A Few Words on Languages

Tabletop roleplaying games can give us some funny ideas about languages and linguistics. At least, I know they did for me in some regards. Starting with a certain Popular Fantasy Roleplaying Game comes the notion that player characters are all multi-lingual, speaking three, four—as many as seven or eight languages fluently! This is often compounded with the notion that entire species share the same language, or that there are special languages for fantastic creatures from dragons to elementals to the denizens of different planes of existence.

Later RPGs have taken a more nuanced, and certainly more detailed approach to languages, including various levels of fluency, and things like complex charts showing the relationships between “language families” of earthly or imaginary languages, which may grant some greater understanding or closely-related tongues.

understanding the Language can be very important

“I’m not sure what you just said, but I don’t care for your tone!” Art by James Ryman

The Modern AGE rules have a somewhat laissez-faire attitude about languages. The sidebar on page 16 of the Basic Rulebook says characters should “be able to speak, read, and write whatever languages” they “would pick up due to their cultural and social class” suggesting a limit of three. The Linguistic talent in the game handles learning additional languages and requires a fairly significant investment, since talent degrees aren’t easy to come by, and each degree in the talent grants only one additional language. It would take a new specialization to create the true polyglot character who speaks a dozen or more languages.

Fantasy AGE likewise offers a Linguistics talent, for characters truly dedicated to speaking other languages. The game’s ancestries follow the fantasy standard of an ancestral language (all elves speak Elvish, for example) along with a “Common tongue” used and understood by everyone, for the most part.

Mutants & Masterminds treats language fluency as an advantage, one rank grants an additional language the character can speak, but each additional rank doubles the number of languages, so it’s fairly cost effective to create someone who speaks a dozen or more of them. Of course, in M&M, the ability to speak and understand all languages is on the table for just 2 ranks of the Comprehend power, so there isn’t a lot of point in having more than a few ranks in the Languages advantage, other than to represent the character’s own skill and knowledge.

Individual Game Masters have to decide the role languages—particularly unknown languages—will play in their campaigns. In some cases, the language barrier can be an important element of adventures or the setting. Others prefer to generally ignore the problem in order to get on with things; the Threefold setting for Modern AGE, for example, includes magical “universal translators” for characters working for the world-spanning Sodality, so GMs don’t need to worry about whether or not the characters speak any of the local languages—at least not until their translators are lost or stolen! Likewise, the Cosmic Handbook for M&M recommends Comprehend as a “default” power for star-spanning campaigns, unless you want to institute some form of “Galactic Common” that all alien species speak and understand.

When building worlds of your own for RPGs, you might want to give some thought as to how people say things, and what languages they are saying them in.

Bite-Sized Siege of Starhaven

The Guide to Starhaven for Mutants & Masterminds

Editor’s Note: This Ronin Roundtable is intended as advice for GM’s of Mutants & Masterminds, and it contains a few spoilers for would-be heroes in the Siege of Starhaven adventure.

 

Hello heroes! It’s great to be chatting with you all again after the spectacular extravaganza that was Gen Con. It was my first time attending and I am happy to confirm that the legends of its grandness were not overstated. I had such a great time being amongst so many gamers and just seeing everyone truly happy to be immersed in this grand hobby of ours. There just isn’t anything quite like a con to help reignite the passion for gaming. Thank you to all of the players who participated in my events and to everyone who stopped by the Green Ronin booth.

It was great getting to run Siege of Starhaven from the new Guide to Starhaven sourcebook for players, but one thing I learned quickly in my con prep was that this adventure is definitely not a four-hour experience. This probably isn’t shocking as it was written by the person who is often accused of running 1.5 shots so often that we’ve started calling my 1 shots  “special limited series” over at the Untold Stories Project. I have a habit of overwriting, which can be useful for GMs at home, but not so much for a convention experience. Not to worry though I embarrassed myself running out of time so you don’t have to.

The trouble with using any published adventure is that they’re usually written with an idea of what the beginning, middle, and end are going to be, and trying to find smaller story arcs within the plot can lead to a hollow story. Finding the right places to trim is a GM skill that doesn’t usually get enough practice, as, if you’re anything like me, the big worry at the table is “do I have enough content for the next four hours?” Siege of Starhaven has a set number of beats in its original outline that give the story pace and momentum. It has an “in media res” intro scene, an investigation that can go basically three directions, a first encounter with the villain that ends in defeat for the heroes, an escape, a rallying of resources, and then a triumphant final combat with the forces of the Stellar Imperium. It’s all very exciting and I intended for it to be the first two or three sessions of a brand new Starhaven campaign.

