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.

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!

When the Developer Plays: Dueling Time!

Last time I told you about the Modern AGE Threefold game I don’t Game Master, but play in as Andrzej, who happens to be one of Threefold’s signature characters. Tonight, as I write this, I’m coming off another session where, as Andrzej, I fought a duel. I want to share some insights about combat using Modern AGE’s system I gleaned from that clash of imaginary swords.

First, the set-up. Why was I in a duel? As I noted last time, our Sodality Mission was on an independent Otherworld (a magic-dominated plane) to support diplomatic efforts toward an alliance with the Vitane, the peaceful democratic government of planes the Sodality supports. This plane had contact with the feudal warriors of the Nighthost in the past; their remnant needed to consent to the alliance. There were intrigue-soaked negotiations which…succeeded! They were ready to ally with us.

Threefold Nighthost

These folks need aggressive diplomacy!

Then the real Nighthost showed up: the army that had long waited on the other side of an unreliable gate between their realm and where our new friends lived. They made it through the normally closed gate…somehow (trouble with playing is I don’t know yet). The Nighthost aren’t just soldiers from Hell–they’re soldiers who rebelled against the Netherworlds, slaying demon lords and freeing the damned. They’re badasses out of a Black Metal album with a classic dueling culture, and they were about to lay siege to our allies’ outpost. So what else could I do except challenge their leader, the thane, to a duel?

I won’t leave you in suspense–I lost. I’m a 5th level character, but as our GM Steve told me, the thane was a Dire threat opponent. I think him being 7 feet tall with a crown of horns was a hint. I yielded with 3 Health left in me. Rather than go blow by blow, I’m going to list what I learned, after the thane and I put on mail, he got his sword and shield, and I brought my two-handed sword to the party.

Being a Protector Rocks: +2 to attack rolls and an extra SP on Stunt Attacks with the Sodality Protector talent rocks, especially if you also double on your roll–and especially if you master Two-Handed Style.* I was lucky to get big stacks of SP a bunch of times, which I spent on Lightning Attack to get a chance to inflict damage in, along with a constellation of other stunts, including Armor Crush, which reminds me…

Armor Crush is Better Than You Think: My second, a fellow Sodality Protector named Chester, couldn’t negotiate the thane out of his armor, so we were both wearing mail (I know this is all pretty fantasy for Modern AGE but that’s life life on a magical Otherworld) and it so happens mastering Two-Handed Style and using a big sword lets you gain 2 SP toward Armor Crush. I hit the thane a few times, dropping his Speed considerably. This combines beautifully with Knock Prone. Soon enough the thane was so slow he had to waste his actions getting up (part of a minor action) and fixing his armor (a major action). The thane eventually used it on me, however, and it was way worse for me because I didn’t have Armored Combat Style, like he did. At one point, the thane hit me with multiple Armor Crush stunts and the Hamstring stunts, and  knocked me prone. I ended up with a Speed of 3, half of which I needed to use to even get up. Oh yeah:

Annoy People with Knock Prone: For 2 SP and high reliability (no opposed roll required), Knock Prone is a very useful stunt when mobility counts. If you do this after attacking their Speed with the previous tactics, there’s not much they can do except stand up and sigh…which I did.

Ready for a Duel?

Being a Protector rocks!

Pick Your Disarms Carefully: The duel featured a number of Disarm stunt attempts. One of mine and two of the thanes were successful. Choosing the direction and distance of a disarmed weapon ends up being rather a big deal, however. I knocked the thane’s sword over my shoulder so he’d have to fight me disarmed to get it. Of course, that’s when he Stunt Attacked me with the Knock Prone/Hamstring combo after I’d been Armor Crushed, so, uh, maybe that decision sucked.

Remember Your Stats: Oh, I screwed up a couple of times here. I forgot to reduce damage by Toughness, which I was allowed to do in our Pulpy Mode game. Fortunately we realized and fixed that midway through, or else I’d be toast. But the other thing I forgot is the free grapple off a missed attack for Self-Defense style, which might have been used to mess up the thane a little more before he beat me.

Boost Your Defense When You Can: Defense-boosting tactics and powers are rare in Modern AGE, so make use of them whenever the opportunity arises. The Parry stunt is useful for chopping down high Defense opponents. The thane had a frickin’ shield, and that advantage wore me down–I had my share of misses. Since Protectors get a +2 to Stunt Attack rolls, I tried stacking that with a +2 Defense Guard up a few times, since my bonus nullified the penalty. This works pretty well–unless your opponent rolls high, which the thane did with annoying regularity. Generally speaking, seeing your bonus as an opportunity to cancel out a penalty linked to some other benefit is a smart move.

Fights Should Be Meaningful: This duel was a political maneuver. I wanted to show the Nighthost thane that the people on this plane were every bit as honorable as he and his army was–they weren’t fit to be brutally conquered, but had to be approached as equals. Game designers often talk about stakes in terms of game systems.. I prefer to think in terms of the fiction–talking about the reason for the duel (to secure negotiations), the emotional components, and negotiating the terms–not to map the outcome, per se, but to write the rationale in the fiction boldly, while maintaining the possibility that anything could happen.

