctive and unique to most other characters around.

With these limitations and advantages to the system in mind, when designing specializations, it’s important to add mechanical elements that push a character upwards or sideways from other talents, class abilities, and the like, avoiding those things which simply replace an existing ability.  Don’t add a Novice specialization rank that takes another talent and makes it useless. On the other hand, don’t create an ability so overpowered when combined with another talent that it becomes a singular optimal build.  Neither one is particularly satisfying, and will result in specializations that are either too weak or too inflexible to be useful beyond a specific type of character.  So to use our axe-fighter example again, it’s cool to add a rank that lets you do certain stunts easier if you’re using an axe.  But don’t offer discounts on stunts that are already made easier by other talents.  That’s not a unique cool ability, its redundancy.  Likewise, don’t make an ability that’s pretty useless unless your character is dual-wielding axes, as this shuts out the character who uses two-handed, single weapon and shield, or single weapons.  This forces everyone with the specialization into basically the same or very similar builds.

Of course sometimes these rules are broken.  A specialization might be crafted with only single weapon fighting in mind or a talent ability might combine to make an expensive stunt cheap as part of a specialization’s core concept.  But in most cases, you’re better off with diverse powers and abilities that complement each other and provide neat options, instead of mere substitutions and numerical upgrades.

Also, when designing your own specializations as GMs or as players (with GM approval and aid), remember to treat specializations generally. Designing a specialization just for your PC might seem like a great idea, but it’s actually a really easy way to unbalance your character and not always in your favor!  For example, it might seem like a great idea to craft a warrior specialization that requires every strength and aptitude your PC already possesses and stacks potent abilities on top of talents and class abilities you’re already using.  But what happens if in a few levels you realize that more powerful monsters, more cunning foes, and more dangerous threats don’t fall to your “killer combos” as easily as their lower-level predecessors did.  Often, designing for more general utility within a theme is more useful and its certainly easier to apply to multiple characters in a campaign.

Azadrumoda

So with all that said, let’s look at how to build a specialization.  We talked about the Axe-fighter, so let’s give them a try.  I’m envisioning a specialized warrior, perhaps hailing from particular cultures, who are devoted to mastery of the axe in its various forms.

First this new specialization needs requirements.  These are usually relatively easy to reach, but not a foregone conclusion.  They also tend to include at least one ability score that best reflects a natural aptitude or particular physical or mental training.  In this case a few requirements are obvious. Given the concept and weapon involved, it seems like this would be a warrior-based specialization.  Also Weapon Group Axes would be required.  A focus with axes is so useful it’s hard to imagine most pursuing this specialization without it, but I’m leaving it off since it isn’t strictly required…just recommended.  To these obvious requirements I add a Strength of 2 or greater—it takes a lot of power to get and keep this sort of weapon moving effectively, especially the bigger ones.

With requirements out of the way, you need a Novice, Journeyman, and Master rank abilities.  These should match up roughly with talents or other specializations already in existence in Fantasy AGE.  For example, an ability that allowed a reduction in the cost of a stunt is roughly the same as many other talents.  A stunt cost reduction that only works in certain conditions might be a bit weak by itself, suggesting such abilities should allow for reductions in multiple stunts.  Balancing these is a bit of art and science, but with some practice it becomes fairly easy.

In the case of the axe-fighter specialization, it makes sense that even Novices would learn to always ready an axe with a free action.  However, this makes the novice level Quick Reflexes talent and Journeyman rank Thrown Weapon Style talents less useful.  So instead, let’s design an ability that reflects the ability of the fighter to throw an opponent off guard and seize an opportunity with a flurry of axe strikes.  Thus let’s say that as long as they’re using an axe on an attack, a novice rank axe-fighter can use the Seize Initiative stunt for 2 SP instead of 4.  Note: This is identical to the Scouting Journeyman talent.  But that’s a rogue talent…so it’s not rendered redundant by this warrior-only specialization.  Also, since it only works with axe attacks, it’s a bit weaker than the Scouting talent, which means making it novice rank specialization seems appropriate.