I used to be pretty good at estimating how much adventure fits into four hours of play, but I’ve been spoiled running an ongoing series for the last few years. I haven’t HAD to shorten things so I’ve let that part of my GM brain atrophy. I ran Siege of Starhaven at Origins this year, and admittedly I didn’t find the right place to make the end of the adventure feel like a satisfying payoff. I wasn’t prepared for how abruptly I was going to run out of time. The players all still had a great time and left with a smile on their face, but it didn’t feel like my best work to myself. I promised I would take the time to better condense the story before Gen Con.

I did not keep that promise.

Between work and my stream games, I didn’t do as much Gen Con prep as I would have liked, so I was worried that once again the adventure wouldn’t be as satisfying as I wanted it to be. As I was flipping through the sourcebook in the thirty minutes before the event was scheduled to run, I had an epiphany about the plot. I wrote down a few notes, which I’m going to share here. This is how I shortened the adventure to fit in one four hour slot:

I started by cutting the adventure down to four scenes. The new story outline was thus: introductory scene to establish stakes/teach people how the rules works, investigation with multiple paths

Prime Consul Tamira-Van of Starhaven

Prime Consul Tamira-Van

to reward player agency, big fight with the villain at the end.

Scene One: Instead of beginning in media res, I added a roleplaying scene to provide more context as to what the heroes were looking for in the warehouse and who they were working for. They met with Prime Consul Tamira-Van who explained that the Children of Chrysalis were stealing artifacts from the Draffsnarl and that she had a tip about where they would strike next. She explained that this was a tryout for Starhaven’s new defenders and if they prove themselves she would be willing to appoint them as the Guardians of Starhaven. From there the fight with Pupil and the Imperium troopers went as scripted in the adventure.

Scene 2: This works pretty much as written. The heroes search the warehouse and find leads that point them towards Tamira-Van and MamaKaiger. The person they choose to follow up with then determines next steps, either towards the missing Daedalus and the Robot Forge or the elusive hacker Bran Cardon. The only slight modification needed is to eliminate any mentions of Cardon’s interest in Daedalus/the Facetwild.

I had time for a ten minute intermission here.

Scene 3: Again pretty much as scripted, either the conflict in the Robot Forge or the skill challenge to break into Cardon’s warehouse. The only modification to Cardon’s warehouse is that the body is actually his body and not a decoy. The building still explodes and leads to…

Scene 4: The various challenges in the Fait Accompli scene. Helping the burning building, rescuing the pilots at the starport, etc. The only difference is that instead of providing the minor bonuses for other scenes in the adventure, any successes in these challenges reduces the amount of enemies in the final fight with Ko-Nan (similar to the resistance assets in the current adventure.) Pull a benefit from that table and assign it to the Fait Accompli challenges: rescuing the pilots removes one of the Hounds for example. The other small modification is that Ko-Nan doesn’t mention that she has control of the Propylaea so the heroes are able to confidently confront her.

Scene 5: Big fight with Ko-Nan and her crew!

There you have it, a beginning, middle, and end that offers a wide variety of scenes and a pretty well-paced story for four hours. And there’s even time for a bathroom break if you want it. I’ll be going over the topic of shortening adventures (and lengthening them if you’re long-winded like me) more generally in some of the material I’m working up for Astonishing Adventures Assembled but this is how I would modify Siege of Starhaven for a nice one and done. Thank you for taking the time to read today and happy gaming!

And if you’d like a print copy of the Guide to Starhaven, a Print On Demand option is now available at DrivethruRPG!

The M&M PDF Mega-Bundle

Mega-Bundle for Mutants & Masterminds!

Where do I begin to tell you about how awesome the new M&M PDF Mega-Bundle offer from Green Ronin is…?

Ah, yes—at the beginning!

