Tag Archive for: M&M

Condition Cards Breakdown!

Condition Cards for Valiant Adventures Roleplaying

Hello Heroes! Now that we’re fully into the Kickstarter I wanted to write up some updates about all of the fun add-ons we’re including in this campaign. Mutants & Masterminds is a game that has a lot of moving parts and one of the things I really wanted to add to the game for Valiant Adventures Roleplaying Game was a collection of physical items that help with keeping track of everything. I started with a deck of Condition Cards because we already had one of those for M&M, but I knew it was going to need to be updated to reflect the changes we’ve made to some of the Conditions. These are meant to streamline the process of debuffing heroes and villains alike without having to go to the rulebook every time you need to remember the penalties of Compelled or Defenseless.

I did divide the conditions into two categories: Common and Uncommon to reflect Conditions that come up a lot in a given combat and some that are a little more character specific. Here is the breakdown for the two lists:

Common Conditions

  • Fatigued
  • Exhausted
  • Dazed
  • Stunned
  • Surprised
  • Incapacitated
  • Dying
  • Wounded

Uncommon Conditions

  • Prone
  • Compelled
  • Restrained
  • Transformed
  • Hindered
  • Blind
  • Deaf
  • Disabled
  • Impaired
  • Immobile
  • Defenseless
  • Paralyzed
  • Asleep
  • Bound
  • Entranced
  • Debilitated
  • Vulnerable
  • Controlled
  • Weakened

We’ve come up with two versions of this deck, one for Gamemasters and one for players. The cards are sorted into two tiers: Common and Uncommon Conditions. Common Conditions have five copies of each card. Uncommon have two. Injuries and Bruises have their own category because theoretically heroes are going to be suffering a lot more of these with the new lethal and nonlethal Damage tracks.

We’ve included 15 Injuries and 15 Bruises, 40 Common Condition Cards, and 38 Uncommon Condition Cards in the GM Deck leading to a total of 108 cards in that deck. The player deck has 32 cards: 5 Injuries and Bruises and 1 of each other card.

These decks are going to make gameplay even faster for new and experienced players and I can’t wait to see them at game tables!

In our next update, we’ll take a closer look at the brand new Playmat.

And as always, Stay Valiant!

Valiant Adventures has Funded & Penny Arcade Livestream

Back Valiant Adventures Roleplaying Game on Kickstarter today!

Back the Kickstarter in the first 72 hours, and receive Unity Vol 1 PDF, FREE!

I am so excited that we have finally released the Kickstarter for the Valiant Adventures Roleplaying Game! Steve and I have been working so hard for the past few years bringing this game to life and I’m so thrilled you’re excited to get your hands on it. There are so many exciting stories waiting to be told and I can’t wait for these dynamic new rules to hit your tables.

It’s been great hearing initial feedback for the Valiant Quickstart and seeing your speculation online about what our rule adaptations mean for combat, roleplaying, skills, advantages, and every other aspect of Mutants & Masterminds. I am particularly thrilled to see so many people saying that this iteration of the system will be new player friendly. One of our biggest design goals was to make the game seem more approachable, because M&M has some of the fastest, most cinematic gameplay in the industry and I see so many people never get to that point because of how intimidating character creation appears to be. The new design aesthetic for the book and the flow of information appears to be doing great work to ease some of that anxiety.

Now that we’ve funded, we need to keep pushing for those stretch goals! Steve and I have so many ideas for exciting content for this game and with your support we can see those goals realized. Please share the link around your friends and communities and let’s make this game the best that it can be!

Please remember to mention our 72 hour incentive, Unity Vol. 1 in PDF, to anyone you introduce the campaign to and tune in on today  at 1pm PST/4pm EST when I run a one shot for the amazing folks over at Penny Arcade!

Thank you everyone for your support so far and Stay Valiant!

Green Ronin Releases the free Valiant Adventures RPG Quickstart Ahead of January 23rd Kickstarter Kick-Off!

Valiant Adventures RPG Quickstart available now for FREE!

