Tag Archive for: Blue Rose

5E Jamboree!

Mix-and-Match Green Ronin’s 5e Fantasy Offerings

Green Ronin publishes a lot of games. It figures: We’re gamers, and we like a lot of games! We also publish material for a number of different game systems. While the Adventure Gaming Engine (AGE) System sees a lot of use these days, and is as close as we get to having a “house system,” Green Ronin also supports the d20-based Mutants & Masterminds, the Chronicle System of Sword Chronicle, and standalone systems like Ork! The Roleplaying Game.

Among all of those game systems, Green Ronin also publishes material compatible with, or based on, the Fifth Edition of the World’s Most Popular Roleplaying Game. We have some experience in that area, having worked directly with Wizards of the Coast on the Out of the Abyss campaign and the Sword Coast Adventurer’s Guide sourcebook, and having worked with Matthew Mercer on the Tal’dorei sourcebook for Critical Role.

Our 5e products include The Lost Citadel, Book of the Righteous, the 20th anniversary edition of the Death in Freeport adventure, and The Blue Rose Adventurer’s Guide, bringing the romantic fantasy world of Aldea to 5e. We’ve just finished production on a new 5e edition of The Book of Fiends as well, and wanted to look at some of the ways you can mix-and-match our Fifth Edition offerings and use them in your own games. So, let’s take a look!

Blue Rose Adventurer's Guide for 5EBlue Rose Adventurer’s Guide

The Blue Rose Adventurer’s Guide is primarily a setting book, in the vein of our work on the Sword Coast Adventurer’s Guide. It features material on the world of Aldea, particularly the nation of Aldis, the Sovereignty of the Blue Rose, and its surrounding lands. (You can find out much more about Blue Rose and its setting elsewhere on our website.) The goal of the Blue Rose guide was to introduce the world of Aldea to 5e players and provide an additional, alternative setting, rather than an alternate game system.

That said, the book does contain a wealth of game system material to account for the differences between Aldea and various other 5e fantasy settings. In particular, it offers new character ancestries (and its own take on handling ancestry) for the peoples of Aldea. Each character class has a new subclass suited to the setting, and there are unique backgrounds, specific modifications of the magic rules, magic items, and a Corruption system that reflects the power of Shadow, to name a few.

Even if you don’t use Aldea as a setting for your 5e adventures, the game system portions of the book are easy to import to other settings. The lands and peoples of the world of Blue Rose could also be places for plane-hopping characters to visit, or part of some distant land on the far side of the world where they currently adventure.

Book of FiendsBook of Fiends for 5E

The Book of Fiends is a massive tome of the most vile denizens of the lower planes, not just the familiar demons and devils, but also daemons, qlippoth, Fallen celestials, and more. They range from minor low-level threats to godlike rulers of their own infernal realms and everything in-between. The Book of Fiends is a supplementary catalog of foes for a 5e campaign, especially one focused on fighting the forces of corruption and evil, such as Out of the Abyss, or a campaign like Descent into Avernus where the heroes descend into the lower planes themselves to fight their inhabitants! Who can’t use more fiends as foes?

The Book of Fiends dovetails with our Book of the Righteous in that they share the same basic cosmology. The Book of the Righteous works in conjunction with 5e planar cosmology and mentions the Abyss, Gehenna, Hell, and their various fiendish denizens, while the Book of Fiends details them. So the two books form two halves of the same cosmology for a campaign setting: the mythos and religion of the world and all of the forces of evil aligned against it.

The Book of Fiends connects with Blue Rose’s Aldea: The seven Exarchs, the great daemons of Gehenna, are also known as the Exarchs of Shadow on Aldea. The various daemons can serve as further darkfiends for your Blue Rose games, and you can plunder the dark depths of The Book of Fiends for other foes for your Aldean heroes. Fiends also offers its own Corruption system associated with infernal temptation. Use it in place of the Corruption rules from Blue Rose Adventurer’s Guide, or for a specific kind of corruption associated with the Exarchs and their minions.

The Book of Fiends also comes with a chapter of character options: subclasses, feats, spells, and backgrounds usable in any 5e setting where the forces of evil are abroad. The Blue Rose Adventurer’s Guide specifically points to them as possible options for corrupt and Shadow-aligned characters in that setting.

