Tag Archive for: AGE

The Gregarian – Cthulhu Awakens Entity Preview

The Gregarian!

Check out the Cthulhu Awakens Kickstarter for more details!

When insects and worms feast on the remains of certain psychics, sorcerers, and certain strong-willed individuals, they sometimes copy the residue of that individual’s personality, and a Gregarian is born. These flesh-eaters develop a collective will, and even acquire some of the deceased’s knowledge. Here are the Cthulhu Awakens statistics for these entities.

Gregarian

Abilities (Focuses)

Accuracy 1, Communication 3 (Deception, Disguise), Constitution 4 (Tolerance), Dexterity 0 (Forgery, Stealth), Fighting 1, Intelligence 5 (Occultism, Research, Theology), Perception 2, Strength 1 (Climbing, Intimidation), Willpower 3 (Self-Discipline)

SpeedFortuneHealthDefenseArmor RatingTough-ness
10424210015
WeaponAttack RollDamage
Ritual Blade+01d6 + 2 IW

 

Qualities

Combat Stunts: Trickster

Alienating: When it reveals its true nature to an individual or establishes a hive contact (see below), the Gregarian provokes a TN 11 Entities Alienation Test. It usually hides its true nature with a mask, and although this might be discomforting, a masked Gregarian doesn’t provoke Alienation.

Absorbed Occultism: A Gregarian knows one eldritch working, but no praxes, after absorbing this information from whoever it devoured, or from whatever eldritch lore it instinctively hoards.

Hive Contact: By concentrating on an individual within 20 yards, the Gregarian can use the Activate action to contact that person’s mind. The target can resist contact with a TN 15 Willpower (Self-Discipline) test. If they succeed, they shut out contact for the rest of the encounter. If the Gregarian makes contact, they can communicate with the target through projected images and other sensory perceptions, though not words. This exposes the Gregarian’s true nature to the target, activating its alienating quality if the target hasn’t already witnessed its undisguised form.

Living on the Fringe: Gregarians are practiced at covering their tracks. Other characters suffer a penalty of -2 to any tests to find information about Gregarians or their activities.

Swarm: As they comprise of a swarm of insects, worms, and other small vermin, a Gregarian is impervious to bullets taking no damage, and takes half damage, after applying Toughness, from all other forms of damage except for fire, electricity, and attacks or hazards that target an area, such as grenades or sudden flooding. Area-effect hazards and damage sources inflict double damage after applying Toughness.

Equipment: Dagger, Fragments of Occult Lore, Tattered Robes, Wax Tablet and Stylus. Notepad and Pen, or Smartphone.

Threat: Moderate

Blue Rose Meets Cthulhu Awakens!


What does Cthulhu Awakens have to offer players and Narrators of Blue Rose? A great deal, as it turns out, even if you don’t want Outer Gods and Great Old Ones threatening the world of Aldea. Let’s look at some of the possibilities:

Bonds

While Blue Rose has Relationships, Cthulhu Awakens has Bonds, a development and expansion of the basic concept of Relationships to “represent your character’s special ties to other characters, ideals, obsessions, and more.” In particular, there are Personal Bonds, which are much like Relationships, but can also include your ties to ideals and beliefs. There are also External Bonds, which are largely involuntary and can be detrimental to your character.

If you want to expand upon the basic system of Relationships in Blue Rose, then Cthulhu Awakens has done some of the work for you.

Cthulhu Awakens on Kickstarter now!

Live on Kickstarter now!

Talents

Cthulhu Awakens has talents spanning the Weird Century (from 1920 to the 2020s) and some of them would be right at home in a Blue Rose game, such as Dreamer, Esthete, Improvisation, Strange Inheritance, or even Inhuman Legacy (for those affected by the work of the Sorcerer Kings).

Conditions

Cthulhu Awakens includes various character conditions, shorthand for packages of game mechanics to describe things from being blinded, defenseless, or at a disadvantage, to name a few. These would be easy to import into a Blue Rose game to use for similar quick-use and -reference in play.