Available Now!

Are you ready to embark on an epic super-powered adventure in the Valiant Comics universe? Green Ronin has just released the Valiant Adventures RPG Quickstart (PDF), a gateway to the action-packed world powered by the Mutants & Masterminds game system! Designed by Alexander Thomas and Steve Kenson, this 39-page, full-color PDF provides everything you and your fellow heroes need to dive into an exciting adventure. Whether you’re an experienced gamer or new to tabletop roleplaying, this Quickstart is your ticket to creating epic stories within the iconic Valiant Universe.

Adventure Begins Here

Within the pages of the Valiant Adventures Quickstart, you’ll find information and tools to kickstart (heh) your superheroic escapades

Welcome to the Valiant Universe: 

Dive headfirst into the rich lore of the Valiant Universe. Explore the history, factions, and iconic characters that make this universe so compelling. Whether you’re a longtime Valiant fan or a newcomer, there’s something here to captivate your imagination.

A Step-by-Step Guide to Roleplaying: 

New to roleplaying games? Fear not! The Quickstart provides a comprehensive step-by-step guide that walks you through the basics. From resolving actions to crafting narratives, you’ll be up to speed in no time.

Introduction to the Game System: 

The Valiant Adventures Quickstart introduces new facets to the Mutants & Masterminds game system, like the new damage rules outline by line developer Alex Thomas in his recent Ronin Round Table blog: “Ouch that Hurts!”

Starter Adventure:

Ready to jump into action? The Quickstart includes a starter adventure titled “RE:GENERATION.” A group of young psiots uncover shocking truths about themselves and the world they thought they knew. The Quickstart was designed to be the perfect introduction to the Valiant Universe for you and your team of heroes!

Pre-Generated Characters: 

The Quickstart provides six pre-generated heroes, ready for you to customize and play. Dive right into the action without the hassle of character creation.

Stay Valiant!

More than just a rulebook; the Valiant Adventures Quickstart is a gateway to limitless adventures. Whether you’re a player or a Gamemaster, it offers an ideal starting point. If you’re new to the system, the Quickstart provides a gentle learning curve and immerses you in a captivating world!

Ready to embark on your heroic journey? Download the Valiant Adventures RPG Quickstart for free from the Green Ronin Online Store and our friends at DrivethruRPG.

Get Notified!

While the kick off shifted ahead one week, you can be sure you don’t miss a thing by signing up to be notified when the the Valiant Adventures Roleplaying Game Kickstarter. With one click, you’ll be among the first to know when the Kickstarter campaign goes live on January 23rd!

Don’t miss out on the chance to explore even more super-powered adventures in the Valiant Universe, head on over to the campaign and hit that notification button!  

There you have it! The free Valiant Adventures RPG Quickstart (PDF) is your passport to a new world of heroism, villains, and unforgettable adventures. Great for those donning a cape for the first time, and the seasoned hero alike. 

Assemble your team, choose your powers, and warm up your d20 arm – it’s time to embark on an epic journey into the Valiant Universe. Adventure awaits – Stay Valiant!

Whatever Happened to the Next-Gen?

Whatever Happened to the Next-Gen?

Available now!

Hello heroes! I’m so excited to unveil our first Mutants & Masterminds release of 2024, an Astonishing Adventure titled Whatever Happened to the Next-Gen. We wanted to start off the new year with something that speaks to Earth-Prime’s extensive history and to finally answer a couple of questions about what the 2e Next-Gen have been up to as time has moved on. This adventure catches up with a ton of fan favorites: Sonic, Nereid, and the Alterniteens, and gives players a chance to bridge the gap between their Claremont Academy PCs and the alumni.

It also features the nefarious machinations of Dr. Sin, the villainous organization he has built, and the intense rivalry between him and Duncan Summers. I love how many classic elements of Earth-Prime’s history collide in this story. There is a classic hero versus ninja in a tea shop fight that feels like it’s pulled right out of the vigilante handbook—more on that soon. The Amalgam even gets to make an appearance, which never happens! It is a PL 8 adventure, intended for characters who attend the Claremont Academy, but can certainly be adapted to other street-level or teen heroes easily enough.

