Ronin Roundtable: Ronin Ramblings!

With summer beginning to fade, I thAldis: City of the Blue Roseought this would be a good time to give you all a general update about goings on at Green Ronin. These last couple of months

have been a whirlwind. We had a great GenCon and released Aldis: City of the Blue Rose, Modern 

AGE and its GM’s Kit, as well as the Basic Hero’s Handbook and Rogues Gallery for Mutants & Masterminds. We also ran a hugely successful Kickstarter for The Expanse Roleplaying Game. We were literally on the edge of our seats in the final hour, wondering if we’d hit $400,000 and thus secure a new James S.A. Corey

Modern AGE Basic Rulebook

short story to go in the game. With 10 minutes left to go, we crossed the threshold. It was exciting! Huge thanks to all the backers of the Kickstarter, and of course to Daniel Abraham and Try Franck (together, James S.A. Corey) for not only creating a fantastic scifi universe but also doing so much to help us promote the RPG. If you missed the Kickstarter, never fear. You’ll have more chances to hop onboard.

After a brief pause to catch our breath, it was back into the breach. I was PAX West last weekend doing some panels, one of which (Designing Worlds: Experiences Creating Tabletop RPGs) you can see here: https://www.twitch.tv/videos/304840481?t=

Hal meanwhile has been working on laying out our next several books. Ork: The Roleplaying Game (the new edition of Green Ronin’s very first RPG!) is at print

Pre-Order and PDF: Basic Hero's Handbook for Mutants & Masterminds

now and is available as a PDF and for pre-order. Hal is currently working on World of Lazarus, the first setting for Modern AGE (based on Greg Rucka’s awesome comic) and the long-awaited Faces of Thedas for Dragon Age. You should see PDFs and pre-orders for both of those books in the near future. Meanwhile, Hal is also working with James Dawsey on the artwork for Sentinels of Earth-Prime, a Mutants & Masterminds card game using the Sentinels of the Multiverse rules we’ll be releasing next year. Jaym Gates has also been working hard to get our fiction imprint, Nisaba Press, up to cruising speed. Our first novel, a Blue Rose tale called Shadowtide by our own Joe Carriker, has just gone to print. More Nisaba news coming soon.

Next weekend is our annual Green Ronin Summit. While we have a cluster of people in Seattle, much of our staff is scattered across the country working

remotely. We thus find it valuable to fly everyone here once a year, so we can get together in a non-convention environment and talk over our plans for the next 18 odd months. We’ll be considering various proposals, deciding on the schedules for our game lines, and doing some long-term strategizing. Oh, and eating an

ungodly amount of cheese. Can’t have a summit without cheese! Or webmaster Evan’s famous ice cream.

Later this fall we’re back on the convention circuit. Nicole and I are hugely excited to go to Australia for the first time for PAX Aus in Melbourne. We’ll have a booth there (and a cool unique pin through the Pinny Arcade program) and we look forward to

meeting Aussie gamers face to face. A week later I am a guest at Week End Geek in New Caledonia. If you had told young me that gaming would one day get me to the other side of the world, I would not have believed you! Certainly, South Pacific sun in November sounds better than Seattle rain. Once we’re back home, we’ll close out the year at PAX Unplugged in Philadelphia.

Stay tuned for more news and updates. Fun stuff always comes out of the Summit!

Ork! The Roleplaying Game, Second Edition

 

 

Modern Monday: What’s Up? And Your Cool Idea From Gen Con

Modern Monday isn’t as frequent as it used to be, because Modern AGE is out! Buy it, play it, talk about it online. Today I’m going to talk about what’s happening with the game before finishing off with a cool idea put forth by multiple gamers at Gen Con.

(Want to dip your toes in first? Try the free Quickstart out.)

It’s out. Spread the word with your phone, not, uh, the other tool.

What’s Coming Out?

The Modern AGE Basic Rulebook is winging its way through distribution chains (and if you click on the link, you can get it straight from us, too). Preorders were on the march before distribution. We had this at Gen Con and it sold well enough that we had to order more halfway through the convention. I’m not sure how many we got altogether, but we went home with one box of ten. As developer, this lightened my heart.