Alienation

Whereas Blue Rose has Corruption, Cthulhu Awakens has Alienation, the bending of the human mind towards the inhuman and the alien. It offers inspiration for modifying the Corruption system, or introducing a whole new risk associated with the eldritch arts of sorcery (or other forbidden practices). Both Enlightenment and Terror Stunts offer inspiration for similar sorts of stunts for Blue Rose characters wrestling with the temptations of Corruption and Shadow.

Fortune

Cthulhu Awakens offers an optional version of the Fortune system (which originally appeared in The Expanse RPG) as a replacement for Health, representing more the characters’ ability to evade damage than withstand it. Fortune may suit the often swashbuckling and daring style of Blue Rose and offer a more cinematic and fictionalized approach, wherein it is a character’s importance to the story that determines their survival.

Eldritch Workings

This whole chapter of Cthulhu Awakens offers riches for a Blue Rose game: strange rites that some call “magic” (or “arcana” or “sorcery,” perhaps) with far-reaching effects. Eldritch Workings can greatly expand the strange sciences of sorcery in the game and well suit the practices of the Sorcerer Kings. Some Eldritch Workings might see use even among heroes, although they must beware when learning and using them, just as with sorcery.

The Dreamlands

Material on the Dreamlands literally opens up a whole new world for Blue Rose characters to explore, well suited to the kind of psychic talents much of them possess. Even if you don’t want to use the Mythos Dreamlands wholesale, the rules and guidelines for them can easily be adapted for an Aldean version or similar “psychic plane” where characters can travel and adventure.

Artifacts

“The Mythos is rife with strange artifacts, arcane symbolism, dead languages, incomprehensible geometries, and objects beyond human reckoning.” So Cthulhu Awakens offers numerous strange treasures you can use in your Blue Rose game, many of them suited as artifacts of the Old Kingdom or the Empire of Thorns. Envoys may be dispatched to deal with one or more of these artifacts resurfacing, in the possession of a cult leader, or for-sale in one of the Night Markets of the Silence. The material on dangerous texts well suits treatises on sorcery left behind by corrupt adepts to tempt the unwary.

Entities

Cthulhu Awakens offers a chapter of strange, otherworldy, and hybrid entities easily adapted for use in a Blue Rose game as darkfiends, shadowspawn, or even stranger creatures arrived through a shadowgate from … elsewhere. It also includes numerous people as allies or adversaries, including cultists and eldritch scholars.

The Mythos

Last, but certainly not least, Cthulhu Awakens contains a wealth of information about the Mythos adapted for the Adventure Game Engine, allowing you to include pulp-era, eldritch fantasy elements in your Blue Rose game. Perhaps the Mythos has always been a part of the world of Aldea, or perhaps the shadowgates of the Old Kingdom opened onto … something, something that seeped into the awareness and understanding of those ancient adepts, brought about the rise of the Sorcerer Kings and the Empire of Thorns. Something (or somethings) that slumber still, just waiting for the stars to be right and shadowgates to re-open.

Press Release: Cthulhu Awakens Kickstarter is Live!

FOR IMMEDIATE RELEASE 02/15/2022

Cthulhu Awakens: On Kickstarter Now

The Cthulhu Awakens RPG Kickstarter is Now Live!

 

Seattle, WA: Green Ronin Publishing is pleased to announce that the Cthulhu Awakens RPG Kickstarter, first revealed last month, launched today and its campaign will be live until March 23. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos in the Weird Century, a period from the 1920s until today.

Cthulhu Awakens is Green Ronin’s take on the Mythos. It’s powered by the company’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs.

The Kickstarter offers four editions of Cthulhu Awakens for backers to choose from: Standard Edition, PDF Edition, Special Edition, and Roll20 Edition. The Standard Edition is a 270+ page full color hardback book, with additional material unlockable through stretch goals. The PDF Edition is the same book in digital form. The Special Edition, a Kickstarter exclusive, has a foil-stamped and embossed cloth-bound cover and ribbon bookmark. The Roll20 Edition is optimized for use on the Roll20 virtual tabletop platform, which allows people from across the globe to game together online. Backers who jump in during the first 48 hours of the campaign will receive Issue #0 of the DREADCRAWLS zine for free with their rewards.

