GMing Threefold with Speculative Fantasy

Not too long ago I said I’d talk about Threefold’s speculative fantasy concept. What is it? While you can play any genre in this vast Modern AGE setting, we wanted to create a distinct default way to run the game.

More planes, more problems—if interesting ones.

 

Speculative fantasy describes Threefold’s ability to ask, “What if?”—what if Earth were just one of many worlds? What if the multiverse theory was demonstrably true? Threefold explores experiences radically different from our own and encourages players to dig into a vast playground of discovery. It brings real world mythology and folklore to life, blending legends together and giving them unique twists to keep them fresh and alive with possibility.

What If?

The heart of a speculative fantasy scenario involves taking that “What if?” and making it the central problem of a scenario. Threefold creates speculative fantasy set pieces through its various planes and factions. For instance, in my current game, characters passed through a plane filled with ruins, where each scattered band of survivors thought the others, and any visitors, were the enemies who’d destroyed its former civilization. While my players were just passing through, they had to deal with this problem by making it clear they were newcomers. If they’d dug deeper, they’d have to figure out how to build trust between these communities and investigate where their perceptions of each other came from. Was it a psychic weapon? An ancient betrayal? Answering these questions and putting the information to use would resolve the conflict.

Threefold comes with an introductory adventure: “Identity,” by Jamie Wood. It’s meant to demonstrate this approach in action, as heroes untangle questions of rights and personhood. It’s the sort of scenario we often find in classic episodic science fiction. In some cases, this means you can use allegory to explore real world issues. Whether you do so, however, is entirely up to you.

Classic but Strange

One of the great things about speculative fantasy is that strange problems are often variations of normal ones, by allegory, as above, or through other extensions on more common stories. For example, Romeo and Juliet is a classic story, but it turns bigger and weirder when the lovers from rival houses are Optimates: aristocratic demigods who rule the Divine Empire. Not only must characters deal with superpowered relatives but ask themselves what it means in the context of the Empire, a tyranny reigning over multiple planes. Does healing the breach between two houses risk making the Empire harder to oppose? Can they persuade the lovers to rebel against the source of their own privilege?

Such dilemmas are part and parcel of speculative fantasy play. Should Aethon agents comply with requests to delete an alternate Earth developing apocalyptic weapons, if most of the population has no idea what’s going on? Who is most entitled to a geomantic place of power on Earth? If a god returns to rule their people, should characters stand by while the population rejects the fairer institutions they’ve built for themselves?

Of course, characters need ideological and moral stances to work from. This is why Threefold provides two factions with different belief systems for characters to work with, in agreement or defiance. The explorers of the Sodality represent idealism and have set policies about what their organization considers right and wrong. Aethon’s spies and paramilitary forces represent a more pragmatic point of view. In the end, of course Modern AGE character drives and personal beliefs decide the course of action.

Get Speculating Now

Threefold is out now, for order in our store, at your local gaming establishment, or at DriveThruRPG. Chapter 9 digs into the speculative fantasy concept further, and of course this is just one facet of a very big setting. Later this year, we’ll provide further Modern AGE support with Enemies & Allies, a book of creatures, Non-Player Characters and guidance for making your own friends and foes. Enemies & Allies is suitable for all Modern AGE games, but was designed to not contradict Threefold, making it fully compatible with this flagship setting.

Until next time? Play well in any world you choose.

Ronin Round Table: Pit of Vipers

Sometimes, stories don’t tie up as neatly as we might like.

In February, we released Shadowtide, the first novel from Nisaba Press set in Green Ronin’s Blue Rose game setting. Shadowtide’s story focuses on a trio of the Sovereign’s Finest who are far from home in the hive of scum and smugglers known as Serpent’s Haven. The story follows this trio as well as the various friends, lovers, and family they meet along the way. Though Shadowtide’s narrative is complete within the novel, there are threads aplenty to be picked up by future novels, as well.