We had advance copies of the Modern AGE Game Master’s Kit at Gen Con, and it should be following shortly. That’s the GM’s screen and reference cards. Being a middle-aged man, I found it weird when people bought this without getting the core, but of course someone explained to me that many of you had the game on PDF and wanted a hardcopy table reference. My beard visibly grayed in response.

The World of Lazarus is the first Modern AGE setting, based on the acclaimed comic series by Greg Rucka. It’s currently finishing layout. This is Crystal Frasier’s project, though I covered a modest chunk of writing. I love the comic and am looking forward to this. We expect this one to drop in a matter of weeks.

The Modern AGE Companion has fully edited text and art notes. It’s due to come out in early 2019. This is a counterpart to the Fantasy AGE Companion, in that it includes many new optional rules, including advanced talents, duels, horror, fantasy and SF backgrounds (like elves . . . and aliens), powers, technology, fighting styles—lots and lots of stuff. As it gets close to release I’ll preview some of its content.

On the Horizon

We have a tentative plan for Modern AGE that covers future releases. As I’ve explained here and there, I usually only announce books when they’re text-complete, so this part’s going to be vague even though some of these are already in production. Note that anything on this list is subject to change, but it includes the following:

  • Adventure support.
  • Adversaries and other NPCs across a range of genres.
  • One original setting with a very broad scope. If it performs well, it will become Modern AGE’s flagship setting.
  • At least one other setting. Setting pitches have been very popular for this game.
  • A dedicated Game Master sourcebook.

Like I said, things in this list are subject to change. I don’t lock things in until they’re close to completion.

Damn, I Wish I’d Thought of That: Shifting Mode

As mentioned, the Modern AGE Companion’s text is finalized. This is almost a pity, because I get new ideas all the time. However, there’s one thing I can’t take credit for, which three different people proposed at Gen Con: mode shifting.

Modern AGE has Gritty, Pulpy and Cinematic Modes to match your campaign’s style. These geniuses of Gen Con suggested being able to switch modes mid-campaign. This is a fantastic idea, meant to reflect things like the transition from a Gritty investigation to a Cinematic shootout. Of course, it can also be used to create games where, outside of set piece combat, characters can be effectively knocked out and captured. Here’s how I suggest you do it:

  • Calculate each character’s Health in all three modes. When the mode changes use the new Health score. Calculate the amount of damage accumulated separately from a character’s Health score. When your character’s base Health goes up due to a change in mode, recalculate their remaining Health by subtracting damage from the base. When your character’s base Health goes down due to a change in mode, use the lower of base Health or their remaining Health after injury, if any.
  • Use the Defense and Toughness scores of the most lenient mode the campaign will be shifting to. If you’re using all three modes, that’s Cinematic. Recalculating these really isn’t worth the effort.
  • Apply all other mode rules based on whichever one is in play, except the one for Resources. Pick one mode for that and stick to it. The main ones are how Toughness works, and which stunts you can access.

A Little Bit of Gratitude

Modern AGE seems to be a success. Before I go, I want to thank you for making it that way. Enjoy it, Play it. Talk about your campaigns. Have fun.

Ronin Roundtable: The Expanse Versus Modern AGE

I’ve been back from Gen Con for nearly a week, having carried back some great memories—and annoying microorganisms. I got “con crud” in whatever form managed to hit my throat, chest and sinuses, while mixing in a fever. I’m running hot right now. And yet, through the haze of my illness, I remember many, many questions related to our recently-released Modern AGE, and its still-in-Kickstarter cousin, The Expanse Roleplaying Game. The Expanse features some elements originally devised for Modern AGE but is its own game. To sort out the details—and remind you that Modern AGE is out, and we’d love you to crowdfund The Expanse! —read on.

Both Games Are Core Books

First off, many people wondered if you needed Modern AGE to run The Expanse. You do not. The Expanse Roleplaying Game is a complete game based on the AGE (Adventure Game Engine) system. However, both games are compatible to various degrees. Modern AGE has a different selection of stunts which can easily be ported over, and has extraordinary powers such as psychic disciplines, which you might want to use in some personal variant of The Expanse. If your primary interest is Modern AGE, new rules for equipment and space travel are among some of the elements you can convert, along with Fortune, interludes, injury conditions and the Churn.