Book of the Righteous for 5EBook of the Righteous

The Book of the Righteous provides a complete pantheon and cosmology for a 5e fantasy setting, along with numerous interconnected deities, faiths, and religious practices. It’s a fantastic resource to mine for options and inspiration, even if you don’t adopt the entire thing wholesale.

Like Blue Rose Adventurer’s Guide and The Book of Fiends, The Book of the Righteous comes with a hefty rules chapter packed with 5e options: at least one new sub-class for every core character class, a dozen new clerical domains, five new paladin oaths, backgrounds, feats, spells, and magic items. It also has celestial and fey creatures associated with the gods and higher planes. The Blue Rose Adventurer’s Guide notes that many of these game options fit well into the world of Aldea and are quite useful there.

Death in FreeportDeath in Freeport for 5E

The 20th anniversary edition of the adventure Death in Freeport offers a self-contained, low-level 5e adventure set in the independent pirate city of Freeport. Since it is a tiny island nation, Freeport is easy to include in any setting you may wish, or usable as a jumping-off point to any mainland you want the characters to travel towards. Freeport’s temples and churches may be devoted to the pantheon from The Book of the Righteous (that’s deliberately left open for you to decide) and the eldritch horrors lurking in the setting can make good use of material from The Book of Fiends. As The Blue Rose Adventurer’s Guide notes, Freeport could well exist among the Pirate Isles of that setting, bringing all of its unique character along with it.

What’s more, Death in Freeport is not just adventure: It has an appendix with game information on the sinister Serpent People, two new magic items (the staff of defense and the wand of escape), and four new class archetypes: the Valor domain for clerics, the terrifying Buccaneer archetype for fighters, the cunning Alley-Rat archetype for rogues, and the preternatural Serpentkin sorcerous origin. Any of all of these could find use in any 5e campaign.

The Lost CitadelLost Citadel for 5E

The Lost Citadel differs from Green Ronin’s other 5e offerings, which are designed for use with the core rulebooks, whereas Lost Citadel customizes more of the class, background, and magic options to suit the setting, along with adding some new options. Nevertheless, all of these options are compatible with the core 5e rules, so you can import Lost Citadel character options into other campaigns or settings, if you wish. The same is true of the book’s extensive collection of creatures, especially undead, which can certainly inspire new unliving foes for Blue Rose, for example.

What’s more, Lost Citadel offers another system for measuring supernatural corruption (do we sense a theme here?). Called Woe, it deals with the price of magic and supernatural knowledge and of places given over to the powers of death and despair. It would be suitable for use to model the effects of some domains of the foes from The Book of Fiends or places on Blue Rose’s world of Aldea where the power of Shadow has grown deep, indeed.

December Sale for Christmas

You may have heard recently that we are running a sale for the holidays, during the actual month of December!

Several of us here at Green Ronin have chosen our favorite games, which you can purchase on sale during the month of December. Stay tuned here and to our social media pages to see what other books will be selected next!

Templar is our logistics wizard and customer hero. Here’s why he chose Blue Rose: “That the players exist in a world that’s not on the brink of collapse or failure. It’s a refreshing change to start from a point of optimism.” Click HERE to go directly to the sale!

Christmas In December Sale
If you’re curious about Blue Rose and the world of Aldea, you can check out the Quickstart PDF for FREE! And if you like the looks of it, be sure to come back before the December Sale is over. Here’s what developer Joseph Carriker had to say about it.

The AGE of Wonderful (and Misfit) Toys

So, backstage, we developers have been talking about the different properties of AGE as a system, and how they might be tweaked, expanded, streamlined, and generally fooled around with. This is a conversation that builds up when it interests us, or when various projects demand it, and it’s responsible for a lot of the work we do with the Adventure Game Engine in its various forms: Fantasy AGE, Modern AGE, The Expanse, and Blue Rose—and of course these evolved from concepts devised by Chris Pramas for the Dragon Age roleplaying game.

Modding AGE games is half the fun!

If at first you don’t get the gameplay you want, mod, mod again. From the upcoming Modern AGE Mastery Guide

The wonderful thing about this process is that everybody has their own interpretations of how and why the rules work, and this sometimes helps with creative logjams. I may have talked about how it happens before, but hey, I forgot if I did, so why not talk about it anyway in the perishable blogging medium?

