Tag Archive for: M&M

Location, Location, Location

Danger Zones: Tons of locations for M&M adventures!

Available to Pre-Order now!

Add at least two dozen “locations” to that and you start to get the concept and usefulness of Danger Zones for the Mutants & Masterminds Superhero RPG. The sourcebook, a compilation and expansion of our long-running series of PDF products, takes a look at an oft-neglected element of superhero adventure creation. You guessed it: location.

Superhero adventures are often about the “who” (villains and their schemes) and the “what” (whatever the villains are after) and even the “how” (mainly various super-powers, gadgets, or magical weirdness) and not that often about the “where.” Danger Zones addresses that by offering a whole series of locales both common and not-so-common as backdrops and settings for your adventures. Each Danger Zone comes with an overview map, descriptions of the locations’ common features in game terms (including things to break, lift, and throw), sample characters you might encounter there, and adventure hooks featuring that location.

You can use Danger Zones for quick sources of what we might refer to as “backdrops,” locations that aren’t especially essential to the adventure but add color and detail. Does your adventure start out at a nightclub (like Green Thumb, Black Heart for Astonishing Adventures)? Grab the Nightclub write-up and map from the book and make use of them to detail that location without any extra work on your part. Are high school heroes hanging out at a local coffee shop or fast food place when villains attack? Take and use those locations from Danger Zones and you have ready-made maps to show your players and details on what happens when, say, a hero throws an espresso machine or somebody gets knocked into a fryalator.

You can also use Danger Zones to inspire and create adventures focusing on particular locations. Each one comes with 2–3 adventure hooks, multiplied by over 30 locations, making Danger Zones a sourcebook for a hundred or more different adventure ideas for your Mutants & Masterminds games! They may, for example, inspire you to throw a parade for the heroes (or have them participate in an event like your city’s long-standing Pride parade. In fact Danger Zones: Parade Route is free as a fantastic sample PDF download!), run into trouble at City Hall, get involved in politics, stage a daring high-speed chase scene on the local highways, or delve into the city’s history, possibly complete with literal ghosts from the past!

Because the locations in Danger Zones are sufficiently “generic” you can use them with any modern urban or suburban setting, real or imagined, and re-use them over and over. You’ll quickly find Danger Zones an indispensable Gamemaster resource you’ll turn to again and again. The sourcebook pairs especially well with the Emerald City and Freedom City setting sourcebooks, providing the street- and building-level detail to go with the sourcebooks’ broader overview of those cities, helping to bring them to life in your game.


Danger Zones is available to Pre-Order now in the Green Ronin Online Store, with the $5 PDF add-on (which is also available at your friendly local participating retail game store!) as well as on DrivethruRPG!

If you haven’t checked out Danger Zones before, be sure to take a look at the brand new Historic District for free! And if you’ve already purchased a few of the individual Danger Zones locations, you’re sure to find even more new surprises if you choose to pick up this collected version in print or PDF.

Join us for the Green Ronin Livestream, Mutants & Masterminds Monday #MuMaMo on Monday, July 11th on YouTube, Twitch, Twitter, and Facebook Live for the Developer’s review of Dangers Zones, 2p Pacific/5p Eastern (The #MuMaMo team is off on July 4th!)

Play M&M with One of the Developers at Origins!

Origins Game FairHello heroes! Origins event registration is currently open and I am deep in final preparation for my events at the con. I wanted to share my schedule here in case any members of our Green Ronin community wanted to share a table with me in June. I’m running a ton of M&M events spanning Earth-Prime, Titan City, both DC and Marvel, as well as dipping my toes into Star Wars and the classic 1999 film The Mummy. If you’re looking for other Mutants & Masterminds games at the convention I highly recommend checking out the offerings of the Untold Stories Project and Matinee Adventures, two gaming troupes that I have worked with in the past. They run amazing games!

I hope I’ll get the chance to GM for you, but even if you don’t sign up for one of my games, please feel free to come up and say hi! See you all in a couple weeks and happy gaming!