Both Games Are Classless

Not “classless” as in “something Amos might say or do,” but as in bereft of the character classes used in previous AGE games like Fantasy AGE and Blue Rose. In both Modern AGE and The Expanse, characters pick a background, profession and drive: Where they’re from, what they did, and why they get involved with the story. Where the games differ is that while Modern AGE presents a spread of options suited to a wide variety of contemporary settings, The Expanse’s counterparts come straight from the setting of the books, and incorporate the unusual environments of Earth, Mars and the Belt, leading to characters deeply embedded in its future history.

Each Game Has Its Own Take on AGE

While Modern AGE’s core systems were the basis for The Expanse’s design, we see the Adventure Game Engine as something which should be deeply customized for each setting. In Modern AGE, which has no core setting, this is accomplished through game modes (Gritty, Pulpy and Cinematic—see here for more on genres and modes) and other options. The Expanse novels present a defined reality for characters to operate in, however, so its rules have been tuned accordingly. Therefore, injuries are tracked using conditions in The Expanse, instead of Health, as they are in Modern AGE, with Fortune acting to moderate them according to a character’s dramatic arc.

Similarly, the narrative tone of The Expanse includes the optional Churn system, where luck is always answered by new challenges, because this is how the books play out. Modern AGE doesn’t have that system, though the upcoming Modern AGE Companion will include Dramatic Rhythm, which Game Masters can apply for similar effects.

Parallel Lines

I’m the developer of Modern AGE. Steve Kenson is The Expanse’s developer. We’re treating these as two independent lines for the sake of support and supplements, so that expansions such as the Abzu’s Bounty campaign don’t use a release “slot” (assuming there even is such a thing) earmarked for Modern AGE.

Plans for supplements for The Expanse beyond Abzu’s Bounty and The Expanse Game Master’s Kit have yet to be announced. Modern AGE’s core book is shipping now, with the Modern AGE Game Master’s Kit to follow (we had an early shipment come in for Gen Con, so those of you who bought a copy then got the jump on everyone else!). Next up for Modern AGE is The World of Lazarus (based on Greg Rucka’s comic of near future, posthuman feudalism, unrelated to The Expanse) and in early 2019, the Modern AGE Companion.

The Expanse is in mid-Kickstarter, but You Can Get Modern AGE Now

Since the Modern AGE developer is writing this column, he/I get to use the last bit to blatantly hawk that game. It’s for sale! It’s shipping! Get it from us or favorite supplier.

However, in fever-wracked visions (seriously, Gen Con made me unwell) I can see Steve frowning, so I will also mention The Expanse Roleplaying Game is in mid-Kickstarter. Back it so we can kick over final stretch goals, including new fiction by James S. A. Corey!

Modern Monday: Modern AGE is Out! What’s It About?

Yes, Modern AGE is available for print pre-order! This means you can also order the PDF immediately, either on its own, or with your book as part of Green Ronin Pre-Order Plus program. Tell your friends! Post on websites! Don’t believe every placeholder date you see posted in Amazon and vendor sites! Even as we speak, the game is in the queue to go to press.

It’s been a trip, from turning the slate of ideas (modern and classless, with some character creation structure provided by Chris Pramas) into a testable, then finished game. I didn’t want to just add guns and technology to Fantasy AGE. To produce an implementation of the Adventure Game Engine that fits the period, we developed some basic design principles. I’ve talked about these before, but since the game is out, I don’t mind going over them again. After that, I’ll talk about where we go from here.

Action, Exploration, Social

Modern AGE structures play around three areas. The Action area includes combat, chases and physical danger. Exploration covers literal exploration along with investigations and breaking into guarded locations.  Social interactions are essential to modern games, which usually take place in highly organized societies where politics are stronger than physical force.