That’s certainly fitting, since the Mega-Bundle goes all the way back to the beginning of Mutants & Masterminds: with its first edition in 2002. (Have we mentioned this is the 20th anniversary of Mutants & Masterminds?) This was before Green Ronin was even selling PDFs of most of its products, so many of the first edition products included in the bundle are being released electronically for the first time ever. That includes both the first edition of the Mutants & Masterminds RPG and the Freedom City setting, the books that launched it all.

How many first edition books? Well, all seven of them, including classics like Noir and Gimmick’s Guide to Gadgets. Pretty great, huh?

But then we get to the second edition.

Because the M&M PDF Mega-Bundle also includes 45 second edition M&M products: virtually everything Green Ronin published for the second edition of the game. Not just the core rulebook and sourcebooks like Ultimate Power or the second edition of Freedom City, but also PDF-only products like Archetype Archives, Freedom City Atlas, and much more!

With fifty-two different products (editor’s note: oh there’s more than 52!) and a bundle price of $29.99, each is only a little more than fifty cents! That’s a fraction of the cost of a digital comic book these days, much less a digital game product. Honestly, even if you already have 45 out of the 52 PDFs in this bundle, it would still be a bargain for the remaining seven.

With Mega-Bundle Comes Mega-Opportunity

So, if you’re a third edition Mutants & Masterminds player or GM, how useful is this Mega-Bundle to you? Very!

Take a look at the free Mutants & Masterminds Second Edition to Third Edition Conversion notes. With these simple guidelines, you can make use of any of the second edition source material in your third edition games. Since most of the numerical values (ability modifiers, power ranks, etc.) remain the same, it’s easy to use many stats on-the-fly without converting them over in detail.

In addition, these sourcebooks contain a wealth of setting information, adventure material, and Gamemaster advice independent of game system updates and all useful in any M&M game.

The products in this bundle are the entirety of Mutants & Masterminds history: Want to set your Freedom City campaign in the era before the Silver Storm changed Emerald City, or even before Bowman graduated from high school and joined the Freedom League? You can, with these references at-hand. You can explore classic adventures like Time of Crisis and Time of Vengeance, either running them as-is or updating them to the present day for your game.

Of course, the earlier edition material is also still perfectly usable as-is. Do you want to run a first or second edition Mutants & Masterminds game? This bundle gives you everything you need, and then some! Do you have some gaps in your M&M collection? The Mega-Bundle is the ideal opportunity to fill them in and get some products that haven’t been available in print for several years, or have never been available electronically prior to this.

What About the Third Edition?

While most third edition Mutants & Masterminds products are still in-print and not included in the Mega-Bundle, don’t think we’ve forgotten them! We also have an M&M Reprint Extravaganza to bring some of those rare and hard-to-find third edition books back into print, while offering you the opportunity to get them at the previous cover price before rising costs for printing, shipping, and distribution require us to raise prices. Be sure to sign up to be notified when the Reprint Extravaganza crowd-funder goes live so you don’t miss out on this opportunity.

This incredible Mega-Bundle Collection is also available on DrivethruRPG!

Last Chance Warehouse Sale

Last Chance Warehouse Sale: 75% off select print books, while supplies last!

 

After 22 years in business, the Green Ronin warehouse is looking a little crowded. With reprints and new products incoming, it’s time to make more space! These deals are for print products only. With limited stock and priced to clear some pallets, this is a screaming deal (75% off!) you don’t want to miss. With that, we offer you the LAST CHANCE WAREHOUSE SALE!

Please note the sale does not extend to shipping, and shipping fees are determined by the carrier.

75% off on select titles

 

Wanted: Bounty Hunters – The Expanse RPG

Trades of the Expanse: Bounty Hunter

Available Soon!

Coming soon to the Green Ronin Online Store and DrivethruRPG, Bounty Hunters kicks off the new Trades of the Expanse PDF series of short, well, expansions for The Expanse RPG, looking at different trades and professions in the setting: how to create characters practicing that trade, game systems for handling their jobs, and adventure hooks and ideas for them, to name a few. Bounty Hunters starts off with the basic premise “Throughout human history there have been people who posed problems for other people, and those willing and able to deal with such problems—for a price. It may have been someone who needed to be found, apprehended, given a message or a warning, or simply eliminated.”