Wednesday

7pm

  • Event Title: Gotham City Misfits
    • Synopsis: Killer Moth has brought together the ultimate crew of Gotham villains to pull off the heist of the century…

Thursday

2pm

  • Event Title: Freedom League: All in the Family
    • Synopsis: All isn’t as it seems when Zeus requests the Freedom League’s assistance in foiling his brother’s latest scheme to take over Earth-Prime.

7pm

  • Event Title: The Mummy: The Mumkey Returns
    • Synopsis: Rick O’Connell and crew are called to help when mummified animals run amok at Al Azhar University in Cairo.

Friday

2pm

  • Event Title: Titan City Chronicles: Blood Run
    • Synopsis: Vampires are roaring through 1920s Titan City, and it’s up to a ragtag band of heroes to stop them.

7pm

  • Event Title: The Siege of Starhaven
    • Synopsis: Eyes from across the galaxy are focused on Starhaven, eager to make use of its citizens, its ancient Preserver technology, and its close proximity to Earth. It is a city in need of heroes…

Saturday

2pm

  • Event Title: Guardians of the Galaxy: The Thoocury Smew
    • Synopsis: The Collector hires the Guardians to recover a priceless bird statue from the wreck of a Kree warship.

7pm

  • Event Title: Star Wars: The Most Dangerous Game
    • Synopsis: Emperor Palpatine has put out a call across the Outer Rim for bounty hunters willing to hunt down a dangerous Jedi in hiding.

 

And be sure to stop by the Green Ronin booth while you’re there, and check out what we have for sale! We’re in booth 316!
Visit Green Roinin at Origins Game Fair 2022, booth 316!

Building Better Benefits

Advantages like Benefit are in the Deluxe Hero's Handbook!Hello heroes! I hope you’re having a great day out there in gamer land. Today I want to talk about one of my favorite advantages in Mutants & Masterminds. It’s an advantage that doesn’t immediately pop off the page during character creation, but it is perhaps the most flexible advantage. One that I find offers players a way to give their character that personal flair that separates the PCs from the NPCs. I’m talking about the Benefit advantage as seen on page 134 of the Deluxe Hero’s Handbook.

Benefit is defined as a “significant perquisite or fringe benefit.” We include some sample options such as alternate identities, ambidexterity, status, and wealth, but there is no reason to stick to just those options. I enjoy Benefit so much because it gives you and your players a wide open space to play around with the mechanics. It can also inform you as to what your players are interested in seeing in the campaign.

Character creation in Mutants & Masterminds has always been characterized by its flexibility. We empower you to experiment with the system to create your perfect superhero, but we can’t account for every possibility. Options like the Benefit advantage and the Feature effect can be applied liberally to fill in gaps as needed. I encourage my players to come up with custom Benefits that provide minor mechanical perks. Things such as swapping the primary ability associated with skills—Athletics based on Agility or Intimidation based on Strength for example—allow players to add a dash of personal flavor to their characters. I also use custom advantages to modify how other advantages work. For example, I have a player in my regular games who loves the Assessment advantage. (We have a space on our Untold Stories Project bingo card for when he does it.) However, he wanted to be able to use Assessment on multiple characters in a turn, similar to Multiattack on a Damage effect. We worked together and came up with a Benefit called Battlefield Assessment which allows him to assess the strength and weaknesses of an amount of characters equal to his Awareness, plus one per rank in the advantage, once per scene. It’s not a game breaking addition, and it allows him to play his character as the tactical heart of the team. Look for ways to help your players express their ideas through small tweaks like this.

Benefit also gives you a sneak peak into the interest part of your players’ brains. If they spend the points on something like Status: Star Knight, Wealth, or Alternate Identity you can tell that those ideas are important to your player. They want the opportunity within the story to say something like, “Star Knight business. Go back to your drinks.” The wealthy character wants scenes that can be resolved through ludicrous amounts of money. At the very least, they want conflicts to arise centered around their bank account. Alternate Identity Lass has a reason to hide her original identity. These are plot shout-outs directly from the players. Listen and incorporate them into your story. Your players will feel heard and will engage that much more with your adventure hooks.

