Tag Archive for: Modern AGE

Storm Warning: A New Modern AGE Missions Adventure!

Storm Warning a new adventure for Modern AGEIn a small, seaside town, a cult lurks in the shadows and prepares to fulfill the dark prophecies it’s harbored for years. Now, the time is finally right to bring their patron into the world, using an incoming natural disaster as both cover and a source of fell energy. Heroes must work against the clock and the elements to discover the cult’s plot and decide what to do about it, rescuing or dooming the town while doing their best to simply survive.

Written by Jose R. Garcia and developed by Meghan Fitzgerald, Storm Warning is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 1-4, showcasing Modern AGE in the survival horror genre, as the cult, its bizarre servitors and, perhaps, the unspeakable being behind it all, arise in wind and water. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign. Therefore, it requires the Modern AGE Basic Rulebook.

 

 

Storm Warning is part of the Modern AGE Missions adventure series. These adventures aren’t tied to any detailed setting, though they sometimes loosely imply a setting. This makes them ideal for one-shots, as a campaign kickoff, or as a break from your game’s primary story arc. Check out the other Modern AGE Missions:

Warflower

Alchemy, drug dealing, corporate intrigue, and medieval sword fighting combine in a modern-day murder mystery with a side of action and a little mysticism—or is it just strange chemistry? Warflower is an adventure for characters of levels 1-4.

Feral Hogs

After civilization fell apart, and the people of ‘Murica retreated to desperate villages and the enormous walled distribution fortresses of the Bozos clan, a new threat arose—no, not the rise of strange mental powers triggered by energy drinks, the other threat: feral hogs. In case the adventure title didn’t give it away. Whether in squealing hordes of 30-50 or in singular mutants of towering porcine glory, they stand in the way of recovery. Feral Hogs is a lighthearted adventure for characters of levels 1-4.

Flight 1701

A routine flight turns into a challenge to survive and humanity’s first contact with extraterrestrial life, as the plane somehow crashes on another world. The passengers and crew must work together to discover what happened, represent all humans while struggling to communicate with an alien people, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever. An adventure for characters of levels 5-8.

Assault on the Aerie

A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre.

Playing With Stunts

Stunts are one of the pillars of the Adventure Game Engine, the system we use in Fantasy AGE, Modern AGE, Blue Rose, The Expanse, and the upcoming Cthulhu Awakens and Fifth Season roleplaying games, all descended from design work on the grandfather of them all, Dragon Age.

Heading into the new edition of Fantasy AGE and Cthulhu Awakens, as well as some proposed and to-be announced projects, I played with how stunt point generation and stunts functioned. Part of game development is exploring ideas that won’t necessarily make it into the final game—and sometimes even ideas that would never have done so, but act as conceptual landmarks.

Relationship Bonds and the newer Stunt Attack option aside, the basic way to generate stunt points is to match any 2 dice on a 3d6 test. This prompts a look at the Stunt Die (Drama Die in some games, or Dragon Die in Dragon Age), which tells you how many stunt points (SP) you get. But what if we did it differently?

Let’s take a look at some of these options.

Creating your own house-rules like stunts is part of what makes AGE so fun!Highest Die is Stunt Die: Instead of having a fixed Stunt Die, it’s always the highest die. Since you get SP on the set of successful tests your SP will always tend toward the higher range in the first place, but this exaggerates the effect even further. I don’t recommend this as a standard practice, but it might work as a special ability provided by a talent or extraordinary effect.

Lowest Die is Stunt Die: Woah, this one is interesting on a few levels, and in fact, is the most mathematically “logical,” but it isn’t fun enough to replace the ordinary Stunt Die. For one thing, that means you need a natural 18 to get 6 SP—and there’s a 0.46% chance of getting that. That’s why it isn’t fun enough, as part of the purpose of the Stunt Die is to add more variable results— “swinginess,” we call it, sometimes—to the regularity provided by the 3d6 curve.

