Tag Archive for: freeport

Ronin Roundtable: Nisaba Press!

Hi, I’m Jaym Gates, Line Manager for Green Ronin’s Nisaba Press. We’ll be publishing fiction tied in to the Green Ronin properties, both short fiction and novels. I was given three missions: make a great fiction line, make sure it was a great diverse fiction line, and find some great new voices for both fiction and RPGs. That’s pretty much the most exciting mission plan you could give me, for anything. Why? I got into editing because I discovered how amazing it was to find those incredible new voices that no one else has found yet. There is also something intensely rewarding about taking a good piece of fiction and refining it to its best form.

As we’re releasing our first batch of regular stories, I wanted to talk a little bit about tie-in fiction, and why Nisaba.

First off, one of the best things about tie-in fiction to me is that it gives fans new stories and elaborates on beloved settings. Flavor text in RPG books is great, but sometimes you really want to go on an adventure with characters. See the sights of Emerald City, smell the sweet reek of Freeport, maybe feel the wind on your face as Rezeans gallop across the plains. While we can’t LITERALLY give you all of that, fiction gives windows to the new and existing characters in our settings. Maybe they’ll inspire new adventures, show up in your existing adventures, or just be a brief excursion with a fictional friend, but any way it goes, we love giving fans the chance to interact at more length with our settings.

It’s also a great way to get your RPG fix if you don’t have time to game, are playing another game, or can’t get a good group. It’s like talking to an old friend you don’t get to see often enough.

Secondly, tie-in fiction is a great way for new fans to get involved. There are a lot of settings, a lot of rules, and a lot of history. It can be scary for someone to just jump in at the deep end with no idea what’s going on. A short story or novel takes away that overwhelming feeling of “SO MUCH STUFF” and gives the reader a gentle introduction to a new place.

And last but not least: because the world is made of stories, and stories allow the creators to develop things that might never come up in the RPGs, or that might just not have been thought of. Narrative is a unique thing that forces you to think of so many angles that you might not otherwise see. The scents and sounds of a world, the interplay between character and their religion, questions of morality and honor. A story fleshes out what the RPG has built to a level that flashes and flavor text can’t approach.

So that is “Why tie-in fiction.” I’m really thrilled with the stories I’ve already been working on. We have Anthony Pryor’s My Night in Freeport, Lindsay Adam’s tale of an Aldean agent and a Jarzoni priest-adept, Eytan Bernstein’s story of Kid Robot’s first day of school, and so much more. All of these are original fiction set canonically in the settings you know and love. My hope is that they bring another aspect of engagement and joy in the setting.

And keep an eye out, we’re planning to host an open submission period in a few months, so if you’re wanting to write fiction for Blue Rose, Freeport, or Mutants & Masterminds, get plotting now!

Short Fiction: My Night in Freeport

Today we present a new short fiction piece by Anthony Pryor, set in Freeport: The City of Adventure. In “My Night In Freeport,” a naive cabin boy goes ashore in Freeport for the first time, and learns important lessons about life in the big city, why attention to proper knot lore matters, and about the sailors’ code.

For just $1.99, you can download this rollicking tale in your choice of PDF, ePub, or mobi (Amazon Kindle). Or all three! We’re not the boss of your reading habits.

About Nisaba Press

Nisaba Press is the fiction imprint of Green Ronin Publishing. Nisaba will be publishing novels, anthologies, and short fiction tied to the rich and varied worlds of Green Ronin’s tabletop roleplaying properties. Current plans include stories of swashbuckling horror in the fantasy world of Freeport: City of Adventure, tales set in the romantic fantasy world of Aldea from the Blue Rose Roleplaying Game, superheroic adventures set in the world of Earth-Prime from Mutants & Masterminds, and chronicles of fantasy survival-horror in the world of The Lost Citadel.