Thank you for taking the time to let me ramble about this excellent advantage. I hope it enriches your Mutants & Masterminds campaigns as much as its enriched mine. Have a great day and I’ll see you in the next one, heroes!

Running a Shared Universe: Road Maps and Sandboxes

The Atlas of Earth-Prime is a great sandbox to play games in!Hello heroes! I hope the multiverse is treating you well today. As some of you may know, in addition to working on Mutants & Masterminds here at Green Ronin, I run my own streaming network The Untold Stories Project. USP is something I started a couple of years ago with some friends of mine who were interested in showcasing games and voices that don’t get as much attention as something like Fire Lizards and Renovated Caves. Since 2020 we have played a ton of interesting games but one of our main stays is M&M. Shocking, I know.

In February of 2021 we began our playthrough of the Netherwar story arc which is coming to an exciting conclusion in the next few weeks. (I know it only has six modules but somehow, I overwrote that into a year’s worth of mayhem and mischief.) This was meant to be a stand-alone foray into the Earth-Prime universe, but we decided to try something bold. One of our other games wrapped up and one of our GMs said he wanted to run Emerald City Knights on the channel. We decided it would be interesting to pull a MCU and run Emerald City Knights in the same continuity as our Netherwar game. Hence the USP Earth-Prime Tabletop Universe—USPEPTTU for not as short as it should be— was born. We have had one mega crossover event with 10 PCs and 1 GM and are gearing up to release a Starhaven game in the same continuity later this year.

It’s been an interesting experiment to say the least, and not unique to USP. The Freedom City Discord server has another Earth-Prime shared experience. It makes sense that this happens in superhero gaming groups. The superhero genre is rife with team ups and shared consequences, so it’s natural that it should reflect in the gaming sphere. This got me thinking about some advice that I can give to anyone else looking to collaborate with another GM. I call this technique the Road Maps and Sandboxes method.

the Netherwar campaign is a great opportunity for a shared universe

Road Maps

I am firm believer that the MCU works as well as it does because they had a strong central vision guiding where the story was going to go. They built a timeline of events and for the most part have stuck to that timeline. If you want to work with other creators in a shared space, you need to outline heavily. This came up in our USPEPTTU planning when I decided to do Starhaven after Netherwar, because there is a crucial plot point in Emerald City Knights that leads to the reason Starhaven is needed at all. The other GM and I sat down and worked out the plot points that needed to be modified to make Starhaven’s creation make sense. We also use our interconnected stories to help one another. A new player is joining our Emerald City Knights campaign and that character’s backstory is tied into what is happening right now in the climax of Netherwar. It’s pretty cool!

We have a couple of resources in play that help us build our stories and decide when those stories are going to intersect. We have a shared Google Sheet with all of the canon Earth-Prime villains. This Sheet lists if they’ve appeared in other games, their current status—at large, incarcerated, dead—and their home base. Our GMs update it as needed. I also try to keep the other GMs apprised of the story arcs I have planned. Finally, we write up synopses of our various story arcs for easy reference, rather than forcing anyone to rewatch 300 hours of video for precious context. Those documents are available to the public (www.untoldstoriesproject.com) on our website for similar reasons.

Sandboxes

There’s an unspoken statement in the USPEPTTU that we try to stay in our lanes. As the Netherwar and Starhaven GM, I do my level best to keep my action out of Emerald City. The Other GM as such sticks to the City of Destiny and the surrounding environs. We started doing this after our first crossover episode when I had the following Netherwar story take place in Emerald City. I felt like I was walking on eggshells trying to ensure nothing too devastating happened in town while our Freedom League Dark was there. I still wound up blowing up a penthouse, but you know what they say about eggs and omelets. After that episode I made sure not to set a story in that GM’s sandbox if I could avoid it. Partitioning out the setting goes a long way to establishing freedom for the GMs involved in your project, and ensures people aren’t scrambling to patch things up in each game from week to week. If one person is telling a story of the Furion resistance to Omega in the Terminus, try not to set adventures in the Terminus for the other groups of heroes.