Churning Collaboration

Take the example of the Churn, devised for The Expanse—sort of. When I was working on the Modern AGE Companion, I got a look at the initial draft of the Churn. I liked it a whole lot, but I was also aware that as a game without a setting intended to serve a broad set of players, my “Churn” needed to generate more specific challenges from a rules perspective, because the GM couldn’t necessarily pull something from a well-defined setting. I renamed it Complications and added a bit of specificity in terms of the adversity it generates, and associated game systems like target numbers.

Then, of course, it turned out that Steve Kenson wanted to nail down the Churn a bit more. Handily, I had my draft in hand and sent it to him. So that’s how the Churn bounced between two games and came out with a redesign in both.

Another example of this is the invention of what we call breaching tests in Modern AGE and challenge tests in The Expanse: advanced tests that may have specific requirements and can impose special consequences for failure. As breaching tests, these were originally invented by Crystal Frasier for the World of Lazarus supplement, not the Modern AGE Basic Rulebook (both were written and developed at the same time). But the rules were so great I asked for them to be ported into core game systems. Steve Kenson picked it up for The Expanse, renamed it, and integrated it with the chase rules sourced from Modern AGE to streamline the latter.

Dubious Notions

However, not everything we produce makes it all the way to print or public pixels, for assorted reasons. The first is that the idea doesn’t really have a home in a new or upcoming game or supplement. They’re just free-floating notions. For example, at the time of writing we’ve just bandied about ideas for utilizing breaching/challenge tests where characters accumulate degrees of success with the ordinary combat system. Is there a place for it? Not yet, but much of the time we’ll keep these ideas in our back pockets, so to speak, until the right occasion comes up.

Then you have ideas which are great on paper but would just be too weird or dismal looking for people to get into. Here’s one I came up with. Hard Mode Stunts.

Hard Mode Stunts: Instead of setting the Stunt Die apart with a distinctive design or color than the other two of your 3d6, the Stunt Die is always the lowest die you roll. If you tie where two dice have the same number as a die with a higher result, it doesn’t matter which die you pick as your Stunt Die, since they’ll have the same value.

(Don’t know AGE? In our system we roll 3d6 + bonuses against a target number. One die is distinctive, and if any two dice have the same number on the face, that special die—called the Stunt Die or Drama Die—generates the number on its face in stunt points, which can be used to buy special effects like knocking an enemy down or getting your way with a particularly clever quip in social interactions.)

Now this seems like a logical rule. Stunt point totals tend to be high because matches happen in the set of rolls that are successes, and successful rolls will naturally be higher. With Hard Mode Stunts, you’re more likely to get fewer stunt points unless your entire roll is high—in fact, since you can’t get 6 stunt points unless 6 is the lowest die, you can only get that when you roll a natural 18 on 3d6. So logically, scales consistently, and…is no fun. In Modern AGE you might use it for the grittiest of Gritty Mode games. But AGE thrives on stunts! So, no—with one exception.

If there was a version of the AGE system that provided powerful tools to alter dice rolls or generate stunt points without relying on doubles, Hard Mode Stunts might work, with the understanding that you’ll usually be buying the big stunts, perhaps with something like The Expanse’s Fortune system. There’s a thought—but is there a place for it? Hmmm….

Gen Con Report 2021

Another Gen Con is in the books, and what an unusual Gen Con it was, in many regards.

Green Ronin booth at Gen Con 2021!As folks may know, this year Gen Con held a “hybrid” event, consisting of online and “pop-up” Gen Con events hosted by local game stores, in addition to the traditional in-person event at the convention center in downtown Indianapolis, where Gen Con has been hosted for over twenty years now. In-person Gen Con observed a number of restrictions due to the COVID-19 pandemic, including a cap on attendance, a mask requirement for all indoor and crowded outdoor areas of the con, and closing the convention center overnight for a complete cleaning. Along with reduced attendance came a reduced number of exhibitors: Many Gen Con stalwarts did not attend, and many others cancelled their plans to do so.