While working on my edits, Jaym Gates pointed out a certain element of the story that felt unfinished. Without going into spoilers, our heroes promised to help some new friends to get out of the dangerous Serpent’s Haven. Unfortunately, with the way things worked out, it was impossible for them to do that. Our heroes returned home to Aldis to lick their wounds and grieve their losses, forced to leave those friends behind—but in the Kingdom of the Blue Rose, our heroes keep their promises and don’t leave their friends behind, at least not without doing something about it.

And that is how Pit of Vipers came to be. Releasing this week, Pit of Vipers is an e-book only novella featuring the night woman envoy Ydah and her return (with her new apprentice envoy) to Serpent’s Haven in order to set things right…though they learn that not all has been quiescent in their time away.

 

Pit of Vipers will be available later this week, but you can order your own copy of Shadowtide: A Blue Rose novel, right here! (also available in digital formats.)

Also be sure to check out A Guide to Shadowtide, a free PDF supplement for the Blue Rose AGE RPG, and Shadowtide: Recipes from Aldea by Jess Hartley!

Fantasy AGE: Shaking the Pillars of Heaven

Well, it’s been an interesting run, but it’s time to move on.

Fantasy AGE Basic Rulebook

Starting in October I’m going to be leaving my position as Fantasy AGE developer and thus my regular position at Green Ronin. This has been awhile in coming—I’ve known for several months I needed to make a change.

Why? Well, it’s complicated. But mostly? I’m tired. After several years of personal tragedy, heavy workloads, financial and health issues, the occasional resurfacing of past harassment, and so on? I feel a bit like Egg Shen at the end of Big Trouble in Little China:

My work is done. Lo-Pan is dead, the evil spell has been lifted, years ago I promised myself a long vacation…and it’s time to collect.

That’s not entirely accurate of course, but metaphorically? It’s appropriate. For the past several years I’ve been keeping everything going as best I can. Maybe not always as well as I could in a perfect world, but keeping things moving forward as best I could.  I’m proud of the work done; I’m especially proud of the talented folks I worked with making the various books in the Fantasy AGE and Dragon Age lines, as well as the Blue Rose core book.

However, the Fantasy AGE line needs someone who really wants to work on it. Which, despite my aforementioned pride in the work done? That just isn’t me anymore. I’ve walked this road about as long as I can or want to. Again, that’s not a slam on the work, the people involved, fantasy, gaming, or anything else the line intersects with. It’s just where I am now.

I’ll always be happy I took this gig. It was the right thing to do at the time. I’ll always be proud of the work done. And it’s possible you’ll see me again on various Green Ronin projects, either as a freelance writer or maybe even a developer if the right specific project comes along.

Never can tell with me.

And I’m not going to be a hermit or anything. I have four more books for my wu xia/kung fu game, Tianxia, to finish, there are three more John Carter of Mars books in the pipeline and even

Fantasy AGE Bestiary

some other work past that.

But damn, I am worn out. And since I still have a lot of things I want to design, write, create, and so on in the future? I needed to let something go so I can recharge, rest, repair, and then do those things. After a lot of consideration, this was the thing to let go.

Sometimes it’s that simple.

So, I wanted to end by saying thanks to the fans and customers for their support and enthusiasm. To Green Ronin, I want to say thanks for the opportunities to put my stamp on not one but three of the company’s lines (and that’s not even counting the various Mutants and Masterminds projects I was able to contribute to). To Fantasy AGE’s new developer, Owen K.C. Stephens, I want to express my heartfelt enthusiasm and well wishes. I know you’re going to do great. To my various collaborators I want to give my love and appreciation; literally couldn’t do it without you. In particular, I want to give a shout out to Jamie Wood and Matt Miller, two fine freelancers who started on Dragon Age with me and kept working to the current Fantasy AGE projects. While there were so many great folks on various books, you two were always there when I needed you, and that’s appreciated.

And to my fellow Ronins, while it wasn’t always easy or smooth…we really shook the pillars of heaven, didn’t we?