Sit down with the other GMs you’re working with and share your ideas with one another. You can divide the universe in whatever way makes sense. This can be as large as whole alternate dimension down to a neighborhood of Freedom City. Say one GM wants to do a street-level vigilante game in Freedom City’s Southside, another GM working with the Freedom League should make sure the Freedom League is dealing with other parts of the city—or even other parts of the galaxy. Anytime you want to cross the partition, speak with the other GMs, and see if you can work together to do a crossover or find a way to spread the action between the two games.

I’ll leave you to chew on that for now. I’m going to share some more insights of running a shared universe in the coming months. As it stands, I’m still learning as I go, but I do believe it is a worthwhile experience for you and your friends. If you want to see the USPEPTTU in action, you can catch us live On Twitch Mondays and Tuesdays from 7pm EST-10pm EST. Thank you for reading and talk to you soon!

Synopsis Based One Shot Design

A great resource for an adventure synopsisHello heroes! Hope you’re having a great day out there in gamer land. As you may know, event submission is open for a few major conventions happening later this year, so I imagine quite a few of you are starting to put together the wonderful games you’re going to run this summer. I got my start in this business running games at Origins Game Fair in Columbus, so this time of year is near and dear to my heart. All year long I compile a list of characters or topics I want to write an adventure about. I love the excitement of narrowing down those ideas to create the perfect playlist. I enjoy coming up with a punchy title, deciding how many players I want to run for, and coming up with that sweet 1-2 sentence synopsis about the game. This synopsis is required at most conventions. It’s the snippet they’ll use to describe the scenario to the public in the hopes of getting people to buy tickets to your game. What you might not know, is that it is also a valuable tool you can use in adventure design.

I might be weird in this instance—as opposed to all the other times I’ve been weird—but I usually create my synopsis long before I put together the adventure. Sometimes, it’s all the adventure creation I manage to get to before the convention arrives, but we’re not here to talk about my procrastination habits. This synopsis is my favorite place to begin because it forces me to ignore any extra information and cut to the heart of the story I want to present. I tend to think of it as starting small and building out. Sort of like designing a village in your game world before moving on to building the epic history of your cosmos.

Knowing the core action of the story gives you as the writer a perfect place to begin your planning. You should have an idea of who the major players are going to be, what the driving action is going to be, and what research you’ll have to do to plan your scenes. The synopsis doesn’t have to give away the whole story, in fact I find less is more when it comes to pulling inspiration from it. I try to limit myself to 30 words or less.

Hades can be found in Freedom City 3rd edition

I’ll give you an example of what this process looks like to me. My most recent actual play for Green Ronin—link here in case you missed it— was titled Freedom League: All in the Family. I knew before I wrote the synopsis that I wanted to tell an unconventional story with the Greek gods set in Earth-Prime, so I started thinking of who the main NPCs were going to be. I decided to go sort of stereotypical. The synopsis for this wound up being: “All isn’t as it seems when Zeus requests the Freedom League’s assistance in foiling his brother’s latest scheme to take over Earth-Prime.” I kept it short and sweet, knowing that it would be the springboard to a larger outline process.

Hades is a known villain in Earth-Prime, and this pantheon is known for their family melodrama so I figured it would be a knockout story. I kept the synopsis simple, sharing to the players that Hades was going to be the villain and Zeus was going to be their insertion point to the story. With the synopsis in hand, I set about researching various Greek myths. They were going to be the “antagonists” for the story, not necessarily villains but the thing standing between the heroes and a saved Freedom City. I looked at Zeus and Hades’ immediate circles and started brainstorming where some of them would be lurking in the modern world. I built a through line from Zeus to Hera to Hephaestus to Hera to Charon to Hades, and then built scenes around those characters.

