Mayday! May Day!

Astonishing Adventures: Green Thumb, Black Heart

Available now!

Happy May-ing season to all you fans and friends of Green Ronin Publishing out there. It’s certainly fitting timing for the release of our new agrarian-themed Astonishing Adventure, Green Thumb, Black Heart”  featuring one of our classic Freedom City villains, the Green Man, along with an update of his loyal hench-women, the Brides of the Green.

This adventure was another in the classic pulp writing tradition of “So, we have this cover design, who wants to write an adventure to go with it?” I find that sort of a thing a great springboard for the imagination, far more focused than “Create a superhero adventure” out of all of the endless possibilities that entails. If you are inclined to write your own adventures for Mutants & Masterminds, you might try a similar technique: Find yourself an evocative piece of art and write an adventure based around it. Not only will you have added focus for your creativity, but you’ll have a ready-made visual aid to show your players when you run the adventure!

“Green Thumb, Black Heart” is a pretty classic superhero mix of different types of conflicts (some easy, others far more challenging) coupled with a mystery and an investigation. It’s designed for the default power level of 10, although it can be modified, and it is set in Freedom City, but can just as easily be moved to any urban setting of your choice, or even a more suburban or rural setting, so long as there’s a college, a football team, and some kind of nightlife to work with. I could even see it working in a place like Midvale (from The Atlas of Earth-Prime) substituting the high school football team for college and the Future Farmers of America or 4H Club for the college’s agronomy program. Speaking of the Atlas, the Lost World section of that book provides some handy expansion for the background of the adventure, but isn’t at all needed to run it.

If you want to add a touch of the mystical to the adventure, consider setting it around this time of the year and connecting lore about Beltane and May Day to it. Perhaps there is a sacrifice or an offering to the mythic Green Man intended to enhance the criminal Green Man’s powers even more. That makes it an adventure opportunity for magically experienced heroes who have completed (or are playing through) the NetherWar series, for example.

Whether you are running the adventure as part of your ongoing series or just as a one-shot to give your players a taste of M&M superheroic adventure, we hope you have a great time with “Green Thumb, Black Heart” and check out the whole Astonishing Adventures line of M&M stories! And we hope you enjoy the upcoming month of May!

 

Astonishing Adventures: Green Thumb, Black Heart is available now in the Green Ronin Online Store, and on DrivethruRPG!

Living in Dev-Time

Dev-Time is a lot like Time Travel

Dev-Time is a lot like Time Travel!

“When is that book going to be done? When?”

It can be strange living in what I call “dev-time” (or “development time”) because eagerly-awaited projects are often not just yesterday’s news for me as a writer but most likely last year’s news at times. The development cycle of a book, much less an entire game, is a fairly long one, and getting all of the words written is among the very first steps. Typically, I may get to see a project at the concept stage, getting in on discussion of whether or not to do it at all, along with what it might look like, contain, and so forth. More often, I get involved at or after the outline stage, when the overall concept of the book is pretty well established, and the developer is looking for someone to write stuff. That’s me.

Now, these days, I don’t write too many entire books for RPG publishers, including Green Ronin. While product development time for a book is long, actual writing time is relatively short. So unless I’m publishing a book myself (as I do with Icons Superpowered Roleplaying) and can take 4 to 6 months to write it all, or I’m working with an extended publisher timeline that allows me to write sixty to eighty thousand words or more, chances are I’m only writing a part of a book, a chapter or two (maybe three). Solo projects tend to be short: adventures, Patreon write-ups, articles, and the like, and many of those also get incorporated into larger books or collections.

I get my assignment, write it, and (ideally) hand it off at the appointed deadline. There’s feedback, development, revisions, new drafts, and then I hand over a final version of the text. Typically, that’s where my involvement ends. Sure, an editor might have the occasional “what were you thinking here?” question (tinged with varying degrees of frustration) or an art director might need notes or “does it look like this?” confirmation but, for the most part, my text sails off to those other shores to continue the rest of its journey towards becoming a finished book without me. That can sometimes be a long journey, even under the best of conditions. When conditions look like they have over the past year or so … even longer.