Consequently, we developed new systems and stunts to support the three areas. Chase rules expand what’s possible in an action scene and can apply to chases on foot or horseback as well as in vehicles. Breaching and investigations support capers and procedural stories. For social interaction, we made relationships and memberships, first introduced in early AGE games, core parts of Modern AGE.

Indra and Jeff perform a classic adventure task with new tools. That’s one way of looking at Modern AGE.

Stunts

Modern AGE goes all-in with stunts. Stunts are a distinctive feature of AGE. They perform tasks other games often handle with dedicated subsystems. Grappling and other special combat maneuvers are dealt with here. Instead of using Health points, vehicles get damaged through a special slate of stunts.

The emphasis on stunts requires a change in how players should approach them. Stunts are organized into focused lists, and we’ve expanded how many are available. While any character can use any appropriate stunt, we recommend picking your favorites, including stunts modified and improved by talents and specializations.

Game Modes

The three game modes—Gritty, Pulpy and Cinematic—let you modify rules to fit the genre which best suits your campaign. I’ve talked about this in prior Modern Mondays, including last week. Mode most notably affects how characters resist damage with Health and Toughness, but also influences stunts, chases and even Resources.

Getting into the Game

The Modern AGE Basic Rulebook includes everything you need to play the game, including an introductory adventure designed with fantasy and science fiction options, should you wish those to be part of any subsequent campaign. In addition, Freebooter Game Masters at Origins and Gen Con will both be running “Warflower,” an adventure with similar variation.

Want a taste of Modern AGE before you get the core book? The Modern AGE Quickstart features a cut down Cinematic mode rules set, pregenerated characters, and a modern fantasy adventure.

What’s Next?

We’ve announced three upcoming releases. World of Lazarus adapts Greg Rucka’s dystopian feudal future comic for Modern AGE. It’s currently going through finishing touches in layout. The Modern AGE Game Master’s Kit includes a GM’s screen and reference cards. It’s at press.

Further along the line, we have several other books at various stages of completion. The one we’ve announced is the Modern AGE Companion, which has just finished editing. This book presents many, many new systems you can use to adjust the game for the genre or feel you prefer.

See You in a Bit

With the core book out, it’s time for me to give Modern Mondays a rest for a little while. I’ll be back from time to time, to talk about upcoming releases and other projects. I’ve talked your ear off about Modern AGE, but I’ve got another game coming: Ork! The Roleplaying Game, Second Edition. See you around!

Now Pre-Ordering: Modern AGE Basic Rulebook

Modern AGE Basic RulebookThe Modern AGE Basic Rulebook is now available for pre-ordering in our Green Ronin Online Store and through participating brick-and-mortar retailers! And, when you pre-order the physical book, you can get the PDF version right away for just $5! (If your favorite local game or book retailer doesn’t know about the pre-order deal, please point them at our Retailer Support page for details.)

Enter the Modern AGE!

Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style—whether it’s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you’ll find all the action you’re after inside the Modern AGE Basic Rulebook.

The Modern AGE RPG features:

  • A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
  • Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
  • Fast-paced combat featuring modern weapons and high-octane vehicle chases.
  • A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
  • Arcane magic and psychic powers for modern era games.
  • Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
  • Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

Use Modern AGE in the campaign setting of your choice, including the upcoming World of Lazarus, based on Greg Rucka’s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you’re ready to play in the Modern AGE!

Pre-Order Modern AGE Basic Rulebook today!

Modern Monday: Genres

Modern AGE is currently undergoing final touches before the advance PDF and preorders start, so this Modern Monday’s going to be a short one talking about genres, modes and the reason we give them special emphasis.

The Modern Conundrum

Dungeons and Dragons invented its own genre. Yes, it grabbed elements from numerous sources in fantasy fiction and medieval wargames, but its peculiar history mixed those up in a distinct fashion. Over the next 44 years, other games added new elements to the mix, reacted to the curious construction of “dungeon fantasy.” Writers, producers and game developers brought it into new media, adding their own sensibilities and practical insights—and then roleplaying games brought that expanded melange back. At this point, we have a very broad but definite idea of what a classic fantasy RPG looks like. It’s got elves, magic, a team of heroes, high adventure. You can introduce significant variation (and Fantasy AGE does this well—look at Titansgrave!) but there’s always a core experience to refer to and design around.