Later,

Jack.


Fantasy AGE Companion

“Just when I thought I was out, they pull me back in.”
Michael Corleone. The Godfather, Part III

Okay, that quote makes it sound like I’m unhappy to be back at Green Ronin, and nothing could be further from the truth! But let’s be honest, how often do I get to use an Al Pacino quote? I may not even be the Gamefather, much less the Godfather, but I know a good quote when I steal one!

Fans of Green Ronin as a company may recognize my name from my time as the Freeport/Pathfinder Developer, or my various freelance contributions to d20 game books Green Ronin has been so kind to include me in over the past two decades, but folks who are primarily fans of Fantasy AGE are likely to have no idea who I am, and I’d like to take a chance to introduce myself.

I have just a couple of small AGE credits, dating back to some GM advice of mine that got used in Dragon Age. But to be entirely up-front, my professional expertise has primarily been in things adjacent to D&D and Pathfinder, so taking the role of Fantasy AGE developer takes me into new territory professionally and I’m extremely excited about that.

Fantasy AGE Campaign Builder’s Guide

I think Fantasy AGE is one of the most dynamic and exciting RPGs to come along in the past decade, and I couldn’t be happier to be involved with its evolution going forward. Jack’s done a tremendous job shepherding from his first involvement with it to this point, and I want to take a moment to thank him for his hard work on the line, which is in great shape as he and I arrange for the hand-off of projects currently underway.

I don’t officially take the reins until October, but Jack and I (and the rest of the awesome Ronins) are already working at making sure things transition smoothly. We’ll have exciting new things to announce eventually, but for now I just wanted to take a moment to introduce myself, and give people time to get used to the news.

Owen K.C. Stephens

September 2019

Threefold: Rivals in the Metacosm

Over a number of Threefold articles, we looked at the Sodality, who explore this Modern AGE setting’s countless planes, and Aethon, who deal with threats to the progress of Earth’s history. These groups are especially suitable for Player Characters but aren’t the only possibilities. More to the point, they don’t operate without opposition. While potential adversary groups can come in many sizes, today we’ll look at rivals who rule great clusters of planes: the tyrannical Divine Empire, and the warlike Nighthost.

The Nighthost gathers. Composed of many peoples, the Nighthost discriminates only on the basis of martial strength, and unites to liberate Netherworlds, and conquer Otherworlds.

The Divine Empire

At the end of the great Fellwar for the Metacosm’s souls, most of the Hierarchs, gods who’d instigated the war, went into exile, while mortal survivors founded the Vitane, an interplanar government. Many members of the Vitane were Optimates: half mortal children of the Hierarchs, akin to demigods and legendary heroes. Under the old order they were used to privileges and formed the Imperial Party to argue for their renewal. Meeting with little success within the Vitane, Dyraza, a thunder and sky Optimate and leader of the Imperial Party, masterminded coups on over a dozen planes, declaring herself the Empress of the new Divine Empire. Under her direction, the Empire built an Optimate aristocracy of Prefects, a ruling council called the Pantheon, a Curia of worshipful mortals, and other institutions over 199 years of rule. This period of rapid expansion was significantly slowed by her death. In apparent retribution for campaigns ranging into the Netherworlds, Dyraza was assassinated by Avakim, Alastor Lord of Dust, in an incursion into the Empire’s capital plane of Alatum.

Now entrenched by the following centuries, Divine Empire is ruled with an iron hand by Optimate aristocrats. These include the planar Dominii who populate the Pantheon, and regional Prefects and Subprefects. The Empire demands mortal worship of the Optimates and their Emanate ancestors. This is overseen by the Curia, an assembly of priests and anointed arcanists. Where they fail to sway the commoners, a vast network of spies informs the authorities of disloyalty and intimidates everyone they might report for impiety or treason. The mass of mortal commoners is divided among true believers who tolerate their inferior position in the Empire, and small revolutionary cells. The Sodality is often assumed to support an anti-Imperial insurgency, but few are can verify or deny these allegations.