“My Night In Freeport” by Anthony Pryor

Ronin Roundtable: Sharing Your Passion for Games

Greetings, fellow game lovers! I’m very excited to be writing my first ever Ronin Roundtable. Some of you may remember a few months back that Donna Prior introduced me as the new Events Manager when she moved over to Catan Studio. (We still miss you, Donna!) Since then it has been a whirlwind of Gen Con, the annual Green Ronin summit, and coordinating for all the additional conventions we’ll be doing in the next year. I’ve found Green Ronin to truly be “dedicated to the art of great games.” We are passionate bunch: about our games, social issues, our chosen family, and about the joy this art of great games brings. It delights us when others share that passion! Art is a skill of creative imagination meant to be practiced and shared; that is the basis of the Freebooter program.

The Freebooter program has been around for a while, but due to Green Ronin being a small company, it has historically been difficult to maintain. Now that we’ve grown a bit, we have more resources to help support wonderful things like the Freebooters. So, we are striking while the iron is hot and doing an official relaunch of the program.

And do you know what? I love running Green Ronin’s volunteer GM activities. I’m excited to help people enjoy games. (Sometimes I think I might get more out of helping others enjoy games than I do playing them myself.)  I adore facilitating GMs finding a convention or Friendly Local Game Store to run games for people. It makes me happy to see people who’ve never met find common ground and joy over the gaming table. It’s one of the best feelings!

Want to share your passion for running games with others at conventions or at your FLGS? The Green Ronin Freebooter Program is a guide for volunteers running demos and events with Green Ronin games. Membership as a Freebooter requires commitment as well as knowledge of our games and passion to show it off to the public. The following are requirements for a Freebooter applicant:

  • Willingness to keep up to date with general program information and communications.
  • Participants must be knowledgeable about the setting, be able to explain game mechanics, and answer simple questions regarding Green Ronin.
  • Freebooters support an inclusive gaming experience.
  • You must have a passion for gaming and the product you are looking to support.
  • You must have a professional attitude and work ethic.
  • Must be at least 18 years of age.
  • Coordination, communication, cooperation, collaboration, and confidence are the guiding principles of being a Freebooter.
  • Members are expected to run demos at hobby stores and conventions and raise awareness of the games in general.
  • Submit event reports in a timely manner.
  • May possibly be enlisted by Green Ronin to assist during large events.
  • Also, to have FUN!

What Green Ronin game brings you joy? Are you drawn to the lush beauty of Aldea as portrayed in Blue Rose? Perhaps you hunger for more stories of Tal’Dorei now that Vox Machina’s campaign has ended. Or do you love to battle darkspawn in Thedas with Dragon Age? Maybe you yearn for your own sword and sorcery adventure in Fantasy Age. Does the piracy, and Lovecraftian horror of Freeport hold a special place in your heart? Mayhap you just want a light-hearted party game of finishing sentences courtesy of Love 2 Hate. Looking for an epic superhero story as offered by Mutants & Masterminds? Or possibly you hunger for the merciless, cutthroat intrigue of Westeros available in A Song of Ice and Fire. Did you love Wil Wheaton’s Titansgrave so much that you want to try the world out yourself? Or maybe you are a pirate at heart, interested in playing the fast-paced card game of Walk the Plank?

Plus, Green Ronin is continually working on new game systems and settings. Coming up soon and/or currently in production are The Expanse RPG, Freedom City for Mutants & Masterminds, Mutants & Masterminds: Rogues Gallery, Fantasy AGE Companion, Ork! The Roleplaying Game, Second Edition, Faces of Thedas (Dragon Age), Modern AGE, World of Lazarus, Mutants & Masterminds Basic Hero’s Handbook, Return to Freeport, and the Sentinels of Earth-Prime card game.

There are so many worlds to explore! You can share these wonderful, exciting experiences while making new friends and earning rewards through the Green Ronin Freebooter Program.

In addition to sharing games with others, Freebooters can also get these perks:

  • Freebooters can have their events added to the official Green Ronin Events Calendar.
  • Get a cool Green Ronin t-shirt! You’ll get one upon becoming an active member, and if you continue to be active, you can get more. Pretty sweet, eh? (Active membership means running games and submitting event reports.)
  • By running games, you can earn GM experience points, which can be turned into credit in our online store.
  • GM badge and/or partial hotel reimbursement at select conventions.
  • Access to Freebooter social media forums that provide support, advice, and encouragement.
  • The most basic perk of membership is involvement in the growth of Green Ronin games. In the future, there may be opportunities for Freebooters to playtest new material, write articles for the Green Ronin blog or other publications, and help plan large events.