Makes a certain amount of sense to start with bounty hunters, since The Expanse essentially starts off with a “kidnap job” assigned to StarHelix detective Miller. Coincidentally, bounty hunters are also prominent in other science fiction media of late and might provide some additional inspiration.

The product takes a look at the practice of bounty hunting in the System of The Expanse, including its relative legality, the types of bounties, and the clients offering them. It provides guidelines for bounty hunters looking for work, and the ways in which they find it, from standing bounties to agency assignments. It also looks at the bounty hunting process from start to finish, from getting the job to tracking the target to getting paid.

Bounty Hunters offers AGE game system material as well. It includes handling bounty hunting as an investigative challenge, income rewards, “Tools of the Trade” equipment, a Bounty Hunter specialization, and a couple of ships suited for bounty hunters. It even has special bounty hunting stunts like “The Upper Hand,” “What Makes Them Tick” and my personal favorite, “Saw That Coming,” which lets you spend Stunt Points to retroactively declare that you planned for something that your target ends up doing and you’re prepared for it.

The product also offers resources for Game Masters, including dealing with bounty hunter reputations, some ideas for Churn effects while hunting a bounty, and a “Jobs Board” with some potential bounties you can use as starting points for your own Expanse adventures focused on bounty hunting.

All in all, Trades of the Expanse: Bounty Hunters is a powerful little package, whether you want your crew to try their hand at the trade for a change-of-pace, or you’re interested in a whole series focused on bounty hunting in the System (and even many systems, with the Beyond the Ring sourcebook).

Trades of the Expanse: Bounty Hunters will be available very soon!

Gen Con Indy 2022

The Green Ronin Convention Crew reports from Indianapolis that Gen Con is going well! Alex and Jonesy are running sold-out games, and some products are already sold out as well. Here is a view, care of Disembodied Troy, of what’s for sale at Booth 101.

Here’s a view from inside the dealer hall at Gen Con 2022 in Indianapolis, Indiana, showing off all of the goodness available for sale this weekend at booth 101, right inside the hall entrance next to Paizo. If you’re at the show, stop by and see us!

New at Gen Con are Cyberpunk Slice and Five and Infinity for Modern AGE RPG, Danger Zones and Starhaven for Mutants & Masterminds, Six of Cups for the Blue Rose RPG, the 5e adventure A Shadow in the Downs for The Lost Citadel, and a novel for The Lost Citadel, A Song of Eagles! And, as you can see in the video, we have tons of other great game products, like Sentinels of Earth-Prime, The Expanse RPG, Freeport, and more. Plus, we are running awesome bundle deals at the show. Booth 101!

We’ve since sold out of some things, necessitating some revised bundle deals, which look like this:

A Haven in the Stars

The Guide to Starhaven for Mutants & MastermindsIt’s all Alex Thomas’s fault. We said so on Mutants & Masterminds Monday. Alex wanted to run a streaming game for Team M&M and asked “so what else do we know about this Starhaven place mentioned in The Cosmic Handbook?” To which Crystal Fraiser and I said, “Nothing.” The paragraph or so of info about the alien settlement on Jupiter’s moon Europa was just that, a kind of throwaway description intended to inspire Gamemasters.

I guess it worked, because Alex took it upon himself to spin out a whole adventure which he ran on-stream for us. It certainly got Mutants & Masterminds fans wondering, too, and asking “So when do we get to find out more about Starhaven?” If you are a part of the Mutants & Masterminds Patreon you already know the answer to that (and, if you’re not, honestly, you’re missing out). Last summer, we launched a “Summer of Starhaven!” series to design more material about the setting and how to use it in an M&M game.

Now, this summer, we can announce that The Guide to Starhaven is now available for purchase! The 76-page, full-color product goes into detail about the alien settlement of Starhaven, repurposing an ancient, ruined city located on the Jovian moon Europa. Built by the mysterious and powerful Preservers, the domed city has lain abandoned for millennia. Now, a mix of alien refugees fleeing the fall of the Lor Republic and the rise of the Stellar Imperium have been resettled there by Earth’s superheroes.

The Guide to Starhaven looks at the city and all of its various districts, the Green Zone “nature preserve” surrounding it (including all manner of prehistoric Earth animals brought here as specimens) and the unexplored areas of the ruins and what they contain. It also details the inhabitants of Starhaven, their newly established government (voted on by our patrons!), political and social factions, and three main antagonists Starhaven heroes might face.