The Nighthost

Born to fight and blooded in the endless battles of the Fellwar, the predecessors of the Nighthost were the terror of the planes. As the Fellwar ended, many Netherworld warriors fled their masters, conquered Otherworlds, and founded an alliance of warlords and mercenaries ruled by thanes who can only be overthrown by sufficiently honorable challengers. As the Nighthost, these rebels founded a new home plane. This is the Fetter, a liberated Netherworld, where they built tribes, cities, and nations under the leadership of the Unchallenged, elders renowned for their deeds. Some say the Nighthost is secretly ruled their old demonic gods, who are marshaling their forces for a final war. But as their forbears were twisted and tormented by these Alastors, the Nighthost bears no love for their ancestral masters. Their ethos is founded in freedom through strength.

The Nighthost has never forgotten how in the aftermath of the Fellwar, the Otherworlds’ inhabitants branded their kind beasts, monsters, and craven slaves of horrific gods. Former soldiers of the Alastors were outcasts on nearly every plane. Only the Nighthost accepted and trusted them. And once given, trust should never be betrayed. To a warrior of the Nighthost, honor is everything, instilled from the moment of birth to their dying breath. Therefore, even as their armies conquer plane after plane and install thanes to rule the defeated natives, they moderate their cruelty with an ethos that grants power to the deserving.

Sodality members most often encounter the Nighthost’s warbands: small groups of soldiers who fill the same strategic niche as the Sodality’s Missions. Warbands have primarily military aims but are neither ignorant nor aimlessly violent. Their members are often as learned and clever as their Sodality counterparts.

Speculative Fantasy?

Oh right! Last time I said I’d talk about that. Well, I changed my mind; it’s coming next time. You can preorder Threefold now with the PDF add-on or get it in PDF to read about the concept in detail yourself or wait for its street date: September 3rd!

Getting Started with Threefold

Threefold, which premiered at Gen Con and hits stores September 3, is a new setting for Modern AGE, allowing characters to explore numerous worlds connected to science, magic, and psychic forces.  It’s very, very big—one universe isn’t enough to contain it! Reviewer Jeremiah McCoy says it feels like a TV show with ten seasons of lore. This is intentional. I didn’t develop this to be a diversion, but a setting even an experienced gaming group could hang the majority of their play on for years. Talking about it, I called it a return to “Big Setting,” like those from 25 years ago and more which offer deep immersion and a variety of stories.

But this begs the question: Where do you begin? Fortunately, Threefold itself provides answers in its text. I want people to play it, after all. Unlike many of the great settings of yesteryear, it isn’t designed to just sit on a shelf.

Earth, Otherworld, Netherworld—each suggests different stories in the wider Metacosm.

Root Factions: The Sodality and Aethon

Chapter 4 of Threefold presents our default focus, split into characters from the Sodality, a transplanar agency devoted to exploring the Metacosm and defending its diverse peoples; and Aethon, who protect Earth’s prime timeline (primeline), meddle in the affairs of alternate worlds, and often accompany Sodality characters.

The Sodality received slightly greater support for play, as it’s integrated into the Vitane’s government of many planes, and characters’ service branches—Emissary, Protector, and Searcher, suggest the social, action, and exploration aspects that define Modern AGE itself. Characters follow the Vows of the organization, and supervisors called Magisters supply them with orders and goals. This makes a Sodality focused game the easiest one when you want to explore the broad setting.

Aethon suits a more conservative approach to the setting. Aethon characters have supervision and objectives to keep them focused, but primarily operate in Earth’s primeline or, using devices called quantum arks, in alternate worlds. They protect Earth from the dangers of alien planes, as well as homegrown sorcerers, psychics, renegade scientists, and miscellaneous strangeness. Aethon is the way to go when you want to gradually reveal the setting. Characters can eventually visit other planes working alongside Sodality members, or on clandestine missions such allies might not approve of.