 

We want our volunteers to have the best time possible while growing their own community, developing local events, supporting and building lasting relationships with local stores, and building their own hobby collection.

If this sounds like fun, please apply. So, what are you waiting for? For more information, look at the Green Ronin Freebooter Information Hub or just fill out the volunteer Freebooter Application form.

I look forward to meeting more new Freebooters. I’d love to help you find a place to start hosting games. Thank you for your interest in running games for Green Ronin Publishing!

Questions? Email Veronica at events@greenronin.com. Happy Gaming!

Return to Freeport, Part Four: The Freebooter’s City

Today we introduce Part Four of our Return to Freeport Pathfinder-compatible PDF adventure series.

Return to Freeport
Freeport is known for its adventures, from Death in Freeport (the one that started it all!) to the mega-adventure Black Sails Over Freeport. Now the City of Adventure goes back to its roots with Return to Freeport! This six-part adventure series for the Pathfinder RPG is a new way to begin your Freeport adventures.

Part Four: The Freebooter’s City
In Return to Freeport, Part Four, the adventurers sail back to Freeport and find themselves embroiled in a different kind of battle, even more dangerous than they are used to: pirate politics.

You can buy The Freebooter’s City in our Green Ronin Online Store.

Ronin Roundtable: Freeport in Space

While Freeport City of Adventure was written specifically to work with the Pathfinder Roleplaying Game, Freeport has a history with class- & level-based RPGs with a core d20 mechanic that predates Pathfinder. Freeport has always been a location that’s easily adapted to new game systems and settings, with much of the core information it provides (such as maps, factions, politics, and adventure seeds) are useful to a GM building a campaign or adventure regardless of the game system used.

Thus with the recent release of the Starfinder Core Rulebook, a new game and new setting built off the Pathfinder Roleplaying Game and advancing its campaign world thousands of years in the future, it seems a perfect time to discuss how Freeport City of Adventure (and the Freeport Bestiary) can be adapted to spacefaring campaigns!

 

Conceptual Adaptations

While it may seem that a sailing-ship port doesn’t have a lot of relevance to a science-fantasy game, it’s actually not at all difficult to adapt Freeport to a Starfinder Roleplaying Game setting. The simplest way is to leave it on its island, and make it a major starport in a system that is along a significant trade route but far from any major government within your campaign. This allows the layout to be largely unchanged (starships might even dock in the water, as a cheap alternative to expensive high-tech landing pads), and keeps all its internal politics intact. All mentions of ships are simple adapted to starships, and local groups and NPCs are updated to their high-tech equivalents. The city’s factions, history, and even many of its adventures can be easily translated to science-fantasy equivalents.

 

Though it takes more work, Freeport can also be adapted to be an independent spaceport free of any planetary body. It can be placed on an asteroid with an environmental field keeping air in (again allowing the existing map to be used), or even turned into a massive (potentially mobile) space station. For this last option you’d likely need to create a new map (or accept a really oddly-shaped space station), but the scores of shops, temples, homes, and buildings in Freeport can be adapted largely unchanged by simply assuming their technological base (and goods, and NPCs) are updated to appropriate levels.

Obviously rather than flintlock-carrying, peg-leg bearing sea pirates, this updated Freeport is an open base of operations for space pirates. Some may cling to ancient fashions and traditions (eyepatches strapped on even over cybernetic eye enhancements), but in generally their technology and appearance changes to match the campaign setting. However, ship names, rivalries, debts, rumors, and rough parts of town remain conceptually the same whether your pirates and their home sport flintlocks or plasma pistols. Especially given how vast an entire galaxy of adventure is, having a fleshed-out set of goals, organizations, and names is extremely useful, even if you need to update the gear and stat blocks of anyone the PCs decide to fight with.