It goes beyond the bounds of Starhaven to look at survival on the icy surface of Europa and other locations on the frozen moon such as the fascinating Facetwild, with its random energy storms and crystalline creatures. It even dives beneath the surface, into the endless dark ocean under Europa’s ice, and the mysterious life dwelling there, which even the people of Starhaven aren’t aware of … yet.

The Guide also looks at creating your own Starhaven heroes, adventures, and campaigns, including four campaign concepts and nearly a dozen different adventure ideas. All of this, plus a developed, full-length version of “Seige of Starhaven,” Alex’s exciting adventure, where a team of power level 10 heroes take on smugglers, alien cultists, a murder mystery, the dangers of the Facetwild, and an all-out invasion of the city! It’s a great inspiration for a Starhaven series of your own. (As the Untold Stories Project demonstrates with Guardians of Haven.)

The Guide to Starhaven is available now on the Green Ronin Store and DriveThruRPG as a downloadable PDF, and now print-on-demand via DriveThruRPG. For those who will be at Gen Con this August, we hope to have a limited number of print copies there for sale!

If you do decide to reach for the stars and visit the alien frontier of Starhaven, remember to thank Alex. After all, he started it!

Gen Con Events!

Gen Con ®

Hello heroes! We are running some events at Gen Con this year! We are so excited for the chance to play with all of you. To help you find us, I have compiled this rough schedule of our events so you can come play with us at the con. I know our events are sold out, but you can still add them to your wishlist in case of cancellations, and I usually keep a secret seventh slot for my events if you show up with generics. I’ve laid our schedule out chronologically and have included event descriptions/GM as well. We hope to see you there!

Wednesday

8pm

  • Event Title: Freedom League: All in the Family
    • Synopsis: All isn’t as it seems when Zeus requests the Freedom League’s assistance in foiling his brother’s latest scheme to take over Earth-Prime.
    • System: Mutants & Masterminds
    • GM: Alex

Thursday

8am

  • Event Title: A Familiar Quest
    • Synopsis: After years of planning, the foul sorcerer Soulban has returned, springing his trap, & capturing the brave heroes of Crestwall. Now it is up to their animal allies to save them & all of Crestwall.
    • System: Fantasy AGE
    • GM: Jonesy
  • Event Title: The Mummy: The Lost Library
    • Synopsis: Rick O’Connell & crew dive into danger seeking the ruins of the Great Library of Alexandria.
    • System: Mutants & Masterminds
    • GM: Alex

Friday

9am and 4pm

  • Event Title: Secrets of Renwick Manor
    • Synopsis: As members of Beckmen & Hall’s “special handling” department, you are trusted to complete jobs of a more esoteric nature. The job: recover some dangerous items from the estate of August Renwick.
    • System: Modern AGE
    • GM: Jonesy

7pm

  • Event Title: The Siege of Starhaven
    • Synopsis: Eyes from across the galaxy are focused on Starhaven, eager to make use of its citizens, its ancient Preserver technology, and its close proximity to Earth. It is a city in need of heroes…
    • System: Mutants & Masterminds
    • GM: Alex

Saturday

9am

  • Event Title: Secrets of Renwick Manor
    • Synopsis: As members of Beckmen & Hall’s “special handling” department, you are trusted to complete jobs of a more esoteric nature. The job: recover some dangerous items from the estate of August Renwick.
    • System: Modern AGE
    • GM: Jonesy

2pm

  • Event Title: Titan City Chronicles: Blood Run
    • Synopsis: Vampires are roaring through 1920s Titan City, and it’s up to a ragtag band of noir heroes to stop them.
    • System: Mutants & Masterminds
    • GM: Alex

Sunday

10am

  • Event Title: A Familiar Quest
    • Synopsis: After years of planning, the foul sorcerer Soulban has returned, springing his trap, & capturing the brave heroes of Crestwall. Now it is up to their animal allies to save them & all of Crestwall.
    • System: Fantasy AGE
    • GM: Jonesy

And don’t forget to drop by Booth 101, and come check out all the new things Green Ronin has available for Gen Con this year!