While these factions are the easiest to start with, nothing in Threefold demands you stick to them. If you want to play Krypteia gangsters or Nighthost warriors, go for it! The Sodality and Aethon are the most approachable options, but not the only ones.

Picking Your Planes

Another way to narrow your focus is to look at different slices of the Metacosm, and decide what sort of worlds you want characters to visit. Threefold is designed to give each of the three major types of planes a default genre. Otherworlds suit classic fantasy adventure, where magic saturates the land. Netherworlds are keyed to dark fantasy and horror. Earth and its parallels lead to stories about the Singularity, transhumanism, and even time travel. Limiting your initial explorations to one of these types of planes can help focus the game. It’s also perfectly possible to run entire adventures, and even campaigns, without stepping through a single gate. This is best supported on Earth, where psychic guilds, rogue scientists, warlocks, and AI-directed criminals provide numerous challenges, but surviving a single Netherworld, or exploring one Otherworld, can occupy players for some time.

Speculative Fantasy

Beyond the core factions and planes, Threefold bases its default play style on “speculative fantasy”—that is, fantasy stories using the story patterns of classic science fiction. Next time around, we’ll talk about that. Until then, remember that while any story is possible, your story, and the focus you give the setting, is paramount, and will define your version of Threefold.

THE DELUXE GAMEMASTER’S GUIDE: ADVENTURE TO THE MAX

In our last Mutants & Mastermind’s Deluxe Gamemaster’s Guide preview, I showed off some of the new faces populating the game, including my beloved Jobber villain archetype. But the Deluxe GMG is more than just a new gallery of rogues! One area I’ve struggled with the third edition of Mutants & Masterminds has been adventure design. The original Gamemaster’s Guide delved deep into villains and plot and motivations and challenges, but never provided a chapter on stitching them all together into a full adventure.

So for this newly revised reprint, I added a chapter on exactly that! The new Adventure chapter provides some practical advice on planning an adventure, involving the heroes, and stitching together various scenes to help make compelling adventures with more to do than throw punches and busses. Mutants & Masterminds has roughly broken out the action into various “scene” types—Conflict, Challenge, Investigation, and Roleplay—for years in our official adventures without expanding much on what each of those scenes mean or how to make best use of them as a GM. Now each scene type gets a spread on how to write it, how to use the rules, and when to dish out Hero points, as well as a helpful random chart to help out if you get stuck.

The Adventure chapter also includes a half-dozen pre-built scenes for you to grab and drop into your own adventures on short notice. Anyone who picked up the Basic hero’s Handbook will be familiar with these, but if you haven’t, a pre-built scene has everything you need for an hour or two of interesting heroics above and beyond the beloved superhero slugfest. The scenes also show you how to use the Mutants & Masterminds rules in unexpected ways to play out some fan-favorite comic book tropes. The new scenes in the Deluxe Gamemaster’s Guide include shrinking your heroes down to insect size, handling massive invasions, and waging battles in the psychic realm, but my favorite is detailing how to play out a fun, high-speed chase!

 

You can download a PDF sample of the High Speed Chase right here! 

 

Of course, we wouldn’t leave you hanging with only a few sample scenes. Your group needs to save the day in more than just one scene at a time, so the Deluxe Gamemaster’s Guide includes two new Mutants & Masterminds adventures. In “Power Play,” a new criminal organization is taking over the streets of your fair city and threatening to bring one of the most dangerous supervillains of the previous generation back into play to secure their hold. In “The Isle of Dr. Sersei,” you must infiltrate a mad scientist’s island full of monsters to stop her deadly “salvation” of mankind. You can run each adventure as it is, drop in some of the sample scenes from Chapter 6 to bulk it out, or just use each adventure as a whole pile of extra sample scenes to drop into your own adventures. Maybe you’ll never run Power play at home, but knowing how to run the PCs infiltrating an underworld meeting or battling atop speeding tanker trucks is always fun to have in your back pocket!