Starting with the synopsis narrowed the range of possibilities to make selection easier. It helps you find the beginning of a story, especially in a genre of infinite possibilities like superhero stories. I hope the next time you sit down to design a new adventure that you consider starting with a synopsis or a title. Happy writing!

Device vs Equipment

Devising the Difference Between Devices and Equipment

Hello heroes! Thank you for popping by the Round Table for one of my posts, grab a snack and settle in. I wanted to take a crack at answering one of the questions I see most often from the M&M community. That question being, “How do you differentiate between Devices and Equipment?” It’s a fair question, especially with the difference in Power Point cost between the two, and one that I feel every GM has a different answer for. This isn’t a bad thing, because more often than not if someone asks me is this a Device or is it Equipment my answer is, “It depends.” In the following post, I’m going to share some of my rules of thumb for telling the difference and offer some advice for when it inevitably crops up at your table.
Device or Equipment?

Basic Rule of Thumb

When trying to decide if a player can purchase a certain gadget with Power Points or Equipment Points, I start by asking myself if that item is able to be bought in an appropriate store almost anywhere in the setting. If this item is something that everyday people use in their profession (from laptops to 9mm handguns) then it should be Equipment in terms of the rules. Equipment is often mass produced and lacking in unique characteristics. The setting of your game can have an impact on this basic rule of thumb. If your M&M campaign is set in deep space 3,000 years from now it’s going to have different items that can be considered equipment. A laser rifle is probably a Device if your game is set in 1986 but that same weapon with the same stats could be standard issue for soldiers in 3576 making it Equipment in my opinion. One thing you have to do as Gamemaster is sit down and world-build some of the standard technology in your setting. Usually, if I’m setting a game in a place or time wildly different from present day, I’ll create a uniform list of different weapons, items, and armor that I consider to be Equipment which I share with my players. It also bears noting if the heroes’ mundane tools of the trade—for example swingline launchers, motif-inspired boomerangs, smoke bombs, body armor, and fancy wrist mounted computers—are provided by the same benefactor, consider making it Equipment instead of a Device. We’ll go over this idea a little more in depth later.

This is my Rifle, There are Many Like it, but This One is Mine

Once you’ve determined the availability of a given item, the next thing to ask the player is, “How unique is your version of the item?” If their hero has an assault rifle with a laser sight and a recoil stock, it’s probably still in the realm of Equipment. However, if that gun is only usable by someone who is worthy and has tendon-seeking buzzsaw bullets it’s more likely to be a Device. Keep an eye out for the unique features the player hopes to bring to the object and let that guide your decision between Equipment and Devices.

Disposable?

Another thing I advise GMs to look out for is how easy it is to destroy a specific item. Equipment is meant to be disposable. You can smash Equipment with impunity and not even give the player a Hero Point for the inconvenience! This cavalier attitude is due in part to the points they saved during character creation and in part due to how easily Equipment can be replaced. Devices, however, should be treated with more care as it’s possible the destruction or removal of that Device can rob a player of a large percentage of what makes their character viable. Always give a player a Hero Point if you decide their battlesuit has run out of power or they have used the last of their awesome trick arrows. This leads into my last point.

How Integral is this Tool to the Character Concept?

This is the highest-level question I ask myself and the player when deciding if something is Equipment or a Device. Heroes need tools at different levels depending on concept and archetype. A Green Lantern ring, for example, is an object that is uniform and handed out by the same benefactor as a mentioned earlier, but it is 90% of what makes that character a superhero in pure mechanics terms. As such I would consider it to be a Device and charge the full Power Point cost it incurs. I would do the same thing to a gadgeteer or a character flying around in a mech suit. Characters who use their tools as peripherals to their core concept, such as a Crime Fighter, are at the other end of this spectrum. They will have a lot more Equipment than Devices, because most of what they do, mechanically speaking, doesn’t rely on their gear. There will be some gray areas, such as Archer characters, and there’s no reason you can’t declare some of their tech to be Equipment and some to be Devices. An Archer might have standard broadhead arrows, swing line arrows, and explosive arrows as Equipment while statting up their acid arrows, disintegration arrows, and the good old boxing glove arrow as Devices.