One of us could have cheated, or attempted some other risky move outside the confines of the duel. The rest of the Mission group were in the crowd, after all, ready to help. In the end, though, we all followed the etiquette of the situation, and the great thing is that, since we were never locked into these terms, following the gradually built trust between us and our enemies, and it felt real because of course we could have cheated at any time. So when I yielded and didn’t die, but was allowed to limp back and heal, it felt earned.

* NOTE: In the upcoming Modern AGE Mastery Guide Stunt Attack now provides a base of 2 stunt points, increasing the Sodality Protector benefit to 3 SP in a stunt attack. We use this rule in our game.

 

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!

When the Developer Plays: Threefold

Threefold for Modern AGEThere’s a stereotype among game designers and developers that you eventually get so swamped with work you don’t play. I must admit there’s a challenge, but in many cases it’s more that, if you work in games, you love games. You want to have some time in popular games, pick them apart, and see what you can use or devise in reaction to them. It sometimes makes it hard to concentrate. Plus, my working schedule tends to be chaotic. Between all that and some persistent minor but annoying health stuff, I haven’t been as diligent at getting to my weekly game as I would like. Fortunately, I’ve pushed past the fog of it all a bit and am back to my Modern AGE game in the Threefold setting—one which I play in, instead of GMing. This of course speaks to another stereotype: Designers run their games instead of playing characters. This was my situation too, but over the past year I have stuck to playing.

Modern AGE Andrzej

Andrzej, a Sodality protector and nerdy swordsman

Where Have I Seen That Sword Dad Before?

What’s it like to play the game you developed, with the setting you developed? I recommend it to anyone who makes games if you approach it with the right attitude. My group plays on Discord most Sundays, with people I played with in person back in pre-COVID times. I’ve known most of them for over 20 years, and it makes for a comfortable environment, as well as a testament to games’ ability to create and maintain friendships.

On my side, the biggest challenge is learning to relax into my role. By weird coincidence, I randomly created a character who happens to fit the abilities one of Threefold’s iconic characters, Andrzej, perfectly. Andrzej was, incidentally, created as a heroic parody of yours truly by writer H.D. Ingham. After some laughter at the coincidence, I just went with it. Thus, I’m playing Andrzej, a Sodality protector and nerdy swordsman.

Seeing What Works

I know Threefold extremely well, since I invented it, though the writers who worked on it gave it a life beyond anything I could have imagined. That’s the same creative expansion I enjoy coming from my GM, Steve (not Steve Kenson, a different cool Steve) and there’s been nothing so pleasurable and useful from a design perspective as playing Andrzej and exploring worlds Steve expanded and invented based on cues from the Threefold setting. I can see which parts of the setting are the most accessible, and which are a little more challenging to use, and these tend to be a lot different from what you might get out of just reading the book.

As Andrzej, I belong to a Sodality mission with some Aethon adjuncts that specialize in rough and tumble approaches to problems. One of the challenges here is that the Sodality and Aethon are designed to support traditional party play, but that tends to bring a lot of the baggage related to wandering “adventurers” with it. But being a Sodalt means having ideals—they represent mostly legitimate good guys, since they’re part of a multi-planar magical utopian federation of states—and as a group it’s taken time to get there, but we’re starting to lean into it. When it’s time to expand the Sodality, I’ll have to keep this indoctrination aspect in mind.

Right now, we’re engaged in diplomatic negotiations and some quiet investigations on an independent plane that has some relationship with the Nighthost, and who broke off contact with the Vitane (the aforementioned magical federation) because of the Crimson Trident incident, when a branch of the Sodality (the Vitane’s exploratory arm) went rogue. I find it interesting Steve grabbed inspiration from that part of the setting’s history, which Jaym Gates created to give the good guys a spicier backstory. Well, Jaym, it worked—we’re playing with the results. We haven’t met anyone from the Nighthost yet, but we’re dealing with rival diplomats from the alternate earth of Al-Hadiqa. In Threefold, our world, the “primeline,” claims to be the true Earth, and prevents other Earths from accessing other plans as much as it can, but Al-Hadiqa (a plane invented by the late and sorely missed Alejandro Melchor) won’t be limited by the primeline and its enforcers, Aethon. They want a political arrangement with this new plane that shuts us out. Normally, this wouldn’t be particularly alarming for us, but we’ve just come off some operations tracking down a family of soul smugglers who we strongly suspect are allied with this Al-Hadiqa faction. The role of souls in the game, and their role as illicit trade goods, was developed by Neall Raemonn Price, and coincidentally, his adventure for Five and Infinity, The Soul Trade, had some strong similarities to what Steve independently devised. That tells me this is one of the more accessible concepts in the setting and might merit further exploration.