Green Ronin, like many exhibitors, reduced our presence at the convention: smaller booth space and minimal staff, just four of us, the smallest Gen Con staff we’ve had since I started working for Green Ronin back in 2003! We still managed to include our full lines of product on the tables that we had, and were pleased to be able to offer a limited number of copies of the new Ships of the Expanse, along with other new offerings like the Envoys to the Mount campaign for Blue Rose. We cleared out our remaining copies of The Expanse Quick-Start by giving a free copy with any purchase of $25 or more. They were all gone by Friday!

Ships of the Expanse was available in print for Gen Con!

While Gen Con 2021 was by no means an ordinary Gen Con, it was still a success. Sales justified our costs for being there and attendees expressed their gratitude at seeing us and having the opportunity to check out our products, both new and new-to-them. We saw lots of interest in The Expanse, Blue Rose, Mutants & Masterminds, and the AGE System, as we expected, but were also pleased to see to see interest in both our 5e products like The Lost Citadel, Book of Fiends, and The Blue Rose Adventurer’s Guide as well as our older Pathfinder products for Freeport.

Mask discipline in the exhibit hall and within the convention was generally excellent. While I occasionally saw a few noses hanging out, I didn’t see anyone unmasked anywhere they weren’t supposed to be. We generally took a cautious approach, avoiding a lot of the crowded events and areas, and combining taking our meals in our hotel rooms and visiting less crowded restaurants, especially those offering outdoor seating. Hand sanitizer was our constant companion and Nicole implemented a barcode scanner for sales checkout to help minimize the handling and passing back-and-forth of products. Because of our minimal staffing, and ownership’s preference not to ask anything of volunteers this year, we didn’t run any in-person events or games ourselves. As it was, we barely got away from the booth to walk the show floor (although we did all manage it).

Gen Con classics from the AGE system games.In spite of all of the differences, the heart of Gen Con remained very much the same: People were excited to be there and happy to see us, and enthused about their favorite games, while curious about what was new and coming next. We even met more than a few attendees who told us it was their first Gen Con ever! Certainly, we’re looking forward to welcoming them back to the show under better conditions in the years to come. We certainly appreciate everyone who visited the booth and who shopped or took the time to offer their kind comments.

We’ll have an even smaller presence at the Origins Game Fair in Columbus, Ohio, in just two weeks: Two staff members are scheduled to be there, but will be there nonetheless. We’ll have a similar-sized booth and all of the same product and are looking forward to greeting our friends, old and new.

Chris Pramas also recorded a quick interview with 1-2-3 D&D History at Gen Con. Check it out!

Book Mashup: Vaporwave Rose, Part 2

Last time around I started this mashup between Modern AGE and Blue Rose without knowing how much I’d get into it. 90s cartoon romantic fantasy! The setup was so alluring I threw about a thousand words at it, so I had to break it up. Here’s the second part, but let’s go over the essentials again.

(Oh, check out the first book mashup, Lost Ilium.)

Vaporwave Rose 90s cartoon adventures in Aldea

Vaporwave Rose Campaign Setting

Ingredients: Get out the Modern AGE Basic Rulebook and Blue Rose: The AGE Roleplaying Game of Romantic Fantasy. The Modern AGE Companion, Aldis, City of the Blue Rose, and Envoys to the Mount (preorder hardcover, but the PDF is already available) are also helpful.

(Links to print or PDF as available in our online store. Titles also available in PDF at DrivethruRPG.)

Genre: 90s animated romantic urban fantasy!

The Setup, Part 2

Remember what I was telling you? The Blue Rose? Obscure 90s cartoon? Magnet for the young and, ah, alternative lifestyle’d? Magical genderfluidity? Telepathic ferret heroes? Was “alternative lifestyle’d” a period reference too far?

Okay, here comes the weird part.

The music videos started showing up on what looked like machine-generated streaming video accounts, their names just nonsense alphanumeric strings. It used to be the ability to catch The Blue Rose onscreen was mysterious, but I guess it’s all algorithms now. But these weren’t episodes. They were long music videos of extremely chill electronic music and iconic sounds from a smorgasbord of 90s pop culture, backing distorted scenes from TBR episodes—including clips no fan had seen before (and, allegedly, a game adaptation for the SEGA Dreamcast, because of course)—hammered into a color palette informed by VHS distortion and Windows 95 esthetics.