As I said at the beginning of this post, the answer to what is Equipment versus what is a Device, depends. That is the most succinct way to explain the difference. Now that you know to look for that basic rule of thumb, the features of the object, it’s disposability, and its importance to the character you’ll be able to trust your gut the next time this question comes up. And if there’s anything I know about M&M Gamemasters, it’s that you have a lot of guts. Thank you for reading and have a great day!

Order in the Court! Danger Zones: Courthouse Now Available!

Danger Zones: CourthouseWhile superheroes are often involved in stopping crimes and capturing criminals, how many times have the heroes in your Mutants & Masterminds had to show up in front of a court? The latest release in our Danger Zones series, the Courthouse, raises just that question and provides plenty of resources for the answers.

 

As the Danger Zone notes, heroes may end up in court for a number of different reasons:

  • Heroes who are lawyers in their secret identities may try cases all the time. A hero could end up prosecuting—or even defending!—a villain they captured in their heroic identity.
  • Any hero’s secret identity could be called for jury duty. If the hero has a connection with the case, do they look to recuse themselves and how do they do so without entrusting the court with their secret identity?
  • Heroes or hero teams might get sued, depending on what the legal protections in the setting are for costumed vigilantes. A lawsuit could be genuine or a set-up of some sort.
  • Heroes may be called to testify in criminal or civil cases, with opposing attorneys interested in discrediting them or arranging an incident that does so.
  • Some heroes may be involved in precedent-setting legal cases concerning things like the civil rights of aliens or artificial life-forms like androids or robots, the legal ramifications of certain powers, or even the rights of costumed vigilantes in general.

Courthouse has its own mini-system for handling courtroom dramas and legal cases, letting you run trials for the heroes captured foes to see if they are convicted and to determine the severity of their sentence. There’s also information on courthouse security measures and building structure, for those instances when a super-powered slugfest breaks out at the courthouse, often in conjunction with an actual break-out!

Of course, like all Danger Zones, Courthouse offers a detailed map of a typical example of the setting, stock characters found there, sample non-player characters, and a selection of ideas for Capers involving the location.

Danger Zones: Courthouse is also available on DrivethruRPG!

IT CAME FROM THE INTERNET! VTT material on Roll20!

Today we have a special guest post by none other than Ahpook from the Green Ronin VTT Team!

Lightning flashes and thunder crashes!

Inside the VTT Lab at Green Ronin HQ, something moves…

“It’s alive! Alive I tell you! ALIVE!”

Happy October everyone!

I have a Halloween miracle to share with you all. There once was a lonely, disembodied entity known as Troy who had a dream. A dream of a brilliantly creative team of fun, dedicated, passionate gamers who wanted to help people play Green Ronin’s games online. He went on a quest to find these people, and I was lucky enough to trick him into letting me come along! Being part of the VTT team has been an amazing experience, and after nearly a year of hard work from everyone, we are finally here!

It’s no trick! We have a treat for you all! Several treats actually!

We are excited to announce the debut launch of our first VTT material for Mutants & Masterminds on the Roll20 platform! The mad scientists over here in the lab have been hard at work piecing things together, and now it is time for our creations to RISE! This first release will be spookily-themed bundles to match the season and include the following adventures and supplements:

Today’s Release:
Astonishing Adventures Bite Club!Danger Zones LighthouseM&M Condition Cards

Fall Launch Bundle: $9.99 

  • Astonishing Adventures: Bite Club (Normally $5.99)
  • Danger Zones: Lighthouse (Normally $4.99)
  • Bonus: Mutants & Masterminds Condition Cards (Normally $6.99!)