One of the things I’m most excited about however, is that this is the debut publication for a new writer to Mutants & Masterminds, Aaron Einhorn. I am always grateful for the chance to bring new writers into the Earth-Prime fold and I can’t wait to see what else he does going forward. You can pick up Whatever Happened to the Next-Gen at Roll20, Drivethrurpg, or our webstore today!

Ouch that Hurts!

Valiant Adventures Roleplaying Game, coming soon to Kickstarter!

Click the image to be notified when the campaign goes live!

Hello heroes! It was an incredibly eventful back half of 2023. I went to U-Con in mid-November where I ran six M&M events, Galaxy Con in December where I ran two M&M events, and I ran a special event at Around the Table in Lynnwood, Washington over the last few weeks. As I said, these were all Mutants & Masterminds, but what I didn’t tell people until they sat down was that I was playtesting the new damage rules for our upcoming Valiant Adventures Roleplaying Game, and let me tell you, they were brutal!

These new damage rules are meant to simulate the grounded and dangerous combat of the Valiant Universe and it certainly did that in spades. Essentially, there are now two damage tracks: one non-lethal and one lethal that changes the way damage is applied to characters.

The new damage track is as follows:

  • Succeeding at a Toughness resistance check now incurs 1 Bruise (non-lethal) or 1 Injury (lethal) which reduces your resistance checks by 1.
  • Failing a Toughness resistance check by 1 degree incurs 2 Bruises or Injuries and the Dazed (non-lethal) or Stunned (lethal) condition.
  • Failing a Toughness resistance check by 2 degrees incurs 3 Bruises or Injuries and the Staggered (non-lethal) or Wounded (lethal) condition.
  • Failing a Toughness resistance check by 3 degrees incurs the Incapacitated (non-lethal) or Dying (lethal) conditions.

I quite enjoyed how the new damage affected gameplay. Every attack felt substantial, with both heroes and villains finding themselves in a lot more danger. It sped things up significantly (which as everyone who has ever played a “one shot” with me can attest to is a good thing for me.) The players really seemed to enjoy it when the villains were taking a lot more damage from each attack, not quite so much when it was done to them, but overall it felt in keeping with the tone Steve and I are trying to capture for Valiant Adventures. I did not show off some of the new things we have in store for Healing, Regeneration, and Toughness but I’m excited to see how those changes interact with the new damage.

I’d tell you more about some of my theories, but I can’t do that until we get a little closer to our launch date for the Kickstarter. Valiant Adventures Roleplaying Game is coming soon and we will be doing playtesting for it over on the Mutants & Masterminds Patreon. Keep an eye out on this space for more details as the Kickstarter gets closer and over on the Patreon if you want to be among the first to try these new rules out for yourself. Just make sure to pack some gauze and ice packs. I have a feeling we’re going to be beating up a lot of player characters in the next few months!

Green Ronin to Release Valiant Adventures RPG

Valiant Adventures RPG coming from Green Ronin Publishing in 2024

 

FOR IMMEDIATE RELEASE

GREEN RONIN TO RELEASE VALIANT ADVENTURES RPG
Tabletop RPG Leader Signs Licensing Deal with Valiant Entertainment

April 24, 2023—SEATTLE, WA and NEW YORK, NY: Green Ronin Publishing announced today that it has signed a licensing agreement with DMG Entertainment and Valiant Entertainment and will be publishing the Valiant Adventures Roleplaying Game in 2024. The game is based on Green Ronin’s popular and award-winning Mutants & Masterminds RPG.

“We have designed RPG material that’s appeared in Valiant comics before, so making a full roleplaying game is the natural next step,” said Green Ronin President Chris Pramas. “We’re excited to bring the characters and settings of the Valiant Universe into the Mutants & Masterminds family.”