Thus the eagerly-awaited book someone is looking forward to is already in my rear-view mirror, often several exits back behind other recent projects I have handed off, some of which the public hasn’t even heard about yet. There’s a running joke in the freelance business that sometimes the only answer to a polite inquiry of “So what are you working on these days?” is “Upholding my non-disclosure agreement.” Dev-time is such that many projects aren’t even announced publicly at the time when people are writing them, although there may be rumors (the tabletop game industry being quite small and tight-knit).

While I have moved-on to other projects, the words I’ve already written are sailing through development, editing, layout, illustration, and proofreading. If they’re destined to see print, there will also be preflight checks, print buying and quotes, print proofs, and more before the book is finally handed-off to the printer. Even then, there’s printing, binding, shipping, warehousing, and distribution before it finds its way to a game store or gets shipped off to the buyer. In every one of those steps there is both margin for error and the potential for things to go wrong. I mentioned before about “ideally” handing off my text by the agreed-upon deadline. I pride myself on getting my work in on time, but life happens. This past summer, I took a fall off my bicycle and fractured my hip. While my recuperation didn’t overly impact my ability to work, allowances still needed to be made. Multiply that times all of the people who touch a project before it sees print and you magnify those allowances accordingly. People get injured, sick, divorced, married, pregnant, quit or take on new jobs, lose loved ones, run into financial problems, and all of life’s other challenges, to say nothing of encountering global pandemics, political upheavals, and more—all in the same year!

So if anyone involved in the publishing process of a book or product ever looks vaguely bewildered concerning its eagerly-anticipated release, it is quite possible that they exist in “dev-time.” From their perspective, that project has been “done” for some time, and it’s not that they’re not eager to see the finished products (believe me, there are several of my projects I’m looking forward to actually holding in my hands), it’s just that they’ve had to move on to other things in the meanwhile. Patience and understanding that there is more going on behind the scenes than you know will always get you a kinder response.

The Beacon – Danger Zones: Lighthouse is available now!

Danger Zones: Lighthouse!Lighthouses conjure up all kinds of images of moody, Gothic stories of mystery, hauntings, and murder along isolated, lonely coastlines, and those are just some of the things explored in this week’s Danger Zones: Lighthouse  release. Our weekly Mutants & Masterminds Monday live-stream talks about some of those themes involving lighthouses and the occult adventures in the Supernatural Handbook, but that is by no means the sole opportunity to have a lighthouse appear as a locale in your Mutants & Masterminds game.

Lighthouses often play a role as the interface between land and sea, making them important to aquatic superheroes, for example, or their supporting characters. It would not be at all unusual for an aquatic hero to live at a lighthouse or work as a lighthouse-keeper in their civilian identity. Such a hero might also have a lighthouse-keeper as a friend, family-member, or love interest. Similarly, an aquatic super-villain might also make use of a lighthouse as a touchstone on land and a potential hideout. Perhaps someone like Devil Ray from Freedom City or Steelhead (or any of the Trident from Threat Report) use connections to a lighthouse keeper to blackmail them into helping provide a safe-haven or base of operations.

As lighthouses are already watch-posts (the Freedom League’s orbiting satellite is even named for one), they can also be potential headquarters for a superhero team based in a coastal area. The lighthouse described in Danger Zones is only three stories tall, but duplicate the second floor map a few times, and it could easily be a five- to six-story lighthouse with room for an entire team. Even more so if there are hidden sea-caves or the like beneath the actual lighthouse structure, with room for a submersible or the ability to launch an aircraft up out of the water.

It’s also difficult to think of lighthouses in the Earth-Prime setting without thinking of the Beacon, one of Freedom City’s lesser-known legacy heroes (described on page 58 of Freedom City, with the Light-Bearer template on page 69). Perhaps a new Beacon, or even a team of heroes who inherit the potential of the Living Light, might set up shop in a lighthouse along the coast or on an island near Freedom City, shining the light of hope in the darkness for all in need.