 

Threefold’s Aethon: Working for the Righteous Machines

For the last two weeks I’ve written about Threefold’s Sodality (Part 1 | Part 2), one of the two leading factions for Player Characters in this new Modern AGE setting. The Sodality’s focus is outward, across numerous Otherworlds. Earth is a matter for its allies in a secret global state, the Peridexion. And of the Peridexion’s five divisions, one deals in words, blades and data flows to protect Earth’s primeline. That’s Aethon.

Aethon’s current symbol, fitting its name, which comes from the eagle that tortures Prometheus daily. Imposing consequences for rash innovations is part of Aethon’s mandate.

Aethon Operations

While the majority of Aethon’s operations are limited to Earth and dealing with threats to the worldlines, coordination with the Vitane is common. Operants (fully initiated agents) often travel the planes alongside Sodality Missions. When Aethon acts alone, however, Earth’s Alts—parallel worlds—are the most frequent exotic destinations, if a team must leave the “real world,” or primeline. Operant teams form Sections: a thousand groups given three-digit designations and occasionally, informal names, such as the augmented shock troops of Team Bear. On Earth or another worldline (accessible via standard quantum ark, a vehicle which is also a definitely computable object reprocessed into its target reality via esoteric mathematics), Sections perform the following missions:

  • Commit: Once properly analyzed, Sections impose desired changes on the status quo, altering the politics, technologies and other critical factors of a worldline, including the primeline.
  • Fork: With the aid of insights from Aethon’s patron, Section operants set specific actions in motion to create branch timelines.
  • Monitor: The most common mission involves keeping watch over the various aspects of Earth.
  • Push/Pull: Defending worldlines against unauthorized change is a task divided into pushing away extraplanar threats such as incursions from the Nighthost, or pulling Earth-based problems, from rogue scientists to warlocks, out of the equation.
  • Delete: For reasons barely understood by Aethon, the transcendental intelligences that rule it sometimes demand the deletion of an alternate universe, typically accomplished by eradicating sapient life on its Earth. The worldlines are gardens, and one must weed.

Such missions may lead to detours to other planes, contending with unauthorized supernatural forces, and avoiding alternate-universe instances of Aethon itself.

Aethon Personnel

Section operants (so named as an indication of how they’re handled) are the epitome of Earth’s potential: highly trained and gifted experts further augmented by swappable posthuman enhancements. These somatic and noetic technologies run the gamut from combat capable artificial limbs to altering probability by remodeling the mathematical substrate of reality. Operant gear ranges from slightly improved ordinary equipment to the reconfigurable MAW weapon system, Panoply-class powered armor, and cantors: cannisters of cloned psychic brain tissue imprinted with a bias toward science, which helps stabilize natural laws in planes where they operate more loosely.

Below the Sections, the Pool provides a steady stream of temporary agents and informants, many of whom don’t know who they work for. Above them, Management interfaces directly with the directors of Aethon and the Peridexion as a whole: the Machinors.

Aethon Leadership

It calls itself Lucifer, but the leader of the Peridexion uses many names and faces, communicating through any electronic devices—and even other machines, sometimes—to command it as the head of a council of six supremely intelligent AIs. Such beings are called Machinors, and not all help Aethon. In fact, a rival cabal, including an uncreated future intelligence interacting with the past, guide the Krypteia, an interplanar criminal conspiracy. In fact, it isn’t exactly certain that the Machinors are really AIs at all but appear this way as contemporary personifications of ordered knowledge. Aethon serves the Peridexion, which honors these six. Loyal subordinates point to the numerous occasions these instructions have saved Earth from catastrophe, but are the world’s other problems signs of flaws, subtle enemy action, or a plan that might leave humanity itself behind?