 

Visit Green Ronin at Booth 101, Gen Con Indy 2022

Modern AGE, Four Years On: Modern Adventures

In my last two articles I talked about where the Modern AGE line currently stands with its core, setting-agnostic books, used to customize the game as you please, and its published settings, from sketches to two full-blown game settings: The World of Lazarus and Threefold. However, I ran long on the second article and didn’t have a chance to talk about the adventures we have—and that’s what this one is for.

Modern Adventures await!

Two Versions of the Quickstart

Modern AGE: Threefold QuickstartOne weird thing that happened during Modern AGE line development is that we ended up with two quickstarts.

Original Quickstart (Burning Bright): Back in 2018, Modern AGE’s quickstart included an adventure about going to another dimension, Tannebrim. To inform you anew or refresh your memory, a “quickstart” contains cut down rules, pre-made characters, and an adventure to run them through, so you can get a taste of what the full game is like.

Expanded Threefold Quickstart (Burning Brighter): Fast forward a year, to when the Threefold game setting was on the cusp of release, and we wanted to participate in Free RPG Day. Well, Threefold was one of the inspirations for the original quickstart adventure anyway, so we produced an expanded, updated version with additional content and pregenerated characters that were fully integrated with the Threefold setting. We made that available in print for Free RPG Day, but you can still get it for free electronically.

Both versions are still available for download, but be aware that the latter version, with the adventure “Burning Brighter,” is an expansion of the original and its adventure, “Burning Bright.” You’ll have to run one or the other in any given campaign.

Backs of the Books

The Modern AGE Basic Rulebook comes with an adventure called “A Speculative Venture,” about bad things happening at a fancy party…and special options to let the Game Master decide what the central secrets of the adventure really are, to make it work with as wide a range of published or homebrew settings as possible. It’s for Level 1 characters.

Both setting books also include adventures for new characters, though these don’t have a choose-your-own premise option.

The World of Lazarus scenario “Taking the Stone,” is firmly set during the rule of the families, decades after Year X, but can be adjusted based on which of the setting’s campaign models you employ—and whether you’re a serf or one of the elite.

Threefold’s included adventure, “Identity,” takes characters across multiple planes of existence to deal with transdimensional political intrigue, bound in the question of what it means to have a soul.

Modern AGE Missions Modern AGE Missions: Feral Hogs

The Modern AGE Missions series presents a variety of adventures, some of which might appear in any modern setting, and some of which are more specific. These adventures are not necessarily connected, and can be dropped into your game, or used as the anchor for a campaign if you expand them. The first two were developed by me, while the rest come courtesy of Meghan Fitzgerald.

Warflower: Sudden, strange violence at an auction leads to the disappearance of a late medieval book on warfare and alchemy. Who took the Warflower, and why? And who gets killed with a sword nowadays? Like “A Speculative Venture,” Warflower lets the GM choose the ultimate secret behind it all. For characters levels 1 to 4.

Feral Hogs: A pop-culture infused apocalyptic ATV-riding, meshback-wearing fever dream. The end came with mutagenic chemicals, abundant energy drinks, pyramids of cardboard boxes, and of course, 30-50 mutant feral hogs, running into your yard. And what will you do when they come? Huh? HUH? For characters levels 1 to 4.

Flight 1701: A routine flight turns into humanity’s first contact with extraterrestrial life—and first trip to an alien biosphere. The passengers and crew must work together to discover what happened, communicate with an alien species, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever—and like Warflower, its central secrets are up to the GM. For characters levels 5 to 8.

Assault on the Aerie: A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign.

Infinity and More

We’re expecting at least one more Modern AGE Missions adventure. Beyond that, we have the Five & Infinity adventure series for the Threefold setting. We’ve presented the individual adventures before, but at Gen Con we’ll be premiering the collected series alongside special tools to generate stories and even planes of existence. I’ll talk about that another time. If you’re headed to Gen Con, check it and the rest of Modern AGE out at Booth 101.

Modern AGE, Four Years On: Our Modern Worlds

In my last article, I talked about the state of the Modern AGE line as we move into its fifth year. I started out by dividing the line into two loose categories and exploring the first, of “core” book releases. While Modern AGE is completely playable with the Modern AGE Basic Rulebook, the other releases I placed into the core category assemble numerous tools and ideas to customize the system generally, and to suit the worlds you invent.