Modern games never started out with their own mixed-up new genre. The first RPG covering anything like what Modern AGE covers was Boot Hill, and it wasn’t a generalized industrial-age RPG, but a Western game. Unless you go with a full-on alternate universe, a modern era game must deal with the concrete history of the industrial era and beyond, and the fiction found within it: action-adventure, horror, urban fantasy, spy stories and so on. Thus, a game like Modern AGE needs tools you can use to customize it for your campaign’s chosen genre.

Mode and Genre

The front line for customization is game mode: Modern AGE’s Gritty, Pulpy and Cinematic rules variants. These primarily affect how physically resilient a character is, but occasionally foray into other areas. For example, the Cinematic option for Resources (wealth in the game) allow for a steady increase as your character advances. They can move on up to international intrigue and prodigious expense accounts without too much trouble. Note that modes are packages of options, and you can always fine tune rules within a mode.

One of the reasons the modes exist is to give you access to rules which fit your selected genre. The Game Master section of Modern AGE presents several genres—folk horror, conspiracy thrillers and more—with their suggested modes.

In the dystopian SF genre, what’s worse than flesh over a metal endoskeleton? Uh, *metal* over a metal endoskeleton. Art by Alyssa McCarthy

Specialized Rules

Beyond modes, Modern AGE includes a few different optional game systems for elements particular to certain genres. The most notable of these are the rules for magic and psychic powers. Both power sets have similar default systems, but rules options let you customize these to fit your campaign. Brief notes for other powers can be found in the game’s coverage of genres. Finally, the Game Master can decide all characters have access to the power of Conviction, a game system which rewards emotionally resonant, dramatic play. First found in Blue Rose, Conviction is presented as an optional system in Modern AGE.

Beyond powers, chases, breaching tests and other secondary systems exist to support the genres in which they appear. Breaching tests are for capers “where a plan comes together,” and chases are a mainstay of action media. Modern AGE even provides some support for the sorts of movies where, against all common sense, people catch up with cars on foot—but that’s Cinematic mode, applied to the chase rules.

More on Genre: The Modern AGE Companion

Coming next year, the Modern AGE Companion (currently text-complete, and in editing) digs deep into genre. It includes coverage on how to make characters for particular genres, and special rules covering the mainstays of many types of fiction. That means rules for fear and horror, duels and complex martial arts styles, gadgets and extraordinary powers, and more. We didn’t take anything vital out of Modern AGE (and in fact we migrated breaching from World of Lazarus into the core game because Crystal Frasier’s rules just cried out to be core material!) but the Companion opens the next level of customization. I look forward to sharing more with you, when the time comes.

Next Monday?

It’s a surprise.

Too-Modern Tuesday: All the AGEs

Hi folks! It’s Memorial Day, so Modern Monday is coming in a little late. In response to some online questions last week, I want to clarify what the Adventure Game Engine (AGE) roleplaying games are, how they’re connected, and who’s managing them. When I talked about plans for Modern AGE, a few of you were wondering why I didn’t talk about Fantasy AGE or The Expanse. So, here’s the explainer.

What is the Adventure Game Engine?

The AGE system powers several Green Ronin roleplaying games. Along with the Chronicle System and Mutants and Masterminds, it’s one of the three systems Green Ronin has designed which the company is actively developing through various lines. (Okay, there’s Ork! too, so let’s say, “the three systems not based on the whims of a sadistic ork god,” instead.) We also work on projects for open game systems like 5th Edition, but AGE, Chronicle and M&M are specifically ours.

AGE is not a “generic” system. Rather, it’s a set of common game mechanics and principles which we use as the basis for a number of separate games, each with additional rules designed to emphasize a certain type of play. Some cross-pollination occurs between the lines, of course, but each AGE game has its own emphasis, and is developed separately.

AGE’s foundations include rolling 3d6 plus bonuses versus a target number, selecting stunts by generating Stunt Points through matching dice, and trusting the GM to improvise and make the system their own. That’s not all it’s about, but those are the most notable elements.