Visit https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game to back Cthulhu Awakens! On the Kickstarter page, you can also learn more about the game and see the campaign’s stretch goals and add-ons. Updates over the next month will preview rules, art, and more.

About Green Ronin Publishing

Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000, Green Ronin has been a force in tabletop roleplaying games, publishing such RPGs as Blue Rose, The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. Green Ronin has also worked as a design house for hobby giants Games Workshop and Wizards of the Coast on such titles as Warhammer Fantasy Roleplay (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide.

The Cthulhu Awakens FAQ, Version 0.5

As we recently announced, we’re making a new standalone AGE System game, Cthulhu Awakens, which will start crowdfunding over at Kickstarter on February 15, 2022. Go here to sign up for alerts. But one of the challenges of the press release format is that we have just a page to present a mixture of high level information, distinctive zingers, and necessary clarifications. That’s why this FAQ exists! A variation of it will probably find a home in the FAQ of the Kickstarter itself, after launch. That’s why this is version 0.5.Cthulhu Awakens The AGE RPG

What Is Cthulhu Awakens About, Anyway?

Cthulhu Awakens is about roleplaying in the Weird Century, a span running from the 1920s to the present that features increasing influence from bizarre, terrifying forces. The greatest of these are the Outsiders: Cthulhu, Yog-Sothoth, and other entities who exist within both our own realm and the Unseen Dimensions that make the invisible majority of existence. The ancient Earth was a battleground between competing alien colonists from across time and space, and past participants such as the Yithians and Mi-Go still operate from the shadows—along with secret societies of the dead, sorcerers, and even human operatives from other universes called demimondes. Cthulhu Awakens treats the Mythos as components of a century-spanning setting for open-ended roleplaying.

Is It a Supplement or What?

Cthulhu Awakens is a standalone original roleplaying game using the Adventure Game Engine, containing the full rules for play. It’ll be a hardcover in the 270-300+ page range.

Is It a Licensed Game?

Cthulhu Awakens expands upon elements of the Cthulhu Mythos found in the public domain and uses Green Ronin’s own AGE System, so there was no need to license anything.

What is the AGE System?

Originally designed for the licensed Dragon Age roleplaying game, AGE is short for the Adventure Game Engine. All AGE games use standard six-sided dice (d6s) for everything. One die—called the Stunt Die or Drama Die in various AGE games—is visually distinctive. To do something, roll 3d6 + bonuses to meet or beat a target number. If any of the two dice match, the number on the distinctive die becomes stunt points that can be spent on special effects ranging from a cutting remark to a powerful blow in combat.

What AGE Games are Cthulhu Awakens Compatible With?

The other AGE games Green Ronin currently have in print are Fantasy AGE, Modern AGE, Blue Rose, as well as the licensed roleplaying games for The Expanse, and Dragon Age. Fantasy AGE and Modern AGE have optional settings, while the others have specific ones. Cthulhu Awakens is at least partly compatible with elements of all these games, particularly Modern AGE, as the game began life as a supplement for that line. Many elements can be introduced with no changes at all. This is why some Modern AGE offerings will be included in the Kickstarter. However, Cthulhu Awakens does do a few things differently, and has a substantial number of original systems—and some of them work well with Modern AGE, too.

What Level of Realism or Modern AGE “Mode” Does Cthulhu Awakens Use?

Folks who know Modern AGE know the game has three “Modes,” or preset rules options, based on the degree of “realism” groups want to use in their games. Cthulhu Awakens’ pre-set Mode is a combination of Modern AGE’s Gritty and Pulpy, in that your character’s Health doesn’t go up over time, but sometimes, you can grit your teeth and bear getting stabbed—but not shot.

Cthulhu Awakens also includes an option for more heroic characters called Fortune that makes protagonists tougher and luckier. Fortune was originally designed for The Expanse RPG but works well for more action-focused Cthulhu Awakens campaigns.

How and Why Does Cthulhu Awakens Deal with Lovecraft Being a Racist?