SP and Degrees of Success Are Separate Dice: As we also use the Stunt Die to measure your degree of success, making the highest or lowest rolled die the Stunt Die becomes a problem for things like automatic weapons in Modern AGE, as well as advanced tests and other things that rely on degree of success. So, you might retain a visually distinctive die called the “Success Die” or “Power Die.” Even if you keep the usual Stunt Die you might split it from the Power Die. I looked at this pretty seriously as it opens up a lot of design-level opportunities, but in the end, I didn’t think it was worth it.

Anti-Stunts: Cthulhu Awakens actually has a limited version of this, but the version here is simpler. If you blow a roll but get doubles, you generate SP—for bad things. The simplest application is to hand them over to an opponent who spends them on stunts that are bad for you on their turn, in addition to the SP they might gain. Enemies who do the same naturally give you SP in return, so if you use this option SP ebb and flow from one side to the other. Besides the convolutions necessary outside of straightforward situations like combat, the problems with this one are the sheer number of SP that can concentrate in one place, which can get out of hand.

Degree of Success to SP: One recent idea I had was to award degree of success -5 SP regardless of whether a roll scores doubles or not. This means 1 SP on a 6. It gets really interesting when characters gain the ability to add focus bonuses to degrees of success. In newer AGE games this bonus maxes out at +4, so a roll of 6 with that bonus on the Stunt Die would provide a degree of success of 10, which converts to 5 bonus SP. The tricky bit comes when we score doubles. We could drop that completely, which would be miserable because low level characters could only ever get 1 SP from a roll, but if we keep SP from doubles the range of SP would be (degree of success -5) + Stunt Die, which might award up to 11 SP, which is too much.

Everything is Stunts: The answer to too-many-SP variants of course is, “What if it’s all stunts?” In this scheme we would add a Base Effect stunt table and the General Stunts from the Modern AGE Companion, and instead of stunts being an extraordinary result, we use SP as the building blocks to do anything—but no SP, no result. This would produce a really formal set of AGE mechanics which don’t fit the GM-guided goals of the system but might be fun to experiment with, nonetheless.

What do you think of these ideas? Would you try any of them? AGE is house rule and variant-friendly by design, as shown in the optional systems in Fantasy AGE. Modern AGE has two books that are filled with optional and variant game systems: the Modern AGE Companion and perhaps more relevant to this article, the Modern AGE Mastery Guide. Regardless of what we cook up in the lab, so to speak, we like it when you make the games your own.

Modern AGE, Post-Pandemic

Modern AGE Powers!One of the challenges of the pandemic was a “logjam” of content we couldn’t publish yet for a number of reasons. Printers were unavailable. Shipping was awful (and hasn’t improved as much as anyone would like, honestly—remember, we don’t set those prices!) and people got sick. Bad times, and we’re still emerging from them.

One of the effects of this has been that Modern AGE has had to deal with a number of delays, compounded by new delays as some priority items are earlier in the queue for publication. Modern AGE is my game and I love it, but we NEED Mutants & Masterminds in print over Modern AGE supplements, for instance.

Where We Were

We did manage to release a few things for the line over the pandemic, however, and just to refresh your memory, they are:

Enemies & Allies: Modern AGE’s book of friends, foes, and bizarre beings from the slipstream SF, procedural, technothriller, horror, and urban fantasy genres. Enemies & Allies dropped in 2020.

Modern AGE Missions Series: Did you know Modern AGE has adventure support? The electronic Missions series started in 2020, and now encompasses the following titles:

Five and Infinity: Threefold Adventure Series: This is the one that was probably the most affected by the pandemic. Originally intended to drop as a thin hardcover hot on the heels of the Threefold setting book, we had to make do when the printing, shipping, and timing opportunities to sell the thing dried up. This collection of five adventures for the dimension-hopping Threefold setting include some of the best work ever done for Modern AGE, in my opinion—and story and planar generators, too! After releasing the adventures one at a time we eventually opted for a collected softcover print release of Five and Infinity in 2022.

Modern AGE Mastery Guide: Released in 2021, the Mastery Guide is, at this time of writing in May 2023, the most recent hardcover release, covering official rules updates, tons of optional rules, and best practices for players and GMs.