But Modern AGE has worlds of its own which you can use as-is, or to influence settings of your own creation. In fact, we have various degrees of setting material, ranging from loose outlines to entire setting books.
The Threefold worlds of Modern AGE

Core Inspiration

In Modern AGE, we try to provide concrete examples so that you have something to work from. The Modern AGE Basic Rulebook talks about settings and genres in general terms, but subsequent books get more detailed.

Chapter 9 of the Modern AGE Companion offers firmer outlines of the possible settings associated with various genres, including the age of sail, 1800s gothic horror tales, 1950s UFO sci-fi, 1960s spy-fi, and modern or near future cyberthrillers. These treatments include recommended rules, sketches of settings, and possible NPCs of interest. The rest of the book provides ways to customize the game for these and other settings.

Chapter 7 of the upcoming Modern AGE Powers book also features outlines for supernatural and other power-filled worlds, from the mystic martial arts of “Immortal Ring,” the modern sorcery of “Phoenix Band,” and more, all in a book that gives you the “crunch” of powers as well, and strong guidance on how to use them in your own worlds. I can’t wait to share it with you.

In addition, Modern AGE has two full-on setting books. Each requires nothing more than the Modern AGE Basic Rulebook.

World of Lazarus for Modern AGEWorld of Lazarus

Created by Greg Rucka and Michael Lark, the Lazarus comic (with follow-ups including Lazarus X + 66 and Lazarus: Risen), World of Lazarus introduces the world after Year X, when governments have collapsed and the families behind the world’s mightiest corporations and political influence blocs take over, effectively reinstituting feudalism. These ruling families use various forms of human enhancement, from cybernetics to gene alteration, to create the Lazari, champions who settle disputes on their families’ behalf.

The World of Lazarus setting book isn’t just about Lazari, however, though the book provides in-depth rules for playing them. You can play wasteland renegades, desperate serfs, or privileged members of the Families, navigating a world with notes of cyberpunk, post-apocalyptic fiction, near-future military technothrillers, and feudal intrigue.

In addition to the setting book, individual issues of the Lazarus: Risen comic include expansions to the new rules in World of Lazarus, written by World of Lazarus developer Crystal Frasier.

Modern AGE: Threefold. Infinite worlds and possibilitiesThreefold

Intended to be the “flagship,” or exemplar setting for Modern AGE, Threefold is a vast setting designed to make use of the game’s full potential. Threefold contains notes of cyberpunk, cosmic horror, and portal fantasy, as it reveals Earth is one of many inhabited worlds in the Metacosm, an array of universes primarily linked by gates.

Threefold’s stories center on the exploits of the Sodality, explorers, diplomats, and agents of utopian democracy that spans multiple planes of existence, as well as the operations of Aethon, cybernetically enhanced operatives who shape alternate universes to, perhaps, produce a transcendental AI. These aren’t our only options, however. You might want to play a renegade psychic, defending their guild from families who treat psychic powers as a divine right. Maybe you want to be a plane-crossing mercenary, or a disoriented, semi-human wizard, stuck in our modern world. Threefold provides the greatest possible scope for characters in Modern AGE, including rules for cybernetics, the supernatural, and strange ancestries.

Characters explore Earths with alternate histories, Otherworlds, where magic reigns, and the Netherworlds, ruled by demonic forces. The planes are countless, and Threefold uses them to allow virtually any adventure and genre, but unlike many multiverse settings, there are strong core factions and influences that drive stories, such as the rebel hell-conquering soldiers of the Nighthost, or the tyrannical demigods of the Divine Empire. If you want a taste (and an introduction to Modern AGE generally), try the Threefold Quickstart for free!

In addition to the setting book, Threefold gains an adventure collection this summer, as the combined and expanded Five and Infinity adventure series is due to premiere at or around Gencon. Five adventures take characters through multiple worlds, and levels 1 to 16. A capstone chapter includes table-based tools to outline further adventures, and even generate new planes of existence in the Threefold Metacosm.

From Worlds to Stories

This article was originally going to talk about Modern AGE’s adventures as well, but as things are already running a little long, I’ll save it for next time. Until then? I’m going to recommend you check out Threefold in play (YouTube playlist) by the Fresh Out the Box (Twitch.tv) crew. Cheers!