Yeah, I know what “vaporwave” is! I loved it. I blanked out. The missing time didn’t bug me at first—this was perfect stuff to zonk out to. I started falling asleep to it every night. I dreamed of Aldea.

But you don’t get bruises from dreams.

Accept the truth, even if you think you’re losing your mind. The Blue Rose, both person and series, were true. They remembered us. Aldea is real.

(Oh, look out for your pets. Sometimes they come with you. That means they’re rhydan, and sometimes they remember Aldea better than we do.)

I’ve been on dozens of journeys now, at night or just by concentrating on a video. Centuries have passed since The Blue Rose’s time. Ala is the stuff of legends, and we know more about that ancient hero from TBR fan lore than most Aldeans do from texts and oral traditions. As I grow more comfortable living another life there, I’ve come to believe Aldea returned to help us, but also needs our help. The final battle between the Blue Rose and Jarek seems to have ended in a stalemate, but the lich king discovered our world. He has agents—people possessed by “darkfiends,” straight from the show—who bring back ideas and artifacts. Kern turned its own capital into the first Shadow City raised half by magic, half by Earth industry. Others sprouted across Aldea: tenement blocks and imposing glass towers, smothered in a smog that burns orange by day, and reflects neon-purple flares of magic at night.

I didn’t know why I’d been summoned until I met other fans, some of whom I already knew from conventions and other scenes. Some of us looked different, maybe more like who we truly are than Earth gave us. Five of us had gathered on the other side for three episodes (hold on, getting to that) when we saw The Blue Rose and Golden Hart. They made us Shadowburners: Envoys who know Earth and can save Aldea from its darkness. Apparently, there’s a lot to love about our world, even from the Aldean perspective, but Jarek and his darkfiends have only brought the parts that give them power.

Be careful. I know it’s real not just because of the aches I get after some of the rougher episodes, or even because I’ve met fellow Shadowburners on Earth, but because I’ve seen the Fiendbound, Jarek’s possessed agents, here. Some probably would have been bastards anyway, but I’ve never met one who wasn’t a victim in some sense. On the other side, we can confront demons with swords but here, we need to kill their power over their hosts.

Epsiodes? Oh yeah. One convenient aspect of it all is that no matter how much time we spend in Aldea, with our bodies entranced in the real world as we wear new ones on the other side, once we come back, no more than 24 minutes passes—I’m guessing that’s half an hour, minus commercial breaks. Since I originally crossed to Aldea in my sleep, it took me ages to figure out. Sometimes we even see retro-style animated “fan films” based on what happened, on those same weird streaming accounts.

There’s physical evidence on my body. Testimonials from other Shadowburners. But best of all, I can show you. I know you indulged me when I geeked out about The Blue Rose, and that you’re a lurker on the Sovereign’s Finest group. You’ve seen the show. You’ve got potential.

Now just watch this video with me, and you’ll see even more.

The Campaign

You’re a Shadowburner: Someone who saw The Blue Rose cartoon and was chosen by the Blue Rose and Golden Hart to travel between Earth and Aldea. The Fiendbound steal innovations from our world, and Jarek’s industrial sorcerers fill in the infrastructure blanks with dark, life-draining magic. The nation of Aldis can’t keep up with this evil progress. It relies on Shadowburners to oppose Jarek’s forces and share the gentler things our world has to offer. You’re a good person who (even if you need to get past some psychological barriers) loves diversity. Most Shadowburners aren’t heterosexual, or they have a gender other that what they were assigned at birth. All despise racism, sexism, homophobia, and transphobia. The Golden Hart and Blue Rose are adamant about this requirement, so it’s a firm rule.

As a Shadowburner you lead two lives. The first is your life on Earth, represented by a Gritty (or for gentler Earthside adventures, Pulpy) Modern AGE character. However, you’re capable of learning the arcana of Blue Rose via the Arcane Potential and Wild Arcane talents. You can also learn other talents from Blue Rose, even if they have class requirements, if you meet the following prerequisites:

  • Adept Talents: Intelligence or Willpower 2, knowledge of at least one arcana.
  • Expert Talents: Communication or Dexterity 2, and at least one degree in one of the Expert’s starting talents (Blue Rose AGE RPG, p. 46), either from Blue Rose or Modern AGE.
  • Warrior Talents: Fighting or Strength 2, and at least one degree in a fighting style talent.

