Blue Rose Bundle at Bundle of Holding

Blue Rose Bundle of Holding

Blue Rose Bundle: on BundleOfHolding.com: Now through March 30, 2020, you can get tons of great gaming and fiction PDFs at an amazing price, while doing good!

Blue Rose Bundle Starter Collection

For just $7.95 you can get the Starter Collection of four complete .PDFs, including the complete, full-color Blue Rose core rulebook, Joseph Carriker’s novel Shadowtide (and its novella-length sequel Pit of Vipers), and the new 14-story anthology Sovereigns of the Blue Rose.

Bonus Collection

Pay more than the threshold price of $20.05 and you’ll be able to download all five titles in the Bonus Collection, including the rest of the Blue Rose gaming line (the Aldis city sourcebook, the Six of Swords adventure collection, and the Narrator’s Kit), plus two more short stories.

What’s more, ten percent of your payment (after payment gateway fees) will be donated to the Pride Foundation!

Fantasy AGE Lairs: The Battle of the Beleaguered GM (Ronin Roundtable)

I was originally going to title this “The Lair of the Lazy GM” to get the reference to the new Fantasy AGE Lairs book in there, but decided that wasn’t fair, because it’s not a matter of laziness, but one of time.

It should come as little surprise that I loved creating things for my various campaigns as a Game Master. It’s one of the reasons I eventually got into doing it professionally as a writer and designer. Thing is, when I was at the peak of my own output in terms of creating things for my games, I was in my 20s, living with most of my game-group as roommates, and without many of the more—shall we say “mature adult”?—responsibilities that I have now. In short, I had more time and energy to devote to that kind of thing, to say nothing of the fact that I didn’t do it for work.

Which is all a long way of leading up to talking about Fantasy AGE Lairs, which (like several upcoming Green Ronin products) addresses the issue that a lot of us modern-day Game Masters face: “I want to run a game, but I don’t have time to prep everything.” I know that my own games these days tend to focus on either: 1) Things that I’m playtesting for work, or: 2) Published adventures and campaigns I can use as-is with a little customization.

Lairs helps with preparation on a couple of different fronts. The first is simply that it offers eight complete and ready-to-play adventures, each of which could occupy multiple game sessions. But it’s more than just an adventure collection since, as the title implies, Lairs offers location-based adventures, detailing a particular place that is the lair or home of the main threat of the adventure. From the Valley of the Whispering Titans to the Peak of the Mithral Dragon, Fantasy AGE Game Masters will find a variety of places they can drop into their own campaigns, and possibly expand upon, reuse, or build on to create further adventures. Indeed, each location in Lairs also features a set of four to six ideas for additional adventures in that setting.

Lairs also expands upon the Fantasy AGE stunt system with Location and Lair Stunts, based on the qualities of a place and time rather than a character or creature, tying the acquisition and use of Stunt Points into where the characters are in the adventure as well as what they are doing. Even without this exciting new spin, it would be a useful book for a Fantasy AGE Game Master who wants adventures by and for Fantasy AGE that are ready for hours of gaming fun.

This book is your ally in winning the battle of the beleaguered Game Master and can make the difference when it comes to being able to run your own Fantasy AGE game.

Green Ronin 20 For 20 Sale

Green Ronin 20 For 20 Sale

20 For 20 Sale

2020 is Green Ronin’s 20th anniversary, and to celebrate we’re having a site wide sale of all our games and accessories. Everything in the Green Ronin Online Store is for sale for 20% off through April 20, 2020, except for active pre-orders like Lairs for Fantasy AGE and Enemies & Allies for Modern AGE. We really appreciate all the support you’ve given us over the years, so please enjoy some great games at a great price!

Fantasy AGE Lairs Pre-Order and PDF

Fantasy AGE LairsFantasy AGE Lairs is now available for pre-order in our Green Ronin Online Store. When you place the pre-order in your cart, you’ll be offered the PDF version of Lairs for just $5! To take advantage of the deal, make sure to press “Add To Cart” on the pop-up. If you’d rather support your local store, make sure they know about our GR Pre-Order Plus program, through which you can get a coupon code for the PDF when you pre-order the print book through the store.

Fantasy AGE Lairs: Into the belly of the beast!

In this collection from some of the finest writers in gaming, each chapter introduces a new powerful adversary, including their lair, minions, and recommendations for using these threats in your Fantasy AGE campaigns. Also included are the all-new location stunts, allowing enemies and heroes alike to better use their environment in play.