Now for the Journeyman rank.  It seems that axes are often considered to be scary because they can be used to deliver nasty blows and even glancing blows can be serious. Nobody wants to get hit by an axe and those skilled in its use are aware of this. So how to translate that into a Journeyman ability? You could give a discount on the Threaten stunt but we’ve already done a SP reduction so let’s consider an alternative tact. A Defense bonus might work, but that’s very similar to the Single-Weapon Style Talent. So instead let’s take this another way: the reason people are scared of axes is because getting hit by one is freaking horrible. Even if you armor stops most of it? It still hurts. So it makes sense Axe-Fighters can do serious damage with their axes. Again we might do a discount on Mighty Blow here that’s a Two-Handed Style rank. So instead let’s step sideways from those talents and provide a non SP discount bonus to Mighty (and Lethal) Blow and give an extra 1d6 damage when using Mighty Blow with an axe. Nasty to be sure, but it requires a particular weapon and a stunt at full cost, balancing out the effect.

Finally we have Master. Master rank Specialization qualities are at the core of the Specialization and can be quite nasty. So what’s the core of an expert axe-fighter? Striking hard and fast, keeping a foe on the defensive, and battering past armor and shields all apply here and what does that suggest? It suggests opening up a foe and finishing them off.  So what Master ability represents this? There are many options, but I’m going to go with two “lesser” abilities. First is the ability to use variant of the Disarm stunt to “hook” or bash aside a shield. This eliminates the shield bonus of a character until they take a Ready action to restore it.  The shield isn’t tossed aside like a Disarm against a weapon, but it is rendered useless for a time.   That’s pretty cool, but it only affects shields, so we should add something else. Let’s examine that against opponents who don’t have a shield to hide behind? A skilled axe fighter is very dangerous to attack as they’ve got a heavy, sharp weapon swinging about. So against unshielded foes? Axe-Fighters gain a Defense bonus, let’s say +2 because of the Master rank and limited use.

So there we have it. Your very own Axe-Fighter Specialization:

Requirements: Strength 2, Axes Weapons Focus Group

Novice: You may use the Seize the Initiative stunt for 2 SP instead of 4 when wielding an axe.

Journeyman: When using the Mighty or Lethal Blow stunts with an axe, add an additional d6 damage.

Master: You can use Disarm to “hook” shields, removing the shield bonus until the shield-user takes a ready action. You also gain +2 to your own Defense when fighting unshielded opponents.

Nasty, scary, tough, and yet pretty much useless without its chosen weapon, which provides some nice balance.

That’s just an example, but it shows the process of creating new Specializations in Fantasy AGE and is a preview of the process and types of things you’ll see in the upcoming Fantasy AGE Companion.

Chris Pramas
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Chris Pramas

Chris Pramas is an award-winning game designer and writer, and the founder and president of Green Ronin Publishing. He is best known as the designer of the Fantasy AGE RPG, the Dragon Age RPG, and Warhammer Fantasy Roleplay, 2nd Edition. He has been a creative director at Wizards of the Coast and Flying Lab Software and a lead writer at Vigil Games. Most recently he worked with Wil Wheaton on the Titansgrave web series from Geek& Sundry. Green Ronin continues to thrive under his leadership, publishing roleplaying games like Blue Rose, Mutants & Masterminds, and A Song of Ice and Fire Roleplaying.
Chris Pramas
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Critical Role Release Plan

Critical Role fans, you have questions about the release of the Tal’Dorei Campaign Setting book. So many questions! Rather than answer hundreds of tweets individually, I’m just going to lay out exactly what is going to happen with the book and when. Gather your party, because we are venturing forth!

The Basics: Critical Role: Tal’Dorei Campaign Setting is a 144-page hardback sourcebook. Matt Mercer wrote it himself, with assistance from James Haeck and development by Green Ronin’s own Joseph Carriker.  The book is full color throughout and features terrific art, as well as an awesome poster map by master cartographer Andy Law. The MSRP is $34.95 for the printed book.

Release Date: The book debuts on August 17 at GenCon. Note that it is NOT a GenCon exclusive! If you can’t make it to the show, you can still get the book from us, your local game retailer, and other sources. It should be in stores in the US and Canada by the end of August, and other countries in September.

Pre-Order and PDF: We will open up pre-orders in mid-July. We have a program called Pre-Order Plus that we use for most of our releases. Here’s how it works. If you order the physical book directly from us or from a participating brick and mortar retail store, you can get a PDF of the book immediately for only $5 more instead of its usual cost of $18.95. You’ll be able to buy the PDF separately at its regular price at this stage if you only want the electronic version.

If your local game store is not part of the Pre-Order Plus program, they can contract our sales team and sign up for the newsletter at this link: https://greenronin.com/retailer-support/.