“We’re thrilled with the opportunity to team up with Green Ronin and bring our unique and exciting characters to life in the Valiant Adventures Roleplaying Game using their versatile Mutants & Masterminds RPG formatValiant fans are some of the most engaged fanbase around the world and to give them the chance to inhabit the Valiant Universe as never before is a wonderful opportunity” said Russ Brown, President of Consumer Products, Promotions and Ad Sales at Valiant Entertainment.

“This project kicks off with Valiant Adventures Hero’s Handbook and the Worlds of Valiant campaign setting,” said the game’s developer Alexander Thomas. “Our mission is to bring the pages of Valiant comics to life in a roleplaying game. The Mutants & Masterminds rules engine, renowned for its adaptability, ensures a game world infused with Valiant’s signature gritty realism. The adaptations we made to our M&M Quickstart Character Generator cover Valiant staples like Deadsiders, psiots, or nanite-infused heroes. The Worlds of Valiant campaign setting features game stats for over 80 heroes and villains, and iconic locations like Britannia, The Deadside, Earth, The Faraway, New Japan, Space, The Stalinverse, and The Unknown.”

Valiant Adventures is a stand-alone RPG so anyone can jump right in. It is also fully compatible with Mutants & Masterminds so rules material can be shared freely between the two games. More information and previews of the Valiant Adventures RPG will appear on https://greenronin.com/ in the coming months.

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 2nd Edition and the Dungeons & Dragons 5th Edition supplements Out of the Abyss and the Sword Coast Adventurer’s Guide. Green Ronin is publishing three new RPGs in 2023: Fantasy AGE 2nd Edition, Cthulhu Awakens, and the Fifth Season RPG based on N.K. Jemisin’s Broken Earth Trilogy. For press and media inquiries, please submit an email to letsplay@greenronin.com.

About DMG Entertainment

DMG Entertainment is a global media and entertainment company based in Beverly Hills, CA. Founded by Dan Mintz, the company portfolio has grown to include diverse holdings across film, television, comic book publishing, gaming, and location-based entertainment. Operating as both a production and distribution entity, DMG Entertainment is best known for films such as Looper and Iron Man 3 and the #1 box-office release of Bloodshot starring Vin Diesel.

About Valiant Entertainment

Valiant Entertainment, a subsidiary of DMG Entertainment, founded by Dan Mintz, is a leading character-based entertainment company that owns and controls the third most extensive library of superheroes behind Marvel and DC. With more than 90 million issues sold and a library of over 2,000 characters, including X-O Manowar, Bloodshot, Harbinger, Shadowman, Archer & Armstrong, and many more, Valiant is one of the most successful publishers in the history of the comic book medium. For more information, visit Valiant on Facebook, Twitter, Instagram, and https://ValiantEntertainment.com/. For Valiant merchandise and more, visit https://ValiantStore.com/.

Green Ronin, Mutants & Masterminds, and their associated logos are trademarks of Green Ronin Publishing. All rights reserved.

Valiant and all its associated characters and logos are registered trademarks of Valiant Entertainment LLC.

 

# # # # #

 

Hey folks, we’ll be talking about the Valiant Adventures RPG during today’s MuMaMo (Mutants & Masterminds Monday), so tune in live, 2pm Pacific / 5pm Eastern, on YouTube, Twitter, Twitch, and Facebook.

Mutants & Masterminds Reprints!

Hello heroes! I just wanted to pop by and let you all know that it is an exciting day for Mutants & Masterminds. Our new reprints of the Deluxe Hero’s Handbook, Gadget Guides, and Power Profiles are off to the printer and these amazing resources will be physically available soon. I’m personally excited because I’ll finally have my own copies of Gadget Guides and Power Profiles to finish out my third edition collection. Now is the perfect time to order your copies of these books to enrich your stories and to help your group get into the minutia of character creation to truly create the superheroes and villains of their dreams.