However you might use it, check out Danzer Zones: Lighthouse and all of the entries in the Danger Zones series for your Mutants & Masterminds and modern RPG adventures!

Danger Zones: Lighthouse is available now in the Green Ronin Online Store, as well as on DrivethruRPG!

Time Is Fleeting: Active Campaign Settings

Madness takes its toll … but before we launch into a chorus of “The Time Warp,” let’s talk about time as it applies to RPG campaign settings, in particular some of those published by Green Ronin.

Freedom City Second Edition!It begins a long while ago, the 1990s, to be specific. That was when I first began to experience the notion of an “activated” game setting. Shortly before I began freelancing for FASA Corporation, the publishers of BattleTech and Shadowrun made a point of making their respective gaming universes “active” ones, places where time passed. In the case of Shadowrun, the setting was 61 years in the future, and stayed that way as time went on. Time also marched on in BattleTech’s universe, although more prone to jumping ahead a generation or two after a couple of epic wars. Then came the multiversal campaign of Torg, with it’s “live” monthly newsletter updates of the Possibility Wars.

Many other RPGs adopted what came to be known as a “metaplot,” an advancing timeline where things happened in the setting whether you were actively playing in it or not. Sometimes, a setting would start out fairly static, as it was fleshed out and detailed, and would later be “activated” to launch a metaplot and moving timeline (as was the case later on with FASA’s fantasy RPG Earthdawn).

I worked on or with all of these settings in one form or another, so the notion of an activated campaign setting became pretty common for me. Along comes the d20 System, the Open Game License, and my career at Green Ronin Publishing. I was involved with two settings right out of the gate: the world of Aldea for Blue Rose and Freedom City (what would later become Earth-Prime) for Mutants & Masterminds. Both started off as static settings, “snapshots” of a moment in time of their particular worlds. Arguably, we “activated” Freedom City when Time of Crisis, its first full adventure, was published, but at the time the adventure was an “optional” event.

It was when the second edition of Mutants & Masterminds (and Freedom City) came along a couple of years later that things got more active. Given my prior experiences, it seemed like a fun idea to not only update the stats and expand on the world information in Freedom City, Second Edition, but also to have the same amount of time pass on Earth-Prime as had passed in our world. Things changed a bit: younger characters grew up, some graduated or moved on (Bowman joining the Freedom League, for example). It gave the setting a bit of life and animation.

Then, of course, it was a given. The same thing applied to Green Ronin’s Freeport setting, where prior adventures like the original trilogy were assumed to have happened in future source material, moving the timeline of the setting forward steadily. When we published a second (AGE System) edition of Blue Rose, we advanced the timeline there, too. Some things changed in the setting, most notably the fall of the Lich King Jarek and his replacement by the council of “regents” made up of his lieutenants, the Shadowed Seven.Freedom City Third Edition!

The funny thing about putting a fictional setting into motion is that you don’t always think that much about the long-view of things. Part of the reason why fictional properties like comic books tend to be a bit vague on the specifics of time is precisely because their stories and characters often last for decades. If you had told me back then that Freedom City and its characters would still be a going concern eighteen years later … well, that notion of having things happen in real time might have seemed less “fun.” We certainly wouldn’t have needed to retire or replace some characters from the original setting, or update others.

On the other hand, we would have also been denied some of the various events that changed their lives. The young members of the Atom Family grew to adulthood. Heroes like Johnny Rocket, originally the junior member of the Freedom League, became seasoned veterans. Johnny is now married and raising a daughter who’ll soon be ready for a super-powered career of her own!

So it’s probably no great surprise that when we began updating some of those forgotten characters from the earlier editions of Mutants & Masterminds products that readers would ask “But where are they now?” leading to the creation of companion pieces to our updates for the M&M Patreon that address just that question. Oftentimes, the answers are related to exactly why we didn’t include those characters in later setting updates: Because it was clear they would be retired, out of the costumed life, or just plain dead by now.