Just some of the menacing monsters and their lairs include:

  • The ravenous Ghoul Prince, who rules his army of flesh eaters from his crumbling keep.
  • The legendary Clockwork Dragon, terrorizing the skies from its mountain stronghold along with its army of mechanical monsters.
  • The corrupted Dark Druid, whose twisted magic threatens all who enter his cursed valley.
  • The blood crazed Sea Queen, bringing madness and slaughter with her berserker minions, blood magics, and deadly living island reef.

Each lair also includes an adventure framework for introducing the menace into Fantasy AGE campaigns, as well as numerous adventure seeds and ideas for further encounters.

Fantasy AGE Lairs requires a copy of the Fantasy AGE Basic Rulebook, and works hand in glove with the Fantasy AGE Bestiary.

Warflower (Modern AGE Missions PDF) Now Available

Warflower (Modern AGE Missions PDF) Available NowThe Warflower inspires medieval sword masters and drug dealing alchemists alike, to discover its secrets—and kill for them. When this obscure 15th Century book gets stolen, strange, violent factions battle over its destiny, influenced by hidden forces who want the book’s secrets for themselves. Your team must uncover the secret contained in the Warflower’s pages—and your Game Master decides what that mystery is.

Warflower is an adventure for Modern AGE characters levels 1 to 4, with rules to play in any Mode and multiple options for its central mystery, so Game Masters can adapt it to supernatural, high-tech, or down to earth campaigns. 

Originally the official Green Ronin Freebooter adventure introducing Modern AGE at Gencon 2018, Warflower has been revised and laid out with art as a PDF everyone can enjoy. Set in our early 21st Century, the adventure is otherwise suitable for multiple campaign settings, from your own to Green Ronin’s Threefold.

Warflower is the first offering in the Modern AGE Missions series. Modern AGE Missions are single serving PDF adventures designed as one shots or to be integrated into ongoing campaigns. Look for future Modern AGE Missions alongside other Modern AGE electronic offerings.

Check out Modern AGE’s published settings: Lazarus (or Lazarus PDF here) and Threefold (or Threefold PDF here)

From Freelance to Dev (Ronin Roundtable)

I’m not normally a big fan of surprises, but I’ll make an exception for this one. When Joseph Carriker asked me if I’d like to write a Ronin Roundtable about making the jump from freelancer to developer, I was pretty psyched.

Coming Soon! Six of Cups is an Adventure Anthology for Blue Rose: The AGE RPG, just in time for Green Ronin Publishing’s 20th Anniversary!

I first inquired about writing for Green Ronin back in 2011, but my timing was bad and there were no projects in need of authors, just then. Even at that point, I’d been at this a long time, and that sort of thing happens: if you don’t have the good luck to ask right when a developer has an open slot on a project, the best you can usually hope for is for your name to go into the (often pretty big) pile of interested prospective writers for some other job, down the line. Fast forward a few more years and several more inquiries, however, and I got my break, doing some work for the Chronicle System. Only a couple of years on from there, in 2016, Joseph offered me the chance to take a crack at doing some fill-in development work on Desert Threats (again, for the Chronicle System), and I jumped at the opportunity to once again try my hand at an aspect of roleplaying game design with which I’d previously had only minimal experience.

Fast forward yet another several years and a bunch of development jobs, getting a little more hands-on with the process, each time, and I’ve come to understand that really is a whole different sort of beast. When you’re writing as a freelancer, you’re trying to realize, in a way that’s entertaining and informative, a vision that’s been outlined for you. You have input into what you’re creating, of course, but you’re almost always playing in a sandbox with firm borders. Development, on the other hand, entails bouncing ideas back and forth with other folks on the high-concept end of things, working to craft the vision that others will then put more extensively into words. In essence, you’re the one building the sandbox, and you have to create it with an eye toward making it a fun and rewarding place in which others get to play, while also stocking it with all the stuff they’ll need to get the job done right.