If you supported our Reprint Extravaganza Kickstarter campaign, or preordered through Backerkit, your books will ship as soon as we get them in from the printer. And if you missed our campaign, it’s not too late! Until May 1st, you can still Preorder the books RIGHT HERE on Backerkit. These books will also be available in retail stores soon, but we have had to adjust our pricing slightly. This will be the last time these books will be available at their original prices.

 

Reprints galore! Mutants & Masterminds Deluxe Hero's HandbookMore Reprints! Mutants & Masterminds Power ProfilesAnd even more reprints! Mutants & Masterminds Gadget Guides

In addition to these amazing reprints, did you know we also have Mutants & Masterminds novels? Our fiction imprint, Nisaba Press, has several books, short stories, and anthologies available and this campaign saw two brand new books you can pick up. The Doom That Came to San Francisco by Richard Lee Byers, and Lost & Never Found by Aaron Rosenberg. These two books make up the Arcane Secrets Duology, and you can get them together at a handy discount.

NEW M&M fiction available for the first time!

Terror From The Skies!

Terror From The Skies - A brand new Astonishing Adventure for Mutants & Masterminds!

Available Now!

It’s anything but smooth sailing when a powerful storm strands an Atlantean diplomat on the surface world. With negotiations breaking down and a missing princess, it’s up to our heroes to find the source of this mysterious maelstrom and stop the Terror From the Skies! This is a Freedom City-based adventure for a team of 4-6 heroes of PL 10, with an emphasis on high-flying action, tense diplomacy, and escalating environmental hazards.

Freedom City has endured many catastrophes over the years. So,when reports of a sudden freak storm approaching the city come in, the hardy Freedonians barely pay it any notice. But even the home of heroism must occasionally bend to the whims of Mother Nature, and as the storm rages, it utterly devastates the city. The storm swiftly grounds all conventional air traffic and pushes emergency responders beyond their limit!

Astonishing Adventures brings you exciting, ready-to-run scenarios for Mutants & Masterminds, Third Edition, complete with all the action and villains you need to bring the story to life!

 

Terror From the Skies! is available now in the Green Ronin Online Store, DrivethruRPG, and on Roll20!

And be sure to check out our other Mutants & Masterminds print and PDF products, on sale now for 20% off

Interview with author Aaron Rosenberg

Earlier this week we shared the interview with Richard Lee Byers who wrote part one of the Arcane Secrets Duology, and now we’re back with Aaron Rosenberg, author of part two, Lost and Never Found!

Mutants & Masterminds Reprint Extravaganza: The Arcane Secrets Duology

Lost and Never Found: From arcane talismans scattered across the country to lost heroes scattered across the multiverse, Thomas Rhymer and his erstwhile allies have their work cut out for them if they are to stop the magical menace threatening Earth-Prime. This unlikely alliance of heroes must travel through magical doors into strange worlds, unlike anything they’ve experienced before, and make it back in time to save their own.

Tell us a bit about yourself and your work prior to this novel.

Hm, okay, the short version, then. Born in New Jersey, raised in New Orleans, educated in Kansas, long-time resident of New York City. Worked as a college professor, an animation studio director, a graphic designer, a book layout artist, and a website manager. Began writing as a kid, started professionally during college in RPGs, wrote 70-some-odd books and supplements there, segued into RPG fiction, then tie-in fiction in general, then original fiction. I mostly do novels and short stories these days, and I write everything from SF comedy to epic fantasy to superheroes to action-adventure to mystery to thrillers. Lost & Never Found is on track to be my 50th published novel, which will also be my 260th publication overall.

 

Lost & Never Found is the second book, following on the events of The Doom That Came to San Francisco. Was it a challenge picking up from where that novel ended? How much did you collaborate with Richard Lee Byers on where your book started and where it was going?

Actually, it was surprisingly easy. Richard and I have known each other for years, though this is our first chance to work together, and we had a long conversation beforehand about what we wanted to do and where we wanted to go with both books and how to dovetail them together. We read each other’s outlines, so we both knew exactly where his book ended and mine began, and I read his draft before starting mine to make sure I was also consistent on the characterizations.