Nevertheless, those “Whatever Happened to…?” articles manage to be full of potential and interesting adventure hooks, drawing upon the idea that time has passed and things have changed for these characters. Long-time fans of the classic versions from a fifteen year-old sourcebook can speculate about what happened, while those new to Mutants & Masterminds and Earth-Prime get some story hooks rich in history and the kind of superhero legacy elements the setting was designed to support. That definitely adds some value to the updated game information we’re providing.

If you’re interested in seeing some of what we’re doing with these updated character write-ups, visit and support the Mutants & Masterminds Patreon. As we know, time is fleeting.

Mutants & Masterminds Patreon!

Don’t Touch That Dial! Into the Idiot Box is available now!

Astonishing Adventures: Into the Idiot Box!This week sees the release of Into the Idiot Box for Mutants & Masterminds, and Jason Keeley’s entry into the growing Astonishing Adventures line is a unique one, as we discussed with him on last week’s episode of Mutants & Masterminds Monday. In particular, it features the troublesome cosmic kid Quirk from Freedom City putting heroes through a series of … well, let’s say “episodes.”

Among other things, the adventure points to a big difference between superhero RPGs and many others: What Mutants & Masterminds refers to as the “Power Level X” character. Now, I’m on-record as a fan of the comic book trope I refer to as the “lateral win.” Many comic book plots feature challenges, foes, and situations where the heroes simply can’t beat the problem into submission. Instead, they have to use their wits and figure out another way to save the day. Such is definitely the case when going up against characters like Quirk, who are so omnipotent it isn’t even worth trying to define them in game terms (because, as the game-design wisdom goes: “If you give it stats, the players will fight it.”)

Into the Idiot Box is also incredibly topical, and a great M&M game for superhero fans suffering from deprivation when it comes to a weekly dose of comic book characters inserted into imaginary television show scenarios. While the adventure was written well before a certain popular streaming series premiered (great minds, right?) it plays very effectively with similar ideas, and gives you the tools to do the same in your own M&M series.

What if, in classic comic book fashion, the heroes form emotional attachments to some of the “people” they encounter in those television episodes? Will they ever see them again once Quirk has been dealt with and returned to wherever it is he comes from? Who knows? Maybe those “fictional” characters are based on real people in the heroes’ world. What happens when they meet the “real” version of the television character, but they’re a completely different person?

So if you’re looking for a fun, change-of-pace adventure that challenges the players’ roleplaying skills rather than just testing their characters’ power ranks, try sending your M&M heroes … Into the Idiot Box!

Astonishing Adventures: Into the Idiot Box is available NOW in the Green Ronin Online Store, as well as DrivethruRPG!

Danger Zones: When the Mundane Goes Weird

Danger Zones: Convention Center is available now!

A lot of our Danger Zones offerings have been the kinds of locations you expect for superhero slugfests: the tottering Bridge , open Streets , the iconic Bank  for robberies, and Amusement Parks—both operating and abandoned—but there are a few offerings that don’t immediately spring to mind when you decide to plot of thrilling, comic-book action. A Fast Food Restaurant doesn’t seem like the best place to start hurling fireballs, and this week’s offering—the Convention Center—seems like a better place to buy comic books than reproduce their fight scenes.

But superhero adventures aren’t all about the expected. They’re about characters and where they get caught with their pants down. And superheroes spend as much time shoving burgers in their face or waiting to meet their favorite Star Battles actors as they do banking—especially in the 21st century. Danger Zones is about giving you interesting locations, not just expected ones. The convention center and the restaurant are both great locations for characters to be caught in their secret identities when things go south. But how do things go south in such mundane locations? Here are 20 random seeds for trouble breaking out when things seem calm:

  • A young superbeing’s powers manifest out of control.
  • A supervillain is there in their civilian guise and can’t stand a mild insult.
  • An AEGIS courier stops by and their magical artifact or alien tech goes haywire.
  • A criminal running from the authorities barricades themselves inside and takes hostages.
  • A wannabe superhero arrives to show off.
  • A fire or other disaster breaks out.
  • One of the heroes starts hearing a cry for help no one else can hear.
  • An accident disturbs a forgotten spirit, who starts causing trouble.
  • A mundane crime takes place and one or more heroes is blamed.
  • The heroes get caught in a time loop.
  • A truck careens out of control, spilling strange fluids into the scene.
  • The heroes run into a family member and discover they’re dating one of their supervillains.
  • An unexpected event shrinks the heroes to a half-inch in size.
  • A hero’s powers start activating at random.
  • An internet prankster sets someone up for laughs and things spin out of control.
  • A time traveler arrives and tries to make contact with a hero in their civilian identity.
  • A magical being starts granting the wishes of random bystanders.
  • A completely different superhero’s fight crashes into the scene as their villain starts gaining the upper hand.
  • A villain believes they have deduced the hero’s identity and threatens them in their secret identity to prove their theory.
  • Everyone else in the scene is actually a robot doppelganger.

Danger Zones: The Convention Center is available today in the Green Ronin Online Store, and on DrivethruRPG!

To the Moon, Heroes!

To the Moon!In the Star Trek: Deep Space Nine episode “Far Beyond the Stars” there is an imaginary sequence involving science fiction publishing in the 1950s. The magazine’s editor presents the cover for the next issue and asks which of the pool of writers wants to write a story to go with it. The genesis for “To the Moon!” this week’s Astonishing Adventure, reminded me of that. We had a piece of art, seen on the adventure’s cover, featuring Tesla Girl and some kind of formless green blob fighting heroes on the Moon. M&M developer Crystal Fraisier asked me if I wanted to write an adventure to go with it. Who am I to argue with the time-honored traditions of pulp publishing?

Naturally, I knew the adventure needed to involve: 1) Tesla Girl. 2) The Moon, and 3) Some kind of formless green blob-thing. What happened is pretty much summed-up in the adventure’s introduction:

“Sometimes life as a superhero means dealing with government corruption, making hard choices between right and wrong, and keeping the truth from your loved-ones for their own protection. Then there are those times when your day is all about fighting animal-people, tracking down some stolen super-monkeys, teleporting to the Moon, and stopping an unruly—albeit brilliant—little girl from unleashing an ancient alien slime-ball to eat an entire city full of people. This adventure is one of those times.”

“To the Moon” gave me the opportunity to revisit a few personal favorite bits of Earth-Prime setting: namely Farside City, the hidden human offshoot civilization on the far side of the Moon, and moon monkeys, those blue-furred teleporting scamps that first showed up with Chase Atom’s buddy Cosmo, an homage to Gleek, Blip, and all of the other great space monkeys of our time. Turns out they go great together with a precocious but anti-social girl genius with a fascination for steampunk and Victoriana. Of course, the heroes have a few challenges to overcome before they even come face-to-face with the main antagonist of the adventure. Although it wasn’t entirely planned, those challenges turned out to involve a lot of “wildlife,” especially sharks, for some reason.

The adventure was also a fun opportunity to come up with a way to make a particular foe an interesting challenge for a team of M&M superheroes in game terms. No spoilers here—you’ll have to read, or better yet, play, the adventure—but sufficient to say I’m pretty happy with it, and I think it plays well. Crystal even had me tone it down a bit, so thank her, heroes! If you do run or play in “To the Moon” I’ll be curious to hear how the finale of the adventure goes!

By my count, “To the Moon” is our fifteenth offering in the Astonishing Adventures line. If you were playing Mutants & Masterminds and completing an adventure every week, they could keep you busy for almost four months—and we have still more adventures to come! We just recently had an online meeting of the M&M “bullpen” to pitch and workshop adventure ideas, and there are some really fun ones warming up in the wings. Meanwhile, if any of this summary sounds intriguing, head right on over to the Green Ronin store and then … To the Moon!