Note that while we do sell into the book trade—so you can find our games on Amazon and other online vendors—the Pre-Order Plus program is only available through our online store and participating brick and mortar retail stores. (By brick and mortar, we mean stores that have a physical location, not online only sellers.)

GenCon Pickup: You will be able to pre-order the book, take advantage of the Pre-Order Plus program, and pick it up at GenCon. This will guarantee that a book will be waiting for you at our booth on August 17. There will be a special item in our online store for this when we open the pre-orders. Make sure you read the details at that time.

Shipping: We charge the actual costs of shipping. If you live overseas, this can, we know, be expensive. We do sell to international game distributors, so our best advice if shipping is too excessive for a direct order is to try to get your local game store to bring the book in. Stores in other countries can participate in the Pre-Order Plus program as well.

So that’s the skinny! To keep up on news about our Critical Role and other releases, bookmark this website or follow us on Twitter at @GreenRoninPub or on Facebook at https://www.facebook.com/GreenRonin. Watch for the pre-order going live in mid-July!

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

Ronin Roundtable: Rhydan of Unusual Size

 

After some shipping snafus, the Blue Rose Romantic Fantasy Roleplaying game has made its way into the hands of Kickstarter backers and will likewise be finding its way to a game store near you (especially if you ask your friendly local game store to stock it…).

One element of the Blue Rose setting that differs from “vanilla” fantasy worlds is the rhydan: “awakened” intelligent animals with psychic abilities. Indeed, the name “rhydan” in Aldea (the world of Blue Rose) essentially means “thinking beast or animal”. Rhydan are based on the various—often psychically-linked—animal companions found in romantic fantasy fiction, psychic “catalyst creatures” and companions from science fiction (from Andre Norton’s Star Man’s Son to Alan Dean Foster’s For Love of Mother Not), as well as the talking animals of various faerie and folk tales.

Rhydan “awaken” from otherwise ordinary animal species, and Blue Rose presents a handful of the most widely known rhydan, along with a table for “create your own rhydan” options. Early readers of the book particularly noted that rhy-cats (one of the most common rhydan) typically look like siamese cats, but are the size of mountain lions and wondered: Are all rhydan of such unusual size?

No, or at least, not necessarily. Rhy-cats were some of the very first rhydan in the earliest drafts of Blue Rose (before we were calling them “rhydan,” in fact) and they were conceived of as a specific species, unique to Aldea. That status carried over into the final draft of the original edition of Blue Rose, which had fewer rhydan options than the current edition. Nevertheless, when we updated how rhydan were conceived of in the new edition, we kept rhy-cats largely as they were as a nod to the game’s legacy. It could well be that ordinary house-cats, or even great cats like lions, tigers, or panthers (oh my!) could have rhydan members.

 

It’s likewise possible, given how rhydan already differ from their “parent” species, for rhydan characters in Blue Rose to be quite different in terms of size or even morphology from their mundane cousins, if you and the Narrator wish. For example, while the Blue Rose book doesn’t offer options for extremely small animals like mice as rhydan, it would be possible, or the Narrator could even offer the option of using an existing animal template, such as the raccoon, as a basis for a two-foot tall rhy-mouse with manipulative paws (and, a penchant for swashbuckling, perhaps?). The same might go for rhy-rats as well as others such as rabbits. Similarly, while there’s no rhy-elephant (rhylephant?) option in the game, perhaps a small awakened elephant from a distant clime, based on the horse template with a lower base speed and the addition of a tusk attack and manipulative trunk, is an option. Extrapolate outward from existing templates for similar creatures and variants.

Each rhydan is already unusual amongst its own species, so there’s no reason you can’t further tweak their unusual nature to better suit a concept a player might enjoy. Spin out interesting new characters and companions for your own Blue Rose series!

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

Pre-Orders Closing Soon

We have several products pre-ordering currently, but time is running out!

Through the end of May, 2017, when you pre-order the print version of Blue Rose: The AGE RPG of Romantic Fantasy, Blue Rose Narrator’s Kit, and the Freeport Bestiary (which is for the Pathfinder RPG) through our Green Ronin Online Store, we’ll offer you the PDF version of the relevant title(s) for just $5 during checkout. Just click the Add to Cart button on the popup to get the deal.

The Blue Rose Dice Set is also pre-ordering right now through the end of the month, but it doesn’t have a digital counterpart.

Other recent releases you may have missed are Love 2 Hate Politics and Love 2 Hate Comics, expansions for Love 2 Hate: The Party Game for Inappropriate People.