Astonishing Adventures Nothing to Fear Danger Zones Museam

Only Treats Bundle: $9.99 

  • Astonishing Adventures: Nothing To Fear (Normally $5.99)
  • Danger Zones: Museum (Normally $4.99)
  • Bonus: Mutants & Masterminds Condition Cards (Normally $6.99!)

Products include full adventure and supplement text, tokens for all NPCs and Villains, to-scale maps with dynamic lighting, GM and Player handouts, integrated card decks, and fully statted sheets for all characters using the new Official M&M Sheet for Roll20!

How can you get these terrifyingly fine products you ask? Just shamble on over to the Roll20 Marketplace and check out the brand-new Green Ronin store! A lot more material will be coming out soon for Mutants and Masterminds, along with all our other lines, including Return to Freeport, The Expanse, Blue Rose, Fantasy AGE, Modern AGE, and more!

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!

Dive Into the Aquarium for M&M

Danger Zones: AquariumThe release of Danger Zones: Aquarium is a bit of time travel on our side of things, because Aquarium was actually the first of the Danger Zones written, used as an example of how to set-up and write about the other locations planned for the series. It didn’t end up being the first one released, since M&M Developer Crystal Fraiser was able to take the time to further develop her initial sample map design for the setting, which is why our resident polymath has writing, design, cartography, and graphic design credits for the product!

Aquarium sets forth all of the essential elements that we have grown to know and love about Danger Zones: a summary and description of the setting itself, a practical look at the rules useful in using that setting, in this case things like water tanks, schools of flesh-eating fish, thermal shocks from plunges in icy water, underwater combat, and the inevitable exploding giant tanks of water (and the penguins, mustn’t forget about the penguins). It sets out the essential Cast section with archetypes (the Animal Trainer, Giant Octopus, and Great White Shark), along with a named supporting character (marine biologist Dr. Naname Anno), then it wraps up with a Capers section with three M&M adventure ideas featuring the setting.

Speaking of adventure ideas, it’s easy to borrow from popular media when it comes to making use of the Aquarium as a setting for your M&M adventures:

Trouble in the Tanks

Perhaps the aquarium has recently acquired an unusual starfish that is actually an alien creature or bio-engineered mutant with strange powers. The heroes are tipped-off by people disappearing in and around the aquarium. Of course, it doesn’t have to be a starfish. It could be an alien hexxim mistaken for an unusual Earthly sea-creature, or even a very angry goldish with tremendous mental powers. The relatively recent evacuation of Star Island off the coast of Freedom City (part of our “Summer of Starhaven,” over on the Mutants & Masterminds Patreon) sets up the possibility for certain alien beings or elements left behind in the ocean.

Finding AnnoFear my scaly wrath!

Are the characters fish (or penguins, or other sea creatures) dreaming that they are superheroes, or superheroes transformed into sea-creatures by a villain (such as the sorceress Medea) and left in the Aquarium to wallow in watery exile, only barely aware of their true nature, while the villains rampage unrestricted through their city? What if, in true comic book fashion, the transformed heroes are able to communicate with their fellow sea-creatures and get them to help stage a “prison break” so they can find a way to restore their true forms? Maybe someone like the sympathetic Dr. Anno may be able to help. They had best get on it before the moray eel (or shark) who is secretly loyal to the villain can cause trouble, or Aquarium personnel decide their behavior is too much trouble and have to release them back into the sea, or worse, feed them to the aforementioned shark…

The Atlantis Abduction

Alternately, perhaps the aquarium is being used as a cover for some sinister operation by a supervillain or criminal organization. They have captured an Atlantean and are holding them for study (or possibly even for ransom). The Atlantean might even be a member of the royal House of Atlan, exerting some of their powers over water or sea-life to stir up strange incidents at the aquarium or the nearby ocean in order to draw attention to their plight. When the heroes investigate the strange goings-on, the villains decide to move their captive further inland, tipping their hand and giving the heroes the opportunity to intervene. They had best do so quickly, before the forces of Atlantis marshal to storm the surface world!