The AGE Family of Roleplaying Games

So, now you know that each game is its own thing with its own development, proceeding from some common elements, let’s break that down into specific games.

Dragon Age

Based on Bioware’s computer RPG series and its world of Thedas, Dragon Age presented the first version of the AGE system.  Dragon Age was originally released in three box sets which brought adventurers from 1st level to the apex of their powers but is now available in one omnibus edition.

Developer: Jack Norris

Worth Noting: In Dragon Age, Strength improves ability in close combat, and Dexterity is used for ranged combat. Dragon Age also has many elements inspired by the world of Thedas, including detailed rules for traps, unique specializations, and character backgrounds unique to that world, such as the Dalish Elves and Ferelden people. Classes are Mage, Rogue and Warrior.

Fantasy AGE

Fantasy AGE is an implementation of AGE designed to support classic fantasy genre gaming. It’s designed to be easy to learn. The core rules aren’t tied to any specific setting, but Titansgrave: The Ashes of Valkana is a post-apocalyptic science fantasy adventure series designed for its use. Fantasy AGE is customization friendly, with the Fantasy AGE Companion providing a host of expanded and optional rules GMs can apply as they see fit.

Developer: Jack Norris

Worth Noting: Fantasy AGE introduces Fighting and Accuracy to govern heavy weapons and light or ranged weapons, respectively. Magic provides spells according to theme-based arcana. The Mage, Rogue and Warrior classes are present here, with mechanics designed to support heir respective niches.

Blue Rose: The AGE Roleplaying game of Romantic Fantasy

The current edition of Blue Rose is the successor to its first edition, which used the OGL-based True 20 system. Blue Rose emulates progressive and romantic fantasy, especially as it evolved from the 1980s onward. In its world of Aldea, truly just societies (and not just despotic regimes we accept as “good” because it’s part of a genre convention to be cool with kings) thrive, but not without challenges. The adventure compilation Six of Swords can get you started.

Developer: Joseph Carriker

Worth Noting: Blue Rose introduces Relationships and Conviction as core mechanics, giving characters extra resources to draw on in defense of the people and motivations which define them. Character backgrounds are tailored to Aldea, and include the mystical vata and the rhydan, sapient, psychic animals. Magic as an intuitive psychic gift is a strong part of the romantic fantasy genre, so Blue Rose’s arcana differ from those of Fantasy AGE to support that.

Upcoming: Modern AGE

Modern AGE’s preorders and advance PDFs will be available Very, Very Soon. I won’t go into detail because I’ve been doing that for weeks. Modern AGE has no default setting, but the World of Lazarus, following the core book shortly, will provide a possible setting based on Greg Rucka’s comics series.

Developer: Malcolm Sheppard

Upcoming: The Expanse Roleplaying Game

Coming to crowdfunding this year, The Expanse is based on the novel series by James S. A. Corey (which as many of you know, is Daniel Abraham and Ty Franck), which explores a future wracked with interplanetary rivalry. Earth and Mars compete for control of the Solar System while the peoples of the Belt struggle with their demands—at least, that’s how it starts. The Expanse tailors the AGE system for gritty hard SF stories, including new rules for technology and spacecraft.

Developer: Steve Kenson

Next Monday

Next time, I’ll go on and on about the genres I like, and how Modern AGE supports them. Until then, I’m working on the next couple of books for the game. Take care!

Modern Monday: What’s Coming?

So, after answering some questions last week, general chatter compels me to talk about what we have planned for Modern AGE. In most cases, I’m going to talk about the current state of each release. Then I’ll answer a common question about how Modern AGE compares to its sister, Fantasy AGE.

In Production

The following things are in various stages of production—that is, the creation of a book from developed and edited text files.

Modern AGE Quickstart: It’s out! Read about it and download here!

Modern AGE Basic Rulebook (This is the core book!): This is currently going through last proof and art finalization. The advance PDF and preorders should be ready for June.