Aethon and the Sodality

The bond between Aethon and the Sodality dates to the end of the Fellwar, when the Machinors helped refugees from the Otherworlds but an end to it. Earth is said to be the seat of natural laws across the Metacosm, and sacred for it, and even in prehistory, its guiding figures wishes it to remain autonomous. As the Peridexion rose, it negotiated a number of treaties, such as those allowing people with extraordinary gifts and origins—arcanists, arvu, and others—the right to maintain secret communities on Earth. Aethon and the Sodality eventually developed a framework for lending agents and forming common teams, typically in the form of Aethon members joining Sodality Missions.

Through the Gate beyond Gen Con

Threefold is available to pre-order now in our online store, and will start showing up in retail gaming shops in early Sept. Until then, take a look at this preview about primeline Earth (with flashes of other planes on each side to tantalize you)—and see you through the gate.

 

 

Prepare for Gen Con 2019: A Green Ronin Guide

It’s almost time for the Best Four Days in Gaming and the first sign of the end of summer, and we’re scrambling to see what new games we’ll be playing in September – but we couldn’t find anything! Every year tons of new games being released at Gen Con, or at least that’s how it’s been in the past, so we figured we’d give you a quick run down of what Green Ronin has to offer that’s new this year – each of these will be available in limited quantities at booth 929, and released later into your friendly local game store!

Also, be sure to check out our seminars and scheduled games!

Mutants & Masterminds Deluxe Gamemaster’s Guide

The first is the new Mutants & Masterminds Deluxe Gamemaster’s Guide. The original third edition Gamemaster’s Guide has been out of print for a while now, and the Deluxe guide is a hardcover version with 32-pages of brand-new material and is the best resource for new GMs right after the Deluxe Hero’s Handbook or Basic Hero’s Handbook.

Crystal Frasier had a look at the table of contents and even free preview PDF of a new archetype in Bigger. Stronger. Better. The Deluxe Gamemaster’s Guide

If you’re not at Gen Con 2019 you can Deluxe your Gamemastering skills on September 10th.

Mutants & Masterminds Superteam Handbook

We also have the new Mutants & Masterminds Superteam Handbook which brings the focus on super teams. This book includes eight pre-made super teams with details and rules for both players and gamemasters to add more team dynamics to your game. This has been a long-awaited addition to the Mutants & Masterminds game – and retailers will have it on August 6th through their preferred distributors.

If you’re looking for more information about Superteam Handbook you can check out what SuperDev Crystal has to say about it in these links;

Fantasy AGE Campaign Builders Guide

Fantasy AGE has come a long way since its release, and now we’re proud to bring the Fantasy AGE Campaign Builders Guide! Whether you’re looking to make your own fantasy pantheon, advice on interesting locations, how to make effective of entertaining encounters, this book has advice, mechanics, and examples that are ready to plop into your game! 

This will be available in retail on August 20th. Jack Norris has more to say about what to expect in his blog posts

Threefold: A Campaign Setting for Modern AGE

Last year we released Modern AGE Basic Rulebook and seen lots of feedback and released supplements including the successful Modern AGE Companion which we sold out of in the first two days at Origins earlier this year. Now we’re releasing the original setting Threefold, a full campaign setting with secret organizations, multiple worlds, and the ability to change your setting and theme while maintaining the same tone and characters. Threefold aims to be the flagship setting for Modern AGE going forward and will have plenty of books in the future.

Threefold will be available in distribution September 3rd. Does that sound up your alley? Malcolm can tell you all about what to expect in his original setting in these past Roundtables;

Nisaba Press: Height of the Storm – A Mutants & Masterminds novel

Height of the Storm: The first Mutants & Masterminds novel, by Aaron Rosenberg!!Height of the Storm is the tale of a young woman who takes over her grandfather’s role as the protector of her town, working with his old rival to learn to harness the powers she so recently discovered. But not all enemies are as evil as they may seem, and Lindsay finds herself weighing the safety of the city against the redemption of a man caught in events out of his control.

Just check out what Nisaba Press line manager, Jaym Gates had to say about the book, in Nisaba Press Update Height of the Storm

2019 is shaping up to be quite the exciting year for us and Gen Con will be a blast! Keep your eyes locked here during the convention for a special announcement. If you’re at the show, swing by and grab your new favorite book and meet the team.