H.P. Lovecraft was a white supremacist whose racism was notable even in his time, as attested to by letters from his own friends. Our position is that anything in Mythos sources that reinforce these elements are lies or errors as far as the setting of Cthulhu Awakens is concerned. Standing against that kind of discrimination is morally obligatory, and it leads to more interesting possibilities than treating Lovecraft’s work as “canon.” In general communication we’ve had to emphasize this both because of Lovecraft’s notorious reputation and to ward off various people with terrible opinions, not to congratulate ourselves for not following the example set by a long-dead racist. Cthulhu Awakens isn’t a purist game and was designed from the basic position that as important to the Mythos as he was, it doesn’t belong to him anymore. He’s dead. It belongs to all of us now.

Aren’t There Already a Bunch of Mythos Games Out There?

There are! And lots of them are fantastic. Some of them emphasize investigation. Others are essentially a tribute to the works of Lovecraft’s circle, the era they take place in, and their approach to the Weird Tale, and many bake a cycle of discovery, horror, and loss into the mechanics, essentially framing the basic story ahead of time. Cthulhu Awakens takes a more open-ended approach; we provide deep support for the Weird Century period, but ultimately encourage you to tell whatever stories you wish. Plus of course, we wanted to express our own fandom and run our own games using the AGE System, which we rather like.

Is there “Madness?” “Magic?”

No—well, there’s Alienation, and eldritch workings (oh, and separate psychic powers too). They’re not quite the same as what you might expect.

Early in design and development we decided that not only was delineating the relationship between the sort of “literary madness” seen in the stories and mental illness not a great idea for Cthulhu Awakens, but that we also wanted to reexamine what it means exactly when exposure to the Mythos alters consciousness. Alienation is about adapting to the alien rules of the Mythos. Since these are incompatible with ordinary human thinking, which takes place in three dimensions plus time and interacts with a fraction of the universe—the reflexive dream of Azathoth, say some—Alienation produces undesirable effects, but it also leads to bursts of inspiration. With Enlightenment comes Terror.

Eldritch workings are neither science nor sorcery—and both. Workings can be learned, but they’re not things you just put on a character sheet. Given the right text to work from and the ability to understand it, anyone can cast an eldritch working without using up any spaces for other powers and abilities. These are mighty, reality-twisting procedures that require specific components and methods, but they offer everything from immortality to the ability to create spacecraft—or call beings who should not be called.

Why Are You Using Kickstarter?

So, with all of the controversy over Kickstarter’s interest in the blockchain, why continue to work with them? The question is a reasonable one, and in ordinary circumstances we’d love to explore other options and find sources for crowdfunding that are more mindful of environmental impact.

The past couple of years are not ordinary circumstances. The truth of the matter is we don’t have that kind of luxury right now. Kickstarter’s market share is such that, if we want this game to reach the widest possible audience and do as well as it can, there aren’t any suitable alternatives—at least, not yet—for this particular project. We’re focused on doing the best we can with the tools we have, while we explore all possible options for connecting our community of players with our games. In any event, Cthulhu Awakens will be up for general sale after we conclude the Kickstarter. For starters, you’ll be able to back the campaign as a late pledge on BackerKit. The finished print book will be available from our online store, game stores, and bookstores, and you’ll be able to get the PDF from our online store and DriveThruRPG. You will have options, in other words, if you don’t want to use Kickstarter.

How Finished Is It? When’s It Coming Out?

As of this time of writing, Cthulhu Awakens’ core book has been through final drafts and two rounds of development, and it is currently going through a final round of development before it enters editing, to better incorporate some internal innovations in the AGE System. The Kickstarter begins on February 15th. The game will be coming out in the fourth Quarter of this year, 2022.

 

Green Ronin Publishing Announces Cthulhu Awakens RPG Kickstarter

FOR IMMEDIATE RELEASE 01/19/2022

Green Ronin Publishing Announces Cthulhu Awakens RPG Kickstarter

Seattle, WA: Green Ronin Publishing is proud to announce that its latest AGE System roleplaying game, Cthulhu Awakens, will begin crowdfunding on Kickstarter on February 15, 2022. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos. It will be a 270+ page full color hardback book, with additional material unlockable through Kickstarter stretch goals. 