World of Lazarus: World of Lazarus is the first setting book for Modern AGE. It’s based on Lazarus, Greg Rucka’s dystopian-transhuman comic. Check the comic out (external link to Lazarus at Image Comics). This should be finished production shortly after the core. Note that project is a creation of Mutants and Masterminds developer Crystal Frasier, which is fitting, since she knows how comics and games intersect much better than I do.

Modern AGE Game Master’s Kit: This is the GM screen and reference card kit for Modern AGE. This is very close to finishing production and will be released hot on the heels of the Modern AGE Basic Rulebook and Lazarus.

Text Complete

The following thing happens to be text-complete, by which I mean writers have written it, and I’ve developed it, but it hasn’t entered production.

(Announcing the) Modern AGE Companion: This is currently in editing. I may add a short set of options we excised from the core book. The Modern AGE Companion includes expanded rules for powers, new talents and specializations, expanded stunts, campaign management, technology—lots of stuff. The Modern AGE Basic Rulebook is absolutely a complete game, but the Companion is anchored in the idea of customizing the rules for your campaigns.

Did I just announce a new book? Yes. I’ll probably give it a proper breakdown once we reach production. When is it coming out? That’s still to be determined.

Outlined and Approved

Okay, so my policy is the further something is from release, the sketchier I’m going to be about it. The following books have had their outlines approved, so I can start working with people to get them designed. They have cute code names for now.

Project Cranky (Real Name TBA): This is a utilitarian supplement for Modern AGE, not tied to any set campaign.

Project Crooked House (Real Name TBA): This is an original in-house setting.

Comparing Modern AGE and Fantasy AGE

How many shows have you seen where there’s always something weird going down in the “warehouse district?” We are not about to challenge that cliché. From the Modern AGE Quickstart, available now!

So, I’ve fielded a few questions about how Modern AGE relates to Fantasy AGE. Modern AGE isn’t just a case of copying and pasting guns over swords. I’ve already talked about how it’s a classless implementation of the AGE rules, but there are several other under the hood changes. These range from Resources, the system we use to manage in-game purchases without you roleplaying getting loans and doing taxes, to Breaching, the advanced test variant designed by Crystal Frasier to support heists and capers. These demand cooperation and dramatic reversals. Crystal originally designed these for World of Lazarus, but we all agreed they were so cool they should be in the core rules. Social systems and investigations are also part of Modern AGE’s core, as is appropriate for games where characters will be deeply embedded in complex societies.

Fantasy AGE features magic as a core assumption instead of an optional extra. Certain rules emphasize the special roles of each of its classes. It has several talents not present in Modern AGE, such as Armored Training and Horsemanship, which could be used for modern games, but represented cases rare enough for me to exclude them in favor of others. Fantasy AGE’s magical Arcana can expand the range of what’s available for Modern AGE characters, and Modern AGE’s new rules might be useful for many Fantasy AGE games, but in the end they’re separate lines, with differences that in some cases, cut right down to core systems. We trust you to perform whatever creative mashups you like. I for one would love to hear about any such “FrankenAGE” games.

Jump into the Action! Modern AGE Quickstart Is Out!

Modern AGE RPG Quickstart Cover Image: Three characters in modern-day garb strike dynamic poses on an urban rooftop, lit from below. Skyscrapers tower in the background.A disease with no Earthly origin strikes. A legendary monster stalks back streets. Refugees from another world hide in our own, afraid of secret authorities. Gates between worlds, a sly demigod and a conspiracy introduce the Modern AGE roleplaying game with its new quickstart!

The Modern AGE Quickstart contains streamlined rules for Modern AGE, a game of contemporary adventure which uses the Adventure Game Engine found in Fantasy AGE and Blue Rose: The Age Roleplaying Game of Romantic Fantasy. Pre-set to Modern AGE’s Cinematic rules mode, it includes everything you need to run your first game except six-sided dice, writing materials and your friends. Along with the rules, the Modern AGE Quickstart comes with ready to play characters and Burning Bright, a modern fantasy adventure in its own mini-setting.