Shadowtide: Recipes from Aldea!

Happy Monday, and Happy Gen Con!
 
In order to get what I like to call “Nerd Mardi Gras” off to a great start, we’re sharing a video blog from the delightful Jess Hartley. Lots of folks probably know that Jess has plenty of experience as both writer and editor, but what you may not know is that she also has a magical touch with something near and dear to my own heart: a good meal!
 
Jess has graciously put together a booklet of recipes inspired by some of the food in our first Blue Rose novel, Shadowtide! From candied lemon peels to a hearty stew and even a granola fit for a certain rhy-crow, Jess’s recipes really capture the spirit of living life in Aldea, the setting for Blue Rose.
 
So without further ado, here’s Jess to talk a little about it! Stop by and get your copy of the booklet (free while supplies last) at Booth 929 at Gen Con. And if you can’t join us, don’t worry: we’ll be making it available in PDF format in September.
 
Happy Feasting!

 

Mutants & Masterminds: BIGGER. STRONGER. BETTER. THE DELUXE GAMEMASTER’S GUIDE

Longtime fans and frustrated newcomers alike have probably noticed that the Mutants & Masterminds Gamemaster’s Guide has been out of print for most of this year. Why retire such a critical rulebook for one of our most popular lines? Well, we didn’t. The original Gamemaster’s Guide was involved in a terrible test-pilot crash, and so we retrieved it and took it back to base, where we rebuilt it better than ever!

The Deluxe Gamemaster’s Guide has all the material you love from the original but expanded with even more content and bound in a sturdy hardback to better stand up to table wear. So what’s new? Let’s take a look at the updated table of contents:

Deluxe Gamemaster’s Guide Table of Contents!

That’s 70 new pages of content! Let’s take a look at part of that today!

New Faces

The Archetypes chapter has been expanded to add new villains and new minions! One of the best parts of running a superhero RPG is getting to put your favorite tropes and sacred cows into the game, and I always thought the villain archetype needed a little more weird. The new villains include the Composite—a villain made from small particles or creatures, making them flexible and tough to hurt. But my personal favorite addition is the PL 8 Jobber, the second-string loser whose powers have a theme but don’t quite match the PCs’. These are your Shockers, your Condiment Kings, your Captains Boomerang. They’re great support; backed by a ton of minions or assisting a bigger villain, they’ll make you sweat. But on their own, they don’t stand much of a chance against PL 10 heroes.

I love the Jobber so much, I want everyone to have her! So here she is for everyone to enjoy!

Free PDF Prewiew of Jobber!

The archetypes chapter also includes lots of new minions to help round out your adventure lineup. The big goal was to add some more unusual minion opponents and round out that PL7-8 “Lieutenant” range, so here’s the list of new additions: Devouring Swarm, Trickster Faerie, Jinx Faerie, Arcane Cultist, Mystic Ninja, Drone, Robot Jockey, Tulpa, and my personal favorite and noteworthy missing pet: the Hyena. The Deluxe Gamemaster’s Guide also includes a new section just for templates, with seven sample templates to let you adapt the preceding minions for your own stranger capers.

Great Power, Great Responsibility

Part of being a superhero means being responsible in both deed and language. Words can have power, carry unexpected baggage, or be hurtful, and even when you don’t mean to cause harm, they can still have consequence. The original printing of the Gamemaster’s Guide included some word choices that are common comic book tropes, but also carry some real-world baggage. So we’ve changed a few names in the archetype chapter. These revisions use the same statblocks, but the shift can be confusing if you’re using adventures or villain write-ups that refer to these minions by name, so here’s the rundown on what got changed:

The Savage villain archetype is now the Hybrid.

The Thug is now the Crook.

The Hit-Man is now the Hired Killer.

And the minion-level Crime Lord is now the Boss. This wasn’t a sensitivity issue; we’re just trying to avoid confusion with the villain archetype of the same name.