 

Your novel explores the Dimension of Doors, first introduced in the Mutants & Masterminds sourcebook Book of Magic. How much did you need to develop details about the dimension and how did you decide to use it as a storytelling device?

Since Richard had set things in motion with Gatekeeper, it made sense to continue his involvement, and that gave me the perfect opportunity to really play with the Dimension of Doors. I had the basic description, of course, but it was so open I had a lot of space to maneuver, and of course you can go anywhere with it , which just gives you endless possibilities. That was really at the crux of this book, too, flinging these heroes to strange new worlds—it’s a classic comic book trope, and I had a lot of fun playing that up. Plus it gives that great dichotomy between the group still in our world and the others in these new worlds and then the few in the Dimension itself.

 

While your novel works with characters from the previous book, you also get to introduce new characters, who don’t appear in Doom. Did you choose which ones from the Earth-Prime setting you wanted to use and why those particular characters?

We discussed it beforehand, which characters Richard wanted to use and which I wanted, and the good thing is, there was a lot of overlap! But yeah, his focusing on certain members of the Sentinels meant I got to continue using them but was also able to bring in their remaining teammates. Also, I really wanted to write the Shadow Knights, Richard basically used them in his specifically so I’d get to have them available for mine. They’re just too cool for words! Rhymer is also such an interesting character, and I hope my take on him is new and exciting.

 

The arcane and magical themes in the duology make it somewhat different from the usual four-color superhero fare. Your book, in particular, shows this contrast between the shadowy arcane world and the, let’s say simpler, world that superheroes live in. Which side do you think has a harder time of it in Lost & Never Found?

Oh, the superheroes, easily. Arcane types tend to be “in the know” as far as how the world really works, the forces underlying our own, etc. Superheroes tend to be more surface-oriented, particularly in a four-color setting—they deal with immediate problems but are often clueless about the shadows pulling everyone’s strings, the cosmic-scale objectives and conflicts, things like that. And that’s especially true because folks like Rhymer seem to delight in being vague and confusing in their explanations! There’s a lot of “mere mortals were never meant to know” when you’re dealing with arcane types, so the heroes are at a real disadvantage. An arcane character is far more likely to adjust quickly to a completely new world than a superhero, if only because the arcane know about other worlds and have probably studied them, even if they’ve never been to one themselves.

Of course, on the flip side, it’s a lot more common for arcane types to get paralyzed by indecision, weighing all the possible outcomes and all the ramifications. Superheroes tend to be a lot more immediate, a lot more direct, and sometimes that’s exactly what you need.

Author Aaron RosenbergAaron Rosenberg is the author of the best-selling DuckBob SF comedy series, the Relicant Chronicles epic fantasy series, the Areyat Islands fantasy pirate mystery series, the Dread Remora space-opera series, and, with David Niall Wilson, the O.C.L.T. occult thriller series. His tie-in work contains novels for Star Trek, Warhammer, World of WarCraft, Stargate: Atlantis, Shadowrun, Mutants & Masterminds, and Eureka and short stories for The X-Files, World of Darkness, Crusader Kings II, Deadlands, Master of Orion, and Europa Universalis IV. He has written children’s books (including the award-winning Bandslam: The Junior Novel and the #1 best-selling 42: The Jackie Robinson Story), educational books, and roleplaying games (including the Origins Award-winning Gamemastering Secrets). Aaron lives in New York. You can follow him online at gryphonrose.com, at facebook.com/gryphonrose, and on Twitter @gryphonrose.


You can back the Mutants & Masterminds Reprint Extravaganza RIGHT NOW over on Kickstarter!Mutants & Masterminds Reprint Extravaganza

Interview with author Richard Lee Byers

As you may already know, our current Kickstarter campaign for the Mutants & Masterminds Reprint Extravaganza, also features two brand-new novels set in the world of Earth-Prime. Recently we had a chance to catch up with Richard Lee Byers, author of the first book in the Arcane Secrets Duology, The Doom That Came To San Francisco!