Cthulhu Awakens deviates from Lovecraftian “canon” in the interests of creating an inclusive setting fit for the roleplaying campaign medium. In the game the original Mythos stories hinted at the truth, but it was obscured by their authors’ biases and fallibilities. Cthulhu Awakens creates a distinct vision of the Mythos that provides a new springboard for Cosmic Horror roleplaying.  It allows you to play at any point between the 1920s and the present day, through a period it calls “the Weird Century.”

Cthulhu Awakens is a stand-alone RPG powered by Green Ronin’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs. 

“The Cthulhu Mythos is one of the pillars of modern roleplaying,” said Green Ronin Publishing president Chris Pramas, “so with the success of Modern AGE it was only natural we explore it, but we wanted to make sure we had the right team and a distinct, inclusive direction for the game.” The writing and design team for Cthulhu Awakens includes Sharang Biswas, David Castro, Elizabeth Chaipraditkul, Hiromi Cota, H.D. Ingham, Khaldoun Khelil, Danielle Lauzon, Ian Lemke, Monte Lin, Jack Norris, and Malcolm Sheppard.

The February 15, 2022, Kickstarter will not only fund a physical release of the book estimated by the end of 2022, but it will also include stretch goals for things like adventures and VTT token packs, plus options to explore other AGE System games at a discount. The campaign also features a special offering for backers in its first 48 hours.

You can sign up for notifications about the Cthulhu Awakens Kickstarter on its pre-launch page here: https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game

About Green Ronin Publishing
Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000, Green Ronin has been a force in tabletop roleplaying games, publishing such RPGs as Blue Rose, The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. Green Ronin has also worked as a design house for hobby giants Games Workshop and Wizards of the Coast on such titles as Warhammer Fantasy Roleplay (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide. 

Press Contact: Troy@greenronin.com

Green Ronin Publishing 

3815 S. Othello St.

Suite 100, #311

Seattle, WA 98118

www.greenronin.com

Bundle of Holding Encore!

The books may have come to their conclusion, but you can keep the story going at your own game table with The Expanse RPG available now for an amazing deal at the Bundle of Holding!

Check it out Right Here!

In case you missed it when this bundle was previously available at the end of 2020, it’s back for an encore!

From the Bundle of Holding page:

For just US$19.95 you get all six titles in this revived offer’s Modern Collection (retail value $84) as DRM-free ebooks, including the complete Modern AGE Basic Rulebook and the Modern AGE Companion; the cross-dimensional campaign setting ThreefoldEnemies & Allies for Threefold and other Modern AGE games; the adventure Missions: Warflower; and the Modern AGE Game Master’s Kit.

And if you pay more than the threshold price of $31.60, you’ll level up and also get this revival’s entire Expanse Collection with four more titles — the entire Expanse RPG line to date, worth an additional $60 — including The Expanse RPG standalone core rulebook and Game Master’s Kit, the full-length six-scenario campaign Abzu’s Bounty, and the short adventure Salvage Op.

And that’s not all!

Ten percent of your payment (after gateway fees) will be donated to this offer’s pandemic-related charity, Direct Relief. Direct Relief sends protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and Canada and to regional response agencies around the world.

Assault on the Aerie

Modern AGE Missions: Assault on the Aerie!

This week sees the release of Assault on the Aerie, the adventure I wrote for the Modern AGE Missions series. The brief was to write a “high-level” adventure, and Assault is recommended for Modern AGE characters of 13th to 15th level. But what does “a high-level adventure” mean in the context of the action-adventure style of Modern AGE? We took some time to look at that, with an initial section in the adventure on handling high-level challenges in the game. In particular, how to adjust test difficulties, advanced tests, and adversaries, as well as taking into account improved Health levels and resources for player characters. The TL;DR version is that you can throw a lot more at a high-level Modern AGE character! They can take some punishment before they’re taken out of the game, and Game Masters should treat them as such.