With writing, you have to be mindful of cooperating well with your fellow authors, but, beyond that, you’ve generally got quite a lot of autonomy—as long as you follow the developer’s instructions, you’re pretty much always good to go. Development demands an almost entirely distinct (and much more rigorously collaborative) skillset. You’re effectively a project manager, keeping everyone on track and maintaining the work as a cohesive whole, every step of the way, but there’s rather a lot more to it than that. You’re also the first-pass editor and art director, laying the groundwork for the actual editor and art director to do their jobs, and you’re absolutely going to need to do at least a little bit of writing, too; not just the book’s introduction (which is usually part of development duties), but also anything, at all, that ends up needing to be filled in. Similarly, pretty much anything that falls under “miscellaneous,” whether foreseen or unforeseen, ends up as part of your job. You’re the interface between the front-end and back-end of the creative aspects of the project, fielding questions from both sides, and trying to make everything run as smoothly as possible for everyone involved. Ultimately, though, there’s no feeling quite like seeing a book take shape, starting as a mere skeleton of an outline, and ending as a fully fleshed out addition to a setting you love.

So, yeah: adjusting to development has definitely involved a learning curve, but it helps to be working with great folks, all of whom bring their different strengths and perspectives to the table, even as I hone the skills that help me to bring my best work to each new book (and, in the process, to your gaming table!)

Time Goes By (Ronin Roundtable)

The Mutants & Masterminds RPG is old enough to vote this year. “The World’s Greatest Superhero Roleplaying Game” (tagline credit to the bombastic style of Stan Lee) turns eighteen years old in 2020, as well as Green Ronin Publishing’s 20th Anniversary! Alongside it, Earth-Prime, the official M&M setting also turns eighteen and, with the third edition of the Freedom City sourcebook that started it all released nearly three years ago already, one has to ask: “Where does the time go…?”

In his classic Strike Force superhero campaign, the late, great Aaron Allston offered a number of options for the aging of player characters: Allston had time pass in his campaign at roughly the same pace as the real world, so some characters were mortal and aged at a normal rate. Others were immortal and didn’t age at all, while various characters in-between had some forms of slowed aging or the like that kept them vital and extended their super hero careers. Good thing, too, since the Strike Force campaign lasted for over twenty years!

In the award-winning Astro City comic book series, author Kurt Busiek had time pass in the fictional city at the same pace as the real world: Astra Furst, in grade-school in the classic Astro City #4 in the mid-90s, graduated from college in Astro City Special: Astra in 2009. Born in the mid- to late-80s, Astra should be entering her mid-30s this year!

With inspirations like Strike Force and Astro City, Freedom City (and therefore Earth-Prime) also embraced the notion of time passing in the world and for its characters. When the second edition of Freedom City was planned, there was a mere three years difference between the first and second editions of the game. Therefore, I thought it would be fun to “update” things a bit, pushing the setting timeline forward by about that amount and having things like the teen hero Bowman graduating from Claremont Academy to “step-up” to membership in the Freedom League, Captain Thunder’s young (now teen) son attending the Academy and friends with the also-now-teen Chase Atom, and so forth.

The notion flowed through later M&M sourcebooks, such that when the first edition of Hero High came along, we introduced even more new “freshman” characters to replace the Next-Gen who were aging out. At least one of them (Elite of the Alterna-Teens) has gone on to become an adult legacy hero, taking up the mantle of the Raven in Atlas of Earth-Prime. By the time the third edition of Freedom City came along, some eleven years had passed since the second edition! That called for some changes, as readers can see, with ageless members of the hero and villain communities existing largely unchanged alongside others who have grown up, retired, or even left the mortal coil altogether.

Now, it’s likely that M&M will pump the brakes on the setting’s timeline a bit, given we honestly didn’t plan on it being around nearly twenty years later! Like I said, the most recent setting book is already three years old, and Green Ronin wants to play around a bit in that era, while giving you the opportunity to do the same, without constantly having to update “current events.”

Of course, it may well be that some game groups prefer the “classic” versions of the Earth-Prime setting and its characters. Perhaps the notion that the Sentinels from Emerald City came along years after the Freedom League, or that the “new heroes” of the setting have actually been around since Emerald City was published in 2014, doesn’t fit with their expectations.

Since the setting is yours to do with as you and your game group prefer, fear not! Somewhere out in the Omniverse is a parallel Earth that follows the “10 years ago” model of most mainstream comics, which says that their major characters have been active for no more than a decade or so, regardless of how long their publication history may be. It was how the original Freedom City timeline was built, with the first major event of the “modern age of heroes” happening ten years prior. The current Freedom League can still have come about as a result of the Terminus Invasion, which still happened ten years ago, just in 2010 instead of 1993. The “classic” first and second edition Freedom City-era characters can still be at the peaks of their crime-fighting careers.