Rhydan Shadowburners exist as well, but in the real world they’re normal animals that feel bound to their comrades and who generally seem clever due to uncanny instincts. This makes them better suited for players who come occasionally or who want to play a different role in or skip Earth adventures.

Watching a music video connected to The Blue Rose and Shadowburner phenomenon puts you in a trance, and you awaken in a body representing your true self, created from the elemental substance of Aldea. In this form, your character is in Modern AGE’s Cinematic Mode, but with one difference: You don’t use Toughness. In Aldea, characters rely on armor or skill to survive (and as Blue Rose doesn’t use Toughness, this means you can use most material from that game as-is). No matter how much time you spend in Aldea, it only takes a 24-minute trance in the real world. Your fellow Shadowburners can enter trances at different times, but you’ll synch up in Aldea, as is necessary.

In a trance, you’re usually safe from being interfered with—this campaign isn’t about a knife in the back while you’re somewhere else—and while you don’t choose when you leave Aldea, it often happens after an episode-like series of events happen, often with an implicit lesson about tolerance and being yourself. Such is the binding power of a 90s cartoon. Your Aldean body and its immediate possessions turn into a luminous mist, and reform when you’re needed again, in a location set by the Narrator/Game Master. Any damage short of death you suffer in Aldea becomes half that amount, and stun damage, on Earth, so a rough adventure can make you sick or even knock you out. And if you die in one world, you’re gone in both.

The Fiendbound have some way of transporting physical artifacts between realms and have their hooks in government agencies and corporations, but you can’t do it—and finding out why is a major plot hook. Beyond stealing technology and cultural ideas to solidify Jarek’s rule (and giving GM/Narrators unlimited ability to create an industrialized, fascist, and particularly weird Kern), they want to make Earth a more hate-driven place, to create more fuel for the conquest of Aldea and, perhaps, claim another world as their own.

That’s the setup. I suggest you start looking for those music videos now.

Book Mashup: Vaporwave Rose, Part 1

I really enjoyed writing Lost Ilium the other week. I didn’t know if the mashups were going to be a series, but I left room for it. Past Me was pretty smart it seems because I quickly came up with another idea. This time, we’re going to combine Blue Rose, Modern AGE, and cartoons from the 90s. Unfortunately, I liked this one so much that I went overboard with the setup. It’s going to be a two-parter!

Let’s get started.

Ala Rose enters AldeaVaporwave Rose Campaign Setting

Ingredients: You need Blue Rose: The AGE Roleplaying Game of Romantic Fantasy and the Modern AGE Basic Rulebook. The Modern AGE Companion, Aldis, City of the Blue Rose, and Envoys to the Mount (preorder hardcover, but the PDF is already available) are also helpful.

(Links to print or PDF as available in our online store. Titles also available in PDF at DrivethruRPG.)

Genre: 90s animated romantic urban fantasy!

The Setup

The Blue Rose was a weird show, all right. Nobody agrees how many episodes there were, whether it was 2 or 3 seasons, or even who made it. The voice actors don’t appear on IMDB, and nobody’s heard of Magic Deer, its supposed animation studio. TBR ran on dozens of local stations in syndication. Each station has spotty, even contradictory records of what they broadcast, back when people clearly remember them showing episodes: reliably from 1991 to 1993, then in occasional bursts before finally vanishing by 2000. Everybody reports different times, though many swear it came on right after Cybersix, though not on the same station.

Some people got TBR shirts and tchotchkes in the mail after writing Magic Deer’s PO Box. Some swear they bought action figures in one of those big box stores. You can find some stuff cheap in antique stores—a bargain since it’s impossible to tell if the stuff is authentic, and most dealers don’t know the show anyway.