Threefold through the dimensions

Learning What You Don’t Know

Now, I am pretty much the boss of Threefold. I invented the setting and plot its course. What does that mean when I’m playing a character in the setting? Well, I try to keep my mouth shut, and I’m mostly successful. My participation is about having fun through my character, and I also get to enjoy insights about how people use the setting, but Steve is going to have different ideas about what’s happening behind the scenes and how to interpret things—and he’s right. So far where I’ve mostly stumbled is in maintaining a separation between player and character knowledge. Last week Steve said, “Roll to see if you really know that” and he was right to do so. This is a common enough problem for anyone, especially in lore-heavy settings (Threefold is dense with information—you want to give it a few reads because I designed it as if it was already, say, 20 years old, on purpose), but it also tells me it might be a good idea to explicitly describe the knowledge base possessed by members of various factions.

Next Session

Are we on for this Sunday? I hope so. The plane we’re exploring is fascinating. It’s a low-gravity world with mile-high buildings and a floating continent that whips around the primary supercontinent at high speeds. The floating land has a gate that intermittently opens, letting visitors from the Nighthost through. We’ve only heard rumors, and I’m eager to figure out the truth.

A free quickstart PDF is available in our Online Store, and on DrivethruRPG!

A Wolfenmoot Gift

Wolfenmoot Web

Some time ago, Green Ronin staff were introduced to the wonderful notion of Wolfenoot, a holiday created by a boy in New Zealand as “a celebration of canines, kindness, and humans who embrace both.” We were so charmed by it, that we incorporated our own version into the world of Blue Rose, the holiday of Wolfenmoot, back in 2018. For what could be more Blue Rose than a holiday about kindness along with furry friends and family?

This past holiday season, I wrote “The Wolfenmoot Web,” a Blue Rose adventure focused on that holiday celebration, and a deadly threat that arises during it. It is an adventure for 5th level AGE System characters using the Blue Rose Romantic Fantasy Roleplaying game. Since we were also releasing the new Blue Rose Adventurer’s Guide, in PDF and print-on-demand, “The Wolfenmoot Web” includes a conversion appendix with all of the 5e game information needed to play the adventure as well.

Best of all, “The Wolfenmoot Web” is available as a Pay What You Want release for the Adventures in Aldea line on DriveThruRPG. This type of dual-supported adventure, usable for two different game systems, is a bit of an experiment for us, so we’re eager to hear what you may think about it. Would you like to see more 5e conversions of Adventures in Aldea for use with the Adventurer’s Guide? Drop us a line at letsplay@greenronin.com and let us know!

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.

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!

Our Live streams are back in the new year!

Hello friends!

Troy Hewitt here, community nerd for Green Ronin Publishing and the disembodied voice for our two live streams, Mutants & Masterminds Monday with Crystal Frasier and Steve Kenson, and the Fantasy AGE live stream ThursdAGE! With Owen KC Stephens.

Mutants & Masterminds Monday! ThusdAGE!

We’re entering the new year with our tech dialed in (sort of?), our content planned (definitely), and an excitement for our 2021 streaming plans that is off the charts (Absolutely)! With some crucial dev milestones around the corner for some of your favorite Green Ronin Titles, it becomes increasingly important for us to connect with the people playing our games directly. Truth be told, our streaming efforts are really a chance for us to reserve time each week dedicated to direct conversations, to hear your feedback, share our progress, and most of all, have some fun.

With Mutants & Masterminds Monday, Crystal Frasier, (lead developer of M&M) and Steve Kenson (creator of M&M) get together to suffer my ridiculousness every Monday at 2:00 PM Pacific. It’s as fun as you would imagine it to be- hanging out with Crystal and Steve is a pretty phenomenal way to spend your Monday, no lie, and with the addition of today’s announcement of our Mutants & Masterminds Patreon things are heating up like wow.

For those of you that have been keeping track of our weekly program, now 30 episodes strong, you’ll no doubt remember Crystal Frasier’s note-taking as a regular theme and why is that important? Well, she listens. She listens, and she cares deeply about the M&M developing story, and even more so about the people who are playing. While the Patreon will be a welcome boost to Green Ronin’s bottom line, it also comes at the request of so many Mutants & Masterminds enthusiasts, that considering the months of content Crystal has already planned, well, let’s just say you are going to want to watch today’s stream for all the details.

And you can do exactly that- you can get a front-row seat to our live streams, always free, always on Monday, always at 2p Pacific, on FacebookYouTube, and if that weren’t enough? Today we’re giving Twitch a shot!

What’s next? 60 second adventures on TikTok?! Not likely. Or is it?

Who can say! Now listen, I’ve got to get things ready for the inevitable tech hardship I’ll bring to today’s livestream. Come and check it out for yourself, but only if you like fun, useful M&M tutorials and advice, and listening to Crystal and Steve, two world-class fantasy world-building, hero slinging, funny joke-making, super storytellers in this universe and SEVERAL others.

And me! Your disembodied boy, Troy. We look forward to the next 30 episodes, one hour, one Monday at a time, but only if we can spend it with you. See you there?

Will we see you there?

As always, questions, comments, and compliments about our streaming efforts can be emailed directly to us: Letsplay@greenronin.com