Who knows? Maybe in the infinitude of the Omniverse there’s a ten-year cycle where a new “age of heroes” starts, over and over again, on a new world and the “old” Earth-Prime is a place they occasionally visit to see glimpses of the future that might await them—as time goes by.

Astonishing Adventures: The Isle of Dr. Sersei (Mutants & Masterminds PDF)

Astonishing Adventures: The Isle of Dr. Sersei

Astonishing Adventures: The Isle of Dr. Sersei

Welcome … to The Isle of Dr. Sersei! Today we present another issue in our Astonishing Adventures series for Mutants & Masterminds. Astonishing Adventures: The Isle of Dr. Sersei is an island-based Mutants & Masterminds PDF adventure for 4-6 heroes of Power Level 10.

From ignored eco-activist to feared mad scientist, Dr. Sersei will save the world, even if it means unleashing a plague that could wipe out half of humanity! The heroes have located her secret island base, and the clock is ticking before virus-laden missiles blast off to change the Earth forever. Are superpowers any match an army of mercenaries and mutants, or will the heroes meet their end on the Isle of Dr. Sersei?

Astonishing Adventures bring exciting new adventures for Mutants & Masterminds, Third Edition to you every single month, complete with all the action and villains you need to bring the story to life!

Modern AGE’s Enemies & Allies: Getting Normal (Ronin Roundtable)

Last time I posted about Enemies & Allies I talked about some of the ideas that went into design and development, but I used the chapters on fantasy, horror, and science fiction to illustrate my points. See this post for a rundown on this book of characters and creatures and you’ll notice something: two more chapters covering more down to earth subjects. Chapter 2: Elite Operatives covers some of the highly skilled figures of espionage, technothriller fiction, and some procedurals. Chapter 4: Crime and Punishment, gets into crooks and cops. Let’s talk about the ideas informing these chapters.

Who’s after you? Your character may not know but with Enemies & Allies, your GM does.

Elite Operatives: Aid and Opposition

Dylan Birtolo’s chapter covers a slate of highly skilled Non-Player Characters. In this case, the important thing was to populate the chapter with interesting, useful NPCs. This chapter’s primary focus is action and espionage, so we have the Armored Soldier, Double Agent, Field Agent, and Field Commander. In addition, we present the unique NPC Clara Lynch, a martial arts expert with military connections who can act as a gateway to the other elite characters in the book. In addition, we present the Negotiator and Publicist not only because not all highly skilled NPCs are combatants, but because they can provide valuable aid in areas typical characters aren’t good at.

This is not to say that we locked every character in this chapter to a straightforward function! Dylan included two entries that were generally useful, and deserved inclusion. First, the Robot Dog represents an automated threat or potential guardian based on cutting edge realistic technology. Many of us have seen the new generation of agile robots. The Robot Dog combines them with other innovations in artificial intelligence and, for the armed model, automatic targeting.

The Law and the Lawless: Populating the Underbelly

Ron Rummell’s chapter covers criminal and law enforcement. Both these elements are essential to modern games in virtually every genre, so we were especially careful to make it broadly useful. One of the most important aspects of this chapter is that it doesn’t limit itself to potential combatants, but NPCs covering the range of underworld and law enforcement figures who might appear in the campaign. Characters probably won’t get in shootouts with the Pickpocket, but that NPC may have stumbled across important information, or taken off with an object critical to the campaign. The Police Chief may not be on the front line, but they can call a citywide manhunt where Player Characters might join in or be its targets.

The other important element in this chapter was to carefully examine where any cultural biases may have pushed us, because these tend to manifest strongly in stories involving crime and the law. That manifested in how we developed the text, but also in how the art turned out. This means, for instance, that the image associated with the Mob Boss is that of an Asian woman who isn’t surrounded by the motifs associated with any stereotypical elements of any nationality’s organized crime group. Beyond ethical considerations, this gives the GM a sense of breathing room to devise their own groups.

After Enemies & Allies

This concludes my series about the book, but Modern AGE has more to come. Next time you read anything from me, it’ll probably be about Five and Infinity, the adventure series for Threefold—a setting that happens to accept Enemies & Allies as completely canonical. Talk to you then.