The 90s, with its triumphant conservatism, resurgent fascism, and an LGBTQ+ community reeling from the Right weaponizing a deadly disease against them, was demoralizing, even dangerous for some of us—and its problems sound familiar again. It was almost a lifeline. We needed it then, and it appeared for us. Funny thing about TBR Fandom: You didn’t have to be queer for the episodes to appear on your screen but given who shows up at Envoycons (“The only conventions featuring none of the cast and crew!” is our slogan), that seems to have worked better for reception than either cable or the ol’ rabbit ears.

Maybe that’s why it’s back.

Before I continue, let me talk about the show.

TBR is named after the secret identity of its main character, Ala Rose. Ala was one of us: a teen trying to live in this world. The origin is in the opening credits. Bullies chase Ala down an alley. They jump through an ornate blue door with Ferrus, their Ferret (I know, but it’s a cartoon, remember?). On the other side, Ferrus wakes Ala up by speaking into their mind! And they look around to see luminous woods on another world! Ferrus is an intelligent creature called a rhydan, from the new world, Aldea. He was an Envoy, agent of the good realm of Aldis. When he crossed over to Earth, he could barely remember his own name, and had to rely on instinct—and that’s how he found Ala, the prophesied Blue Rose.

In the first episode, they set it up fast. In the capital of Aldis, the Queen explains that the Blue Rose brings the Great Symmetry when it’s truly needed. The Queen gives Ala the sapphire-studded mask and sword of the Blue Rose persona, which allow Ala to take on a masculine or feminine secret identity. (The show never tells you what Ala’s gender or chromosomes are, and fans argue about it a lot, but I think the show did that on purpose and don’t care either way, myself.)

The secret of symmetry is that while the Exarchs, evil beings, say that love and hate are a balance, hate is the real imbalance. True symmetry balances the varied ways of love by allowing them to flower. Every just, passionate, and kind emotion is part of the Great Symmetry. The Blue Rose’s job is to uphold them all. Maybe that’s why the show wasn’t much of a hit. It had the adventure people think only boys go for, and the emotional focus only girls’ shows used to have.

Anyway, Ferrus uses his mind magic to fight beside the Blue Rose, and Ala meets a bunch of recurring Envoys, who become allies, rivals, romantic partners—or all three. The Blue Rose swings between a “town of the week,” dealing with classic community squabbles (that invariably have some evil sorcery exaggerating them, but I think this explanation was for the kids) and an ongoing battle against the evil nation of Kern, whose lich-king wants to…well, do the classic dark lord thing, serving the Exarchs. Sometimes, Kern agents are responsible for town-of-the-week troubles. It’s not the most nuanced setup but hey: kids’ cartoon. They do showcase other countries and peoples from time to time, either as a lesson in tolerance (see “The Roamers,” where the Blue Rose deals with people mistreating a group of nomads) or as a not-too subtle commentary on current affairs (all the episodes taking place in just-like-Fundamentalist Jarzon).

Between fragments, possible unreleased leaks, and definite episodes gathered by the fandom, we got at least 32 and possibly as many as 48 TBR episodes, including the annoying season finale—a two-parter ending in a cliffhanger! Ala leads a revolution against Kern and is about to do battle with Jarek, the Lich King, Herald of the Exarchs….

…and that was it, until now.

Now comes the hard part. Have you had the dreams too? Have you seen the fanvids? You have to.

You have to.

More about  later.

A Session Zero for Blue Rose

A number of weeks ago, I was invited by Juce of Master the Game to take part in a three-act Blue Rose campaign he is hosting on his YouTube channel. Before we launched into the full campaign, however, our Narrator Aaron wanted for us to do a Session Zero, to talk about the concept for the campaign, establish content limits, and to create characters.
Blue Rose on Master the Game

I don’t want to give too much away, as it’s a fun watch (if we do say so ourselves). In particular, I appreciated the open creativity the other players approached the entire session with. There were folks with some familiarity with Blue Rose and others who’d only ever been introduced to it after their invite to this very game.

I ended up playing Tesera, a rhy-cat Expert who was raised in the city of Aldis. Urbane and sophisticated, she aspires to serve on the Rhydan Council someday (her mother is part of the council). She’s sort of an odd rhydan, though, because of her background – she has never lived in wild places before and is not particularly well-suited to wilderness areas. (She does love a well-cultivated garden, though!)