Cyberpunk Slice: This one dropped last year, in 2022. Cyberpunk Slice (PDF link; POD at Drivethru here) was a half-unexpected hit—unexpected because we designed it to make sure there was fresh Modern AGE content, but only half so because fans had long asked for dedicated cyberpunk genre support.

All in all, not a bad roster for the Bad Years.

Where We’re Headed

I originally had a more aggressive schedule for Modern AGE planned for the past three years, but looking forward, timing and industry changes mean we’re not necessarily going to dump a glut of products we’ve had saved up out there.

One change that impacted the line was Cthulhu Awakens evolving from a Modern AGE supplement to an autonomous game still largely compatible Modern AGE but able to stand on its own.

Beyond that, here’s what’s coming. Well, some things are almost for sure, while others are more speculative—definitely versus maybe, below!

Definitely More Missions: We have a pair of Modern AGE Missions adventures working their way through the production process.

Definitely Modern AGE Powers: The big book of extraordinary powers, revised and expanded from the Modern AGE Companion to include superpowers, more magic, more psychic powers, strange ancestries, and a whole bunch of extraordinary items. This book is currently awaiting its turn for art and proofing.

Maybe More Slices: Cyberpunk Slice has raised the possibility of other short works that concentrate on a genre. Which ones would you buy? I’ve kicked around Modern Fantasy Slice, Apocalypse Slice, Horror Slice, and so on. Also, I mean “buy,” not “wish existed but would not necessarily buy,” which is why I didn’t list pulp or steampunk.

Maybe More Settings: I always wanted to do settings beyond World of Lazarus and Threefold but for various reasons this sort of thing has been delayed. Plus of course we have the challenge of settings for a base game line, where we can’t provide more support without further divvying up gamers by their level of interest in a given setting.

I look forward to resolving the “maybes,” and also really getting Modern AGE down as a solid body of work that stretches the possibilities of the Adventure Game Engine, especially as I explore potential new AGE games, iterating from the ideas we’ve worked on….

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)

The AGE System is a Map

Nothing quite starts off a new year like a cryptic blog post title, so here we go! Seriously though, I’d like to chat about how I feel about what the Adventure Game Engine is as it now powers a wider array of games than ever: Fantasy AGE, Modern AGE, Blue Rose, The Expanse, Cthulhu Awakens, and as per our recent announcement, The Fifth Season. And of course, it all goes back to its roots in the Dragon Age roleplaying game and Chris Pramas’s design.

Unfamiliar with the Adventure Game Engine? We’ve got you covered with our handy “What Is AGE?” primer!

The AGE System provides nearly infinite story opportunities and options!

I’m the Modern AGE developer, and that means taking an expansive view of the system that has come to be my default. This makes AGE something of a map: The system has “bare metal” mechanical features I can play with in a number of different ways. Very few things about the system are fundamental, but what is there—the fixed points on the map—help me answer questions about how a given instance of the game is supposed to work, and what the play experience should be like.

Are classes essential? Modern AGE proved they weren’t, but that protecting unique niches still mattered. Spending points on spells and other powers? Not essential, but a sign saying power should have some kind of cost.

The core of the AGE experience is something I like to call a “punctuated curve.” The core mechanics are 3d6 + modifiers versus a target number. 3d6 outputs a curve of results, where some numbers on the dice, in the middle of the range, are more likely than others. So, a character’s abilities are fairly reliable. But this sort of thing wouldn’t be especially cool without an additional element. In AGE, this is scoring doubles and generating stunt points. Thus, in the set of successful rolls there’s just under a 50% chance of a more interesting success.

This principle doesn’t tell us what a “more interesting success” is, and of course, that’s up to what stunts the player will pick—and stunts turn out to be something we can greatly customize by a game’s genre and setting. In Fantasy AGE Trojan War, divine stunts can be acquired with the help of the gods. In Cthulhu Awakens, certain stunts represent mind-melting insights won through exposure to the Mythos. The Expanse has stunts related to spacecraft.

But that point on the map can be zoomed in on, divided by area, and customized even further. Stunts represent exceptional results, but we can split them off from doubles. This is how we get the stunt attack mechanic in newer AGE rules sets, and how we use Bonds, where we add an opportunity to do amazing things because of a relationship or belief.