Astonishing Adventures: To the Moon! Is currently available in both the Green Ronin Online Store, and on DrivethruRPG

Green Ronin Patreon Roundup!

Patreon is an online platform that creators can use to run subscription services for all kinds of content. As a creative bunch of people, a number of the Green Ronin Publishing staff have their own Patreons, where they provide more of the kind of amazing game-related material and expert writing that Green Ronin fans have come to love. As gamers look for more ways to connect with favored game lines and game creators, we thought this was a good time to do a roundup of the various Patreons run by Green Ronin and its staff.

Mutants & Masterminds on Patreon!So, let’s start with the big news: Green Ronin has launched a company-supported Mutants & Masterminds Patreon! With amazing content by Crystal Frasier and Steve Kenson, this is the place to get a regular fix of official M&M material. Currently the Patreon focuses on projects that are too small or too niche for a full-sized book on them to make sense, but that fans are still clamoring for, such as updating 1st– and 2nd-edition characters. This Patreon is brand-new, so if you like being on the ground floor of new projects, the time to join is now!

One of the questions we’ve been asked quite a lot since the M&M Patreon was launched is if Green Ronin is going to do similar subscription services for other game systems, such as Fantasy AGE, Modern AGE, Blue Rose, Sword Chronicle, and so on. While we don’t have any announcements to make on that front yet it’s safe to say all options are being considered, and the more successful the M&M Patreon is, the more excited we’re going to get to expand this experiment.

That said, if you want more Patreon options now, many of the Ronins have ongoing subscriptions available already.

Our Publisher, Chris Pramas, has a Patreon of his own, where he gives us a tour of his (vast) gaming collection. The Curated Quarantine Patreon is a series of multiple posts per week, each looking at one game from Chris’s shelves. Each post talks about the history of the featured game, how and when Chris first interacted with it, and often gives some crucial context of the product’s place in the history of tabletop games. These are rare behind-the-curtain looks at the games one of the icons of the industry has in his own collection, and his thoughts on what makes them interesting.

On the other hand, if you want even more superheroic RPG content you should absolutely look at Steve Kenson’s Icons Roleplaying Game Patreon. Launched at the beginning of January 2021, this is a way for the award-winning designer of Mutants & Masterminds and Icons to produce and share short articles and other content (character write-ups, adventure ideas, and so forth) about Icons, the game he publishes through his own company, Ad Infinitum Adventures. It’s obviously a must-join for fans of Icons, but it’s also a great opportunity to see designer notes from one of the sharpest game creators in the industry.

Speaking of M&M designers, veteran creator Crystal Frasier also has a Patreon, where she focuses on presenting new gaming material and essays. Her creativity is boundless, as seen even in just the titles of her backer levels (Crystal glitter, Crystal shard, Crystal stone, and Crystal jewel). In addition to making blogs and game articles available to backers, Crystal does polls to give her backers a chance to help guide the direction of the Patreon’s offerings.

You can also find our Expanse RPG developer on the platform. The Ian Lemke Patreon features his posts on RPG content and designing a new game. At various levels of support, you’ll get exclusive updates on what he’s currently working on as well as news, notes, map sketches, and links to his stuff and previews of his blog postings to Grand Pooka’s Grimoire. At higher tiers you can also get sneak peeks at characters, setting material, and adventures, a look behind the curtain at design documents, rules, and pages of projects as they progress and access to his personal Discord channel where you can ask questions about his projects, offer your own input, and ask him anything about the RPG industry. At the highest level, you even get free copies of his self-published pdfs.

Finally, I have my own Owen K.C. Stephens Patreon. It focuses on my essays about game design, writing, and the game industry in general, and offers new game content. Right now, that game content is mostly focused on 5e, Pathfinder 1st and 2nd edition, and Starfinder, but a few bits of Fantasy AGE material find their way into my writings as well. I also occasionally post videos, and backers at higher tiers get  a pdf each month with all my free content from social media, including every Tweet and FB post with game- or genre-related content.