Because rhydan and the rhy-bond are something I consider to be sort of central to the Blue Rose experience, I asked if any of the other players wanted to play my bondmate. I ended up with a rhy-bond to a young vata’an adept who fled theocratic Jarzon. He seems a touch repressed and even a little ascetic, so obviously the Light paired us up so that Tesera can teach this poor deprived soul how to live a little!

We also have a young adept who joined the Roamers when he was younger, but who has now joined the Sovereign’s Finest because, well, he sort of harbors one of those courtly, from-afar type of infatuations with the beauty of the Queen, and he’s sure that being a national hero will get her to notice him. Surely. The other is a woodsman warrior who was raised in the Pavin Weald and is very comfortable in wild spaces, but a little less so in settled lands. (Honestly, Tesera kind of resents being around him because he’s SO much more comfortable in the wild than she is, and she’s pretty sure that makes her a bad rhydan.)

Because one of the campaign themes is love (not just romantic), Aaron opens the session with each of us – as players – answering the question: “When was the last time you felt loved?” The answers were warm and delightful, and really helped to set the tone for the collaborative process that followed.

Please take a gander for yourself, and we hope you’ll join us on game days!

 

Rhydan Roundtable: Hunter and Prey

This Ronin Rhydan Roundtable is inspired by a question from a Blue Rose fan regarding the events of the adventure “The Case of the Rhydan Swine” from the Aldis sourcebook. “If any animal in the world could potentially awaken as rhydan, how can people in Aldis eat animals?”

Awakened Rhydan predator animals.

Not to be flip about it, but the answer is “carefully.” The existence of rhydan on Aldea (the world of Blue Rose) does mean quite a number of people are vegetarians, preferring not to eat animal flesh at all, and some are even vegans who do not consume any animal products. However, a great many people, even in Aldis, are still omnivores and do consume both domestic and game animals.

It is notable that, while it is theoretically possible for almost any animal to awaken as rhydan, that rhydan are quite rare to begin with. What’s more, the most widely known types of rhydan (bears, cats, dolphins, and wolves) are carnivores or omnivores, apart from rhy-horses, which are the most widely known type of herbivore rhydan. Other rhydan are even rarer, although they do show up in Blue Rose adventures and stories, simply because stories often focus on rarities or unusual characters.

In particular, domesticated animals almost never awaken as rhydan. They are the rarest of all. It is arguable whether or not the horse herds of Rezean count as “domesticated” since one could argue they domesticated the two-legged members of their herds rather than the other way around! Still, farm animals and pets awakening is largely the stuff of tall tales on Aldea. It isn’t impossible, but it is very unusual. That’s why it comes as a bit of shock in the Aldis adventure.

Since rhydan all have an innate ability to communicate psychically, those who raise animals do stay aware in case any of them should start “talking” to them! In fact, chances are Aldean farmers probably talk to their livestock even more than farmers in our world, just to see if any of them should talk back. Otherwise, it’s much like the situation of Wolf and Mandu on Kipo and the Age of Wonderbeasts: If you don’t want to get eaten, you had better speak up!

Likewise, many rhydan are carnivores—they have to eat other animals. Fortunately, as the upcoming Touching the Wild sourcebook details, rhydan have an innate ability to recognize on sight if another creature is rhydan, so predatory rhydan never accidentally prey on other rhydan, and rhydan prey animals have nothing to fear from their predatory “cousins,” just from ordinary predatory animals. Because of this, rhydan awakening from traditional prey species often seek out the company of two-legged folk, because it is safer than life in the wild.

Predatory rhydan have an easier time surviving on their own. People in rural and wilderness communities often rely on the aid of friendly rhydan as hunting companions. One advantage the Forest Folk of the Pavin Weald gain from their wolf-friends are fellow hunters who know exactly which prey are completely safe to cull from the forest. A rhydan predator corrupted by Shadow may eventually prey on fellow rhydan, or humanoids, which is a terrible combination of murder and “cannibalism” (of a sort) that horrifies all decent folk.

We look forward to detailing more about rhydan awakenings, life-experiences, and culture in the upcoming Touching the Wild sourcebook for Blue Rose.

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.

Time Is Fleeting: Active Campaign Settings

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

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

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

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

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

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

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

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

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

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

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

Mutants & Masterminds Patreon!