Finally, although it’s not as useful in most science-fantasy campaigns, Freeport can be dropped into a science-fantasy game largely unchanged. In this case it remains a low-tech sailing ship port, on a world with much less advanced science than a typical Starfinder Roleplaying Game setting. This makes the most sense if you want your high-tech PCs to have at least one low-tech world they interact with. Freeport might be on a planet where advanced technology doesn’t function for some reason, or under a powerful protectorate that ensures its culture isn’t irreparably altered by spacefaring visitors. Or it could be a world that is perfectly well aware of lasers and starships, and happy to trade local materials for such advanced tech, but simply lacks the industrial base to recreate circuit boards and transistors even when such things fall into local hands.

 

Adapting NPC Stat Blocks

While much of the material in Freeport City of Adventure can be updated to a far future setting with nothing more than the flip of a conceptual switch, the numerous named and generic NPCs are more useful if you can use them in your campaign when needed. In general, you can convert an NPC’s stat block using the same process as converting a monster stat block using the guidelines in Chapter 13 of the Starfinder Core Rulebook. This will tell you what skills to change, how to create a target’s EAC and KAC, how to generate Stamina Points, and so on. Most of the conversions are simple enough they take at most a minute or two, and you can actually ignore most of them and just use any appropriate-sounding skill for science-fantasy skill checks (it doesn’t really matter if you use Diplomacy as a Computers check, if you have an NPC you want to be good at computers, and you can simple use half an NPC’s hp as Stamina and half as Hit Points and give them all 3 resolve Points). The end result may not be exactly what a Starfinder Roleplaying Game npc of the same level would have, but it’s close enough.

Equipment is a little trickier—but only a little. You can either just change what an NPC’s equipment looks like (and change reload needs from once per attack to one per 10 attacks) and allow the NPC to attack multiple times based on iterative attacks and two-weapon fighting and similar options, or you can upgrade the NPC to level-appropriate weapons from the Starfinder Core Rulebook, and add the NPC’S CR to the damage.

 

Adapting Monsters

The Freeport Bestiary has a huge number of monsters that players won’t be expecting, making it a great resource for populating strange planets, new worlds, and the drifting hulks of abandoned starships. Altering a monster’s stat block is largely the same process as adapting an NPC stat block. However, a monster may need some additional changes made to make sense in a Star-Freeport setting.

For example, aquatic creatures you would normally encounter at sea should either be updated to exist in a wide range of environments (including flying in gas giant planets, and even travelling through the void of space), or be set up as creatures that might sneak onto a ship, be transported by PCs (perhaps as part of a space menagerie) so they can escape and cause havoc, or be adjusted to be planar creatures able to travel through realities (and possible be encountered during hyperspace travel). The important part is to make sure PCs don’t have to go to a planetary body of water to encounter them. Similarly monsters tied to specific terrain types, be that jungles or underground caverns, should be liberally re-envisioned to dwell in fungal forests, asteroid interiors, or the crypt-worlds of necromancer robots, as needed to fit the campaign. Constructs may be given the technological subtype to represent various robots, or left as magical creatures powered purely by eldritch forces.

Other monsters can simply be moved to locations the plot sends PCs to. It doesn’t much matter if an ancient ruined temple is a remnant of a long-lost serpent-folk empire on one world, or part of a reptilian civilization that spanned a thousand star systems, if it’s an adventure site it needs demonic traps, undead lurkers, constructed guardians, and inhuman intelligences with their own reasons for breaking in.

 

Exploration is About the Unexpected

The very fact most players won’t think of Freeport material as a natural fit for a science-fantasy game means they won’t see it coming when Mr. Wednesday has a task for them involving tracking down the privateer starship Morgenstern, or offers to vacate their gambling debts if they’ll deal with a bloathsome that’s settled on an asteroid with valuable mining concerns on it.

Ronin Roundtable: Upcoming Releases!

Well that was a GenCon for the books! Absolute mayhem at our booth, with folks lining up to grab our new releases. The announcement of the Expanse RPG license. New opportunities and incredible partnerships in the offing. It was amazing and we have you to thank for it. 17 years in business and we are stronger than ever before. Seriously, thank you!

We’ll be taking a couple of days to recover but then it’s back to work on our next batch of books. This seems an opportune time to update you on our releases for the next six months. We’ve got a lot going on so let’s get to it!