Assault on the Aerie is also a highly modular adventure: The focus is on the eponymous “aerie,” a high-altitude lair located atop a sheer rocky outcropping that takes some dangerous climbing, flying, or paragliding to approach, and the same to escape! Exactly what the heroes are there to find and do, and exactly who is there to oppose them, is up to the GM and the type of adventure they want to run. We offer five pre-made options or paths you can use, with adjustments to the adventure for each, and they range from paramilitary techno-thriller to urban fantasy, alien invasion, and even stranger. The self-contained nature of the Assault on the Aerie makes it an excellent one-shot adventure for anyone curious to see how high-level Modern AGE plays, or to run on a live-stream or at a convention table.

Even without the kaleidoscopic adventure options, Assault on the Aerie is useful for the location itself: An abandoned monastery on a high outcropping in the middle of nowhere, usable as a lair, base, hideout, or even ruin to explore (with a few adjustments). The adventure contains a map of the Aerie and all of the game information you need to know about its features and the challenges of reaching it, making it a place you can drop into your own AGE System games with ease—or any RPG system, really. (For example, the Aerie would make any Mutants & Masterminds supervillain an excellent lair.)

Modern AGE Missions: Assault on the Aerie is also available at DrivethruRPG!

The Expanse comes to Foundry VTT!

Introduction

Earlier this year, there was a Ronin Round Table that introduced the VTT team. Since then, we’ve had the release of the Mutants & Masterminds 3e sheet on Roll 20 along with various Danger Zones and the Condition Cards. We have revisited Freeport with the 5e content, also on Roll 20. Ahpook and Jonesy were the driving forces behind those projects respectively. After some discussion, Troy felt that we were in a good position for an update, so Charlotte spoke the 4 magic words.

The Expanse on Foundry VTT!

Current Status

We are happy to report that all systems are within optimal operating parameters, and we are go for launch for The Expanse system for The Foundry VTT!

During development, we made a strong effort to maintain a balance between gameplay and automation. It was our intent from the very beginning to not turn everything into a function of the system where the game can play itself with a click of a button, but rather maintain the feel of playing The Expanse at the table, just virtually.

What does that mean in a practical sense? As players, your rolls will be calculated step by step so the GM can provide information as needed. Rolls have the option to have modifiers, and/or additional dice added to the roll. Each character sheet has automated rolls for abilities, attack to hits, damage rolls, and income rolls. GMs have the added feature in NPCs to roll both the attack and damage rolls at the same time, to make their rolls a bit easier. Conditions have some functionality to them besides just being a checkbox. Some conditions are linked to attributes or other conditions to help make tracking easier. There are many other features that are implemented, and we can’t wait to get feedback from everyone once the system becomes available.

Foundry exampleFoundry exampleFoundry example

Timing

The release of The Expanse system, and The Expanse Quickstart module will be the first products available on The Foundry VTT, with core book, Abzu’s Bounty, and other adventuress scheduled for a later date.

How can people engage?

If you’re ready to start a life of adventure outside of the gravity well, You can find The Expanse system and Quickstart ready for download on the Foundry VTT system and module installer, and then come join us on the GRAAD server!


Charlotte is the tabletop dilettante, dabbling in all things tabletop roleplaying. From running communities in TTRPG spaces, games in her free time, and creating content for VTT’s, she’s doing it all. You can find her and her various projects on Discord: https://discord.gg/MJQQd6H or Twitter: https://twitter.com/foxfyre22

Beyond the Ring

<Incoming transmission.>

Beyond the Ring for the Expanse RPG! COMING SOON!

(Cover is not final)

It’s been a long haul, but we’re getting close to sending Beyond the Ring to print. This sourcebook advances The Expanse timeline, taking us to Ring space and the 1000 worlds beyond the rings. This book joins Abzu’s Bounty and Ships of the Expanse as the third major release for The Expanse RPG. While this book focuses primarily on material for GMs it contains a wealth of background material that could be useful to players and of interest to fans of The Expanse novels.

 

Beyond the Ring contains exactly what its name implies―a detailed guide to everything beyond the Sol Ring and much, much more. Besides pages of descriptions and data for new worlds, Ring space, and Medina Station, you’ll find rules for creating your own planets and systems. You’ll also find rules for an entirely new way of playing The Expanse by creating and managing your own colonies.