If Green Ronin Publishing or any of our staff launch more Patreons in the future, we’ll be sure to update our Roundup.

Danger Zone: Fast Food Restaurant Available Now!

Danger Zone: Fast FoodThis week we’re releasing a brand new Danger Zone, The Fast Food Restaurant!

Atop a rushing subway car, trapped in a raging apartment fire, crushed beneath the animated oaks of a possessed parkland… Superheroes face as much danger from the world around them as they do from their most nefarious villains.

You want your justice with a side of fries?

Evil doesn’t take a break and heroes never know when they’ll need to stop a robbery during their day-job shift at the local burger joint or taco stand! What villainy lurks in the walk-in freezer, and can they calm an irate customer before she goes over their head to the district manager… or a supervillain?

Danger Zones helps you bring your world alive by describing 30 different urban backdrops for superheroic action, from the classic warehouse to the neighborhood coffee shop to the hospital they’ll need to recover when the adventure is done. Every location includes a map, as well as useful information on how to use that setting’s unique features in a cunning plot or superhero slugfest.

To help populate your urban jungle, Danger Zones also provides a catalog of colorful characters, ready to come alive in your Mutants & Masterminds, Third Edition campaign!

Danger Zone: Fast Food Restaurant is now available in the Green Ronin Online Store, and on DrivethruRPG!

Join the Mickey Mastermind Club! with our Official Patreon

Green Ronin on Patreon!

Art by Jeff Carlisle.

Green Ronin have launched our first official Patreon, providing new game material for Mutants & Masterminds 3rd Edition! You told us you wanted even more villains for Mutants & Masterminds and we listened, reaching back into the archives to revitalize a ton of fan-favorite villains from previous editions who haven’t yet appeared in the current version of the world’s #1 superhero roleplaying game. Our first series of updates are everyone’s favorite band of sanctimonious kid psychics, the Psi Family!

Professor Psi has been a longtime rival of Dr. Atom and the Atom Family, and his children were a constant thorn in the side of the Silver Age team. Now that a new generation has been born, he’s become more determined than ever to prove the superiority of psionic humans and pave the way for a world where he and his progeny stand over mankind! And to give you a taste of what you can expect, we’re sharing a preview of the first release, the telekinetic powerhouse Argent, right here!

Patreon Preview!

Check out this FREE PDF preview of Argent!

Every single week, you’ll get a brand new villain updated and ready to play in your 3rd edition M&M game, with villainous teams released as series so you won’t miss your favorite members. While we’re starting with the Psi Family, a classic from Freedom City 2nd edition, we’re not limiting ourselves to that single book, and we’re eager to hear what you want! Need the two-fisted Contenders updated for your heroes’ next bout in the Circuit Maximus? Want to see the Golden Age Crime league for your historic campaign? Let us know! Every month we’ll release a poll asking you what we should convert next, and we’ll look at the comments to decide what to put up for vote!

But M&M is more than just villains, and the more people contribute to the Patreon, the more time we can justify dedicating to it every month. We’re already halfway to our next Power Level, where Steve Kenson and I will begin releasing monthly articles zooming in on fun elements of Earth-Prime you can use in your campaigns, like individual stores and businesses, colorful personalities, urban legends, and criminal groups. The next goal after that DOUBLES our weekly releases—that’s two villains every week at no extra cost!

And of course the Patreon is a chance for our fans to make their own mark on Earth-Prime itself! If you donate enough, you can join in on monthly developer chats to ask questions and get advice. And if you pledge at our top patron tier, you become a part of Earth Prime as we name-drop you somewhere in an official Mutants & Masterminds release as a bystander, business owner, sidekick, scientist, hench-person, or other colorful figure within our world! If you’ve ever wanted to own that comicbook store in Freedom City or run a mercenary league in Emerald City, now’s your chance!

The Patreon is just beginning, but it marks a new era in providing hyper-focused material to gamers that zooms in on your interests and needs without needing to pick up a full book! We hope you’ll join us and enjoy!