RPG Releases

Our next book will be the new edition of Freedom City for Mutants & Masterminds. We’ve been working on this for a long time and the hour is finally nigh! This is the original setting for the game, the metropolis that birthed the Earth-Prime setting. And at 320 pages it’s as mighty as Captain Thunder! Look for Freedom City in October.

November is a triple threat. We’ve got another Mutants & Masterminds book, Rogues Gallery. This was a PDF series we did for the last couple of years. The book collects all the villains from that and adds some new ones as well. If you are looking for foes for your PCs to tangle with, Rogue Gallery has you covered. Next up is the Fantasy AGE Companion, the first major rules expansion for the game. It adds new, fun material for almost every aspect of the game. There are new talents, specializations, arcana, and spells, as well as rules for chases, relationships, organizations, mass combat, and more! Finally in November we’ve got the second edition of Ork! The Roleplaying Game. This was Green Ronin’s very first release 17 years ago. Ork is a beer and pretzels RPG, great for one shots or when you want a lighter hearted game. Show those evil Squishymen who’s the boss!

 

We also hope to get Faces of Thedas, the next Dragon Age book, out before Xmas. The final text for that is up with BioWare for approval. Once we get that signed off on, we’ll be able to slot it into a month for release. Watch our social media feed for more on Faces of Thedas in the coming months.

 

As you can see, we’ve got quite a lot planned for the rest of 2017. For this reason we decided to move Modern AGE and the World of Lazarus from their original November release date to January. This gives us more time to develop the books, and lets us start 2018 with a bang. Modern AGE takes the Adventure Game Engine to Earth, letting you run games anytime from the Industrial Revolution to the near future. World of Lazarus, the game’s first support book, lets you play in the setting of Greg Rucka’s awesome comic. If you haven’t read Lazarus before, do yourself a favor and check it out. It’s seriously great.

In February we’ve got two more releases: Mutants & Masterminds Basic Hero’s Handbook and Return to Freeport. The Basic Hero’s Handbook is both an entry point for those new to Mutants & Masterminds and a useful table reference for anyone playing the game. If you’ve been interested in M&M but looking for an easier way to learn the game, the Basic Hero’s Handbook is for you. Return to Freeport is a six-part adventure for the City of Adventure. It’s the first new adventure content we’ve done for Freeport in some years, and it’s designed for a Pathfinder RPG campaign that’ll take you from levels 1-11. At nearly 200 pages in length, Return to Freeport packs in a lot of adventure!

Nisaba Press

A few months ago we announced that we were adding fiction to our lineup and that we had hired Jaym Gates to lead that effort. Our fiction imprint is called Nisaba Press and the Offerings sampler we released at GenCon and online last week gave you the first taste of what we’ve got cooking. We’ll be publishing short fiction monthly and novels and short story collections in print. In November we’ll be publishing Tales of the Lost Citadel, an anthology of stories set in the world of our upcoming Fifth Edition setting that we Kickstarted this summer. Then in January we’ll have our first Blue Rose novel, Shadowtide, by Joseph Carriker. Joe has also become line developer for the Blue Rose RPG, so he’s all up in Aldea!

More to Come

So that’s the overview of what’s coming in the next six months. We have our yearly planning summit next month and we’ll be making plans for the rest of 2018 and beyond. We’ve already got some awesome stuff in the works, like the Sentinels of Earth-Prime card game and the Expanse RPG. I’ll be back early next year to talk about more of our plans. Game on!

Pre-Orders Closing Soon

We have several products pre-ordering currently, but time is running out!

Through the end of May, 2017, when you pre-order the print version of Blue Rose: The AGE RPG of Romantic Fantasy, Blue Rose Narrator’s Kit, and the Freeport Bestiary (which is for the Pathfinder RPG) through our Green Ronin Online Store, we’ll offer you the PDF version of the relevant title(s) for just $5 during checkout. Just click the Add to Cart button on the popup to get the deal.

The Blue Rose Dice Set is also pre-ordering right now through the end of the month, but it doesn’t have a digital counterpart.