Mutants & Masterminds Reprint Extravaganza: The Arcane Secrets Duology

The Doom That Came to San Francisco, by Richard Lee Byers: In three alternate worlds, three arch-villains are about to meet their final dooms. Before the final strikes fall, they are snatched away and drawn into a conspiracy to conquer Earth-Prime. Quickly overcoming Gatekeeper, the guardian of the nexus between worlds, they begin a full-out offensive in San Francisco. Arcane hero Thomas Rhymer, drawn to the battle by his dark premonitions, must quickly gather allies to defend the city and Earth-Prime!

 

Tell us a bit about yourself and your work prior to this novel.

I’m a fantasy and horror writer who’s done well over fifty novels, dozens of pieces of short fiction, scripted a graphic novel, and has a screenplay under option and in preproduction. The majority of my novels connect to RPG worlds although I’ve also worked in settings that are all my own. I may be best known for my Forgotten Realms fiction. Most recently, I’ve written a Marvel Legends of Asgard trilogy for Aconyte Books and a novel set in the new fantasy world Archvillain Games is developing.

 

The Earth-Prime setting is richly developed, with hundreds of characters and twenty years of lore and development; was it intimidating stepping into a setting like that? How did you navigate it?

I didn’t find it intimidating because I have so much experience working in other richly developed settings. Also, I had visited this world before/ I wrote some short fiction for it.

I had the further advantage of knowing my book would focus on the supernatural. So I didn’t have to immerse myself in outer-space stuff, for example. I just needed some basic familiarity. I also knew that at the time I was writing it, Green Ronin had a big supernatural multi-part adventure in development, so to avoid continuity glitches, I didn’t use characters who were going to be involved in that. I went with a number of the others. I knew Thomas Rhymer and liked him from using him in one of my short stories, so I chose him to be my primary protagonist.

Finally, there are a number of characters on Earth-Prime who (I don’t think I’m giving away any secrets here) are to some degree inspired by classic characters from DC and Marvel. If you’re a lifelong comics fan like I am, that helps you get a handle on them.

 

How much of the concept for The Doom That Came to San Francisco came before you delved into Earth-Prime setting lore and how much of it developed out of it?

That’s a tricky question to answer because, as I mentioned, I’d written Earth-Prime short fiction before taking on the novel. So the premise came to me pretty quickly, and then I tinkered with it until it was a good fit for the characters I intended to use.

 

Why San Francisco? With the various fictional cities like Freedom City and Emerald City on Earth-Prime, why is Doom set in an analogue of a real-world city?

San Francisco is Gatekeeper’s home base, and he was the perfect character to play an important role in the novel. So that’s where I set it. San Francisco also has the advantage of being quite an interesting city, and I did my best to showcase some of what’s interesting about it. As readers will discover, though, the story does visit one of Earth-Prime’s cool fictional cities as events unfold.

 

Did you find the game-system details about characters’ various abilities inspirational, limiting, or some of both?

To be honest, it was information, often interesting, never limiting as far as I recall. I find that when I write fiction set in an RPG world, I don’t have to absorb every detail of the game mechanics. In the case of superheroes and supervillains, I just need the concept of the ability being represented and who’s mightier than who. If I’ve got that much, I’m good to go.

Author Richard Lee ByersRichard Lee Byers is the author of well over fifty horror and fantasy books including the Marvel Legends of Asgard novels The Head of Mimir, The Rebels of Vanaheim (a Scribe Award finalist), and The Prisoner of Tartarus. He is perhaps best known for his Forgotten Realms books. He’s also written scores of short stories, scripted a graphic novel, and contributed content to tabletop and electronic games. A screenplay he wrote based on his prose work has been optioned and is now in preproduction. Richard is a frequent guest at GenCon in Indianapolis and Necronomicon in Tampa. He invites everyone to Follow him on Twitter and Facebook.

 


You can back the Mutants & Masterminds Reprint Extravaganza RIGHT NOW over on Kickstarter!
Mutants & Masterminds Reprint Extravaganza