Before I ramble on too much, I’ll let the book speak for itself with a high-end overview:

Chapter 1: After Venus

This chapter pushes the timeline forward into the months and years after Eros crashes into Venus and launches what becomes the Ring gate at the solar system’s edge. You’ll find details on the Ring, the Ring Space, the Control Station, as well as how each of the factions (Earth, Mars, and the Belt) respond to this new reality.

Chapter 2: Medina Station

Everything you ever wanted to know about Medina Station! You’ll find plenty of details on the history, politics, and layout of the station and a lot of story seeds for running campaigns set on Medina. As a side note, the (upcoming) PDF adventure, Secrets of Lemuria is primarily set on Medina.

Chapter 3: Worlds Beyond

This chapter is split into two sections: Featured Worlds and New Worlds. The Featured Worlds section gives a brief overview of systems described in the novels. New Worlds opens up over twenty brand new worlds, which includes system data, information on the biosphere, alien artifacts, and story hooks for each.

Chapter 4: Colonies

Here, you’ll find new rules everything you need to know about creating and managing your own colonies.

Chapter 5: System and World Creation

Finally, create your own systems and worlds for characters to discover. Either roll randomly or choose from a wide variety of possibilities.

That’s Beyond the Ring in a nutshell. Look for future transmissions where I dig deeper into the colony creation and system creation rules systems and explore some of the new worlds in greater detail.

Over and out!

<Transmission ends.>

 

Rules Tinkering

Folks who know me know that I am a tinkerer when it comes to rules and game design: I love to play around with different ideas for how something can get done in the context of a game, and I have notebooks and digital files full of ideas and random thoughts jotted down about particular rules and system concepts to try out or experiment with at some point. There are two particular Green Ronin areas of interest with my rules tinkering manifested recently.

Modern AGE Powers! Coming Soon!

Modern AGE Powers! Coming Soon!

The first is in getting to work on sub-systems for extraordinary powers for the AGE System, particularly Modern AGE. Anyone who knows my work gets that super-powers of various sorts are a particular interest, so naturally I jumped at the opportunity to work on power systems for AGE, starting right from the design of the Fantasy AGE and Modern AGE Basic Rulebooks. I wrote the Powers chapter of Modern AGE game, adapting the magic system of Fantasy AGE to present systems of spellcasting and psionic in the core game. Then I got to expand on those systems for the Modern AGE Companion and particularly the Threefold setting, which offered setting-specific examples of magic and psychic powers, along with expanding upon extraordinary powers.

From there, I got to build-out both psychic and extraordinary powers even further for the forthcoming Modern AGE Powers sourcebook, and adapt extraordinary powers and the augmentations sub-system from Threefold for a more general cyberpunk style. That material, it turned out, was useful for The Expanse as well, since we know there are some cybernetics and body augmentations in the setting, so we were able to adapt the core of that material for another AGE System game as well! Most of this development and tinkering went on with manuscripts that haven’t yet seen print, so there were also opportunities to go back and apply later developments to some of the earlier stuff. If you’re going to be working under pandemic conditions where product releases are delayed, at least take advantage of the longer development times!

Similarly, our conversations on Mutants & Masterminds Mondays sometimes inspire the desire to tinker with particular aspects of the game rules. That’s where an article on what I called “Challenge Points” came from for the M&M Patreon: We discussed the concept of first edition’s “Villain Points” and some similar mechanics introduced in more recent M&M adventures to provide Gamemasters with different balancing tools to make encounters sufficiently challenging and interesting. I summed-up a lot of what we discussed in writing, added a few extra details, and presented it to our patrons for their feedback and use. Seems to have gone over well, so chances are we’ll look to share some other rules-tinkering ideas on the Patreon in the future. Who knows? Maybe some of those ideas will find their way into official game releases at some point. I know that both M&M Developer Crystal Frasier and I have already written additional articles along those lines and have some ideas for others.

Do you like to tinker with the rules of your favorite RPGs? Do you enjoy designer speculation and ideas for variant rules or optional systems? Drop us a line at letsplay@greenronin.com and let us know about it or about the sorts of things you’d like to see. You might well inspire us to go in and tinker with something new!