Other recent releases you may have missed are Love 2 Hate Politics and Love 2 Hate Comics, expansions for Love 2 Hate: The Party Game for Inappropriate People.

Ronin Roundtable: New Paths in Freeport!

 

Adding New Paths to Freeport

Freeport: The City of Adventure updated the Freeport setting to the full set of Pathfinder Roleplaying Game rules… as they existed at the time. Since we published the massive 544 page ultimate urban fantasy setting and sourcebook in early 2015, new hardbacks have been published for Pathfinder. Most notably Horror Adventures, Occult Adventures, Pathfinder Unchained, and Ultimate Intrigue. So does that mean there’s no room for the classes and ideas from those books in Freeport?

No, absolutely not!

Here’s a quick rundown of some of the most noteworthy ideas from those volumes, and how you can use them in your Freeport campaign. Of course you don’t need any of these new books to run an awesome Freeport game. But if you already have them, Freeport makes a fine place to use them!

Horror Adventures

Okay, this one is really easy.

Add everything.

Well, feel free to add everything, and to skip anything you don’t like the look of. The sanity rules in Horror Adventures can either replace or augment the madness rules in Freeport: The City of Adventure. Corruptions, especially deep one, ghoul, possessed, and shadowbound, tie neatly to the horror elements of Freeport, especially those touching on cults and elder gods. In fact, adding an advance corruption to an npc using the cultist npc class from Freeport: The City of Adventure is a great way to make a unique and unexpected cult leaders.

The archetypes and class options from Horror Adventures are all perfectly appropriate for Freeport, but it’s worth mentioning the mad scientist (alchemist), dreadnaught (barbarian), elder mythos cultist (cleric), hexenhammer (inquisitor), cult hunter (investigator), bloody jake (slayer), serial killer (vigilante—see the discussion of Ultimate Intrigue, below, for thoughts on the vigilante), and elder mythos scholar (wizard) work particularly well for darker Freeport campaigns or for noteworthy villains.

Similarly many of the feats, spells, rituals, gear, and magic items work best in the hands of npcs, though if players want to dip a toe into problematic powers, this book expands the ways a GM can let them to that. The advice on running horror games and the shot bestiary are solid, but it’s worth remembering that while Freeport has horror elements, it’s as much pulp swashbuckling adventure as it is fear or horror.

Occult Adventures

Everything in Occult Adventures works fine in Freeport, but in general has a flavor of strange philosophies and traditions from far-off lands. A GM perfectly well can add an Academy of Psychic Sciences in the Eastern District of Freeport of a local, notable source of occult knowledge is desired, but these rules also present a wonderful opportunity to present fully flesh-out options for characters from “far away” to access to help them feel foreign and a bit alien. Given the nature of the Coils in Freeport cosmology such far-off lands could be anywhere, but existing options such as Mazin or Khaeder (or both) can also be reskinned as the home of psychic magic. This also creates a natural backstory for such characters, given that the ivory Ports on the continent are the primary traders with Khaeder, making them a logical starting point for Khaeder psychics, and a reasonable place to establish some small amount of psychic-aware schools and sages.

Pathfinder Unchained

The unchained versions of the barbarian, monk, rogue, and summoner work just as well in a Freeport game as the original classes (and, to be honest, the unchained summoner makes more sense and the unchained rogue is more flexible and interesting). The rest of the optional rules depend very much on whether you like the ideas behind them. There’s nothing about changing the action economy or altering skills that interferes with the rules from Freeport: The City of Adventure, and options like esoteric material components, innate bonuses, and scaling items can actually help reinforce the swashbuckling-with-magic feel of Freeport. Similarly the simplified monster creation rules work just fine, and if you like them, by all means use the,.

Ultimate Intrigue

There’s nothing about the Freeport setting that requires a GM to run games filled with intrigue, mysteries, social climbing, backstabbing, and interpersonal drama—but a lot of people sure seem to prefer it that way! For those folks, Ultimate Intrigue can be a significant boost to the level of talking, investigating, and scheming going on in a game.