Using the full rules in the Modern AGE Basic Rulebook, you can continue the quickstart adventure, or devise an entirely new campaign. Modern AGE is designed to support any modern era setting from the Age of Sail to near future action. Modern AGE releases this June, followed by the World of Lazarus campaign setting, based on Greg Rucka’s comic series of future feudalism.

Jump into the action and download the Modern AGE Quickstart!

Image from Modern AGE Quickstart: A cigar-chomping, bearded mercenary stands in the foreground, with a wicked knife strapped to his flak jacket. In the distance, a magical-seeming castle looms atop a wooded hill.

Modern Monday: Occasionally Asked Questions

For this Modern Monday I’ve harvested Modern AGE questions from the Ronin Army forums. Instead of just copying and pasting them, I’ve synthesized some repeated questions into stuff I can answer in one go. I also made up a couple of questions I figured you’d want answered.

Persistent detective work pays off. Or just asking.

Is it a standalone game?

Absolutely. You don’t need Fantasy AGE (or any other AGE RPG) for Modern AGE. The World of Lazarus, Modern AGE’s first supplement, does require the Modern AGE core. That said, there are many useful things you might port between various games. Modern AGE’s Breaching rules, which cover capers and other complex cooperative tasks, would be interesting to apply to other AGE games, and in a modern fantasy game Fantasy AGE and Blue Rose both have elements which can be ported to Modern AGE.

Does work on Modern AGE affect other Green Ronin projects, or vice versa?

Modern AGE is one member of the Adventure Game Engine family, so naturally some folks are curious about whether work on Modern AGE affected, or will affect, releases for other games. Nope! Each game has its own line developer and writers who know how to manage their time. I did some writing for the Fantasy AGE Companion and the Titansgrave setting, but this happened during draft cycles, while writers were working, so it didn’t delay anything else. The production schedule gives it its own space. It’s all good.

Will there be cross-genre support?

Yes. This is handled in a few different ways. First, campaign mode (Gritty, Pulpy, Cinematic) can be used to fine-tune how various things work, so you can decide how action-oriented your game is. Second, the Game Mastering section devotes significant space to various genres, on their own and by historical period. This kind of “soft” support can be found throughout the game, including in suggestions on how to adapt various systems for specific genres and periods. Third, the game does have a slate of powers you may or may not choose to add to your campaign. That brings us to the next question:

Are there powers?

Modern AGE provides detailed support for two types of powers: magical arcana and psychic disciplines. These are mechanically similar in their base treatment, but the rules include options for distinguishing them from one another. In addition, the game has a “rough draft” treatment of the sort of minor powers we often see in TV series. If you want full-on superpowers? Well we have this game you might have heard of, called Mutants and Masterminds.

How does classless AGE work?

In Modern AGE, characters are initially defined by a social class and its associated background, a profession, and a drive. These provide initial ability bonuses, talents and other traits. As you level up, you choose further ability and talent advances, along with a few other things such as specializations. You can’t improve the same ability twice in a row and will eventually incur the multiple advancement cost for peak improvements, so this prevents doubling down on Fighting, for instance. Your character’s special abilities are defined by talents and later, specializations.

How does Health work?

Your character’s initial Health is determined by profession, drive and Constitution. When you advance, further increases are based on the game’s mode. In Gritty mode, your Health doesn’t increase at all. In Pulpy mode, the increase is 1 + Constitution (minimum 1). Cinematic mode grants the full 1d6 + Constitution per level increase might know from other AGE games.

Where’s the book at?

Modern AGE has passed through initial layout, proofing and copyfitting stages (copyfitting is when we tweak the text to flow better in the layout). The advance PDF, which we release so you can get an early look (and point out typos) before we absolutely lock down the text for print, will be coming very soon indeed. After that it goes through processes to get things into print.

What About the Quickstart?

Even sooner. Days. The Quickstart gives you streamlined rules pre-set to Cinematic mode, ready to play characters, and a modern fantasy adventure, “Burning Bright.”

Other questions?

I read the forums at www.roninarmy.com regularly. I can’t guarantee I’ll answer all your questions but posting there is the best chance of putting them in front of my eyes.

Next Modern Monday?

I don’t know. Maybe I’ll announce a new book or something. See you then!