The rules on influence can easily be used to track the PCs interactions with factions throughout Freeport, ranging from the various crime organizations to businesses, nobles, the guards, and even specific captains and crews. The research rules are great for mysteries that need more than a single check to find the answers for. The heists section is more advice than rules, but can still be useful for a GM wanting to add more complex schemes to a campaign. The pursuit rules work fine for tacking people across the city, or across an island, but can also be easily adapted for sailing ships attempt to catch up to or evade on another, or beat each other to a destination. The social conflict rules offer more advice and a number of examples of how to add social challenges to a game, and if a GM could use some help getting the most out of the colorful personalities and politics of Freeport, these can be a good jump-starter.

Then, there’s the vigilante class.

There are many fantasy campaign setting where a character with a social identity and a separate, secret vigilante identity don’t work well. If a game is primarily focused on clearing out a dungeon, or fighting as part of a formal military unit, or learning magic at a wizard school, the vigilante class has very few opportunities to shine. That can be true in a Freeport game as well, but characters inspired by the Scarlet Pimpernel or some version of Robin Hood can work very well in a Freeport game that has a lot of social interactions and scheming.

Before allowing vigilante PCs into a Freeport game, the GM should consider how they’ll interact with the campaign’s intended plot. Because the vigilante is built around the idea of having two identities, any player running one is going to look for opportunities to take advantage of that ability. If the campaign is going to include patrons and nemesis in social settings, and heists, and spying, and fights in back alleys the PCs would prefer not to get linked to, that’s likely to work well. If social interaction is going to be more straightforward, and most games focus on delving into cult temples hidden in the sewers or exploring new islands filled with ancient dangers, the vigilante (and characters using any similar options from the archetypes, feats, and so on in Ultimate Intrigue) is likely to get frustrated and have less fun.

Everything Else

Of course there are lots of other sourcebooks available for Pathfinder, from a lot of publishers, ranging from 1-page collections of a few themed feats to 32-page player-focused books to huge tomes on psionics, dragons as player characters, and 1930s-era pulp adventures. More easily than many settings, Freeport can handle all of it, if the GM and players think a new set of rules or options looks good and interesting. Adding too much may make the setting lose much of its existing flavor, but that doesn’t mean it’d be any less fun. The fact the cosmology of Freeport includes the idea that the coils of Yig have already drawn in pieces of other worlds closer to Freeport, and with the right ship (and the right magic) a crew could sail to nearly anywhere, means that anything a group decided to add to a Freeport campaign “fits in,” even if it’s something so strange the locals are likely to shoot first, and ask question alter.

Freeport Bestiary PDF Preview

Freeport Bestiary for the Pathfinder RPGThe Freeport Bestiary is almost here! To celebrate, we have uploaded a PDF preview from the book showing off the deadwood tree. These hateful, unliving monstrosities were created in the fall of Valossa, and seek to destroy all life that they encounter.

There’s just one more week to pre-order the Freeport Bestiary for the Pathfinder RPG, and get the PDF version for just $5. The pre-order ends at midnight next Friday, May 26.

Using the Freeport Bestiary

With the pre-order of the Freeport Bestiary opening up, I thought it would be worth taking a moment to discuss how to get the most value out of the book. Of course if you are running a Freeport game this is easy – grab monsters as appropriate. We build the book to make that easy! But if you want to use the Freeport Bestiary to add some spice to other classic fantasy campaigns that’s easy too! In essence this is a companion piece to my discussion last year about adding typical Pathfinder Roleplaying Game to a Freeport game, but in this case we’ll talk about how to select the Freeport-themed monsters for your other campaign ideas. Since a fantasy campaign can focus on just about anything, I’ve broken this conversation into specific information the Freeport Bestiary gives you that can help you decide if a specific creature is a good match for your game’s overarching plot.

The Basics

It’s true of nearly every bestiary, but it’s worth noting that we break down the monsters by CR, and every monster entry gives you information about its type, size, environment, and so on. Sometimes when building an adventure a GM just needs more choices for a CR 14 aquatic encounter, and having more choices to go through expands the odds that you can pick exactly the monster you need. We also talk a bit about what we mean by the various terrain entries, since for some reason monster terrain types don’t use the same terms as ranger favored terrains.

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