This is the kind of flexibility that lets AGE work for multiple games—we strip it down, see what remains, and it shows us what we can play with to address themes and play experience. While we sometimes do aim for cross-compatibility between games, we usually don’t fret that option A in one game contradicts B in another. You can pick and choose when crossing over. The point is to generate familiarity that lets you make your own crossovers and house rules, while presenting lots of readymade options to choose from.

What do you think is essential to the AGE system? What’s flexible? What should be one, not the other? Feel free to let us know!

The Cthulhu Awakens BackerKit…Awakens. Metaphorically.

Cthulhu awakens literally, of course.

In what seems like years ago due to pandemic and post-pandemic time dilation effects, but was actually through this past March, we ran our Kickstarter for Cthulhu Awakens, an AGE system game covering Cthulhu Mythos horror from the early years of the last century to the present: a period we call the Weird Century. Cthulhu Awakens evolves the iteration of AGE first seen in Modern AGE, drawing upon innovations from newer and upcoming AGE system books, as well as special rules unique to it. Cthulhu Awakens was developed to cover an epic span of time according to an inclusive ethic, but that isn’t its point of distinction. I think what makes it special is really the broad range of periods and tones, and an interpretation of the Mythos that puts game-centered storytelling before literary homage. Cthulhu Awakens can be about lurking fear or dramatic action—it’s up to you.

Well, the Kickstarter is done…and the BackerKit is live! That’s where we manage pledges to order the game and its related, uh, game stuff. Go to:

Backerkit Pre-order Store!

If you pledged a token amount to get reminded of this, now’s the time to up your pledge. If you want to tweak your pledge, maybe adding on some last-minute books, do it there.

And if this is new to you? Well, go anyway. This is your second chance, like the kind you don’t get unless you’re a Yithian agent consulting future records of yourself to avoid mistakes…but I’ve said too much. Well, except for one thing: If you’re locking in any kind of pledge, thank you!

Cthulhu Awakens Pre-order store is live

A Few Words on Languages

Tabletop roleplaying games can give us some funny ideas about languages and linguistics. At least, I know they did for me in some regards. Starting with a certain Popular Fantasy Roleplaying Game comes the notion that player characters are all multi-lingual, speaking three, four—as many as seven or eight languages fluently! This is often compounded with the notion that entire species share the same language, or that there are special languages for fantastic creatures from dragons to elementals to the denizens of different planes of existence.

Later RPGs have taken a more nuanced, and certainly more detailed approach to languages, including various levels of fluency, and things like complex charts showing the relationships between “language families” of earthly or imaginary languages, which may grant some greater understanding or closely-related tongues.

understanding the Language can be very important

“I’m not sure what you just said, but I don’t care for your tone!” Art by James Ryman

The Modern AGE rules have a somewhat laissez-faire attitude about languages. The sidebar on page 16 of the Basic Rulebook says characters should “be able to speak, read, and write whatever languages” they “would pick up due to their cultural and social class” suggesting a limit of three. The Linguistic talent in the game handles learning additional languages and requires a fairly significant investment, since talent degrees aren’t easy to come by, and each degree in the talent grants only one additional language. It would take a new specialization to create the true polyglot character who speaks a dozen or more languages.

Fantasy AGE likewise offers a Linguistics talent, for characters truly dedicated to speaking other languages. The game’s ancestries follow the fantasy standard of an ancestral language (all elves speak Elvish, for example) along with a “Common tongue” used and understood by everyone, for the most part.

Mutants & Masterminds treats language fluency as an advantage, one rank grants an additional language the character can speak, but each additional rank doubles the number of languages, so it’s fairly cost effective to create someone who speaks a dozen or more of them. Of course, in M&M, the ability to speak and understand all languages is on the table for just 2 ranks of the Comprehend power, so there isn’t a lot of point in having more than a few ranks in the Languages advantage, other than to represent the character’s own skill and knowledge.

Individual Game Masters have to decide the role languages—particularly unknown languages—will play in their campaigns. In some cases, the language barrier can be an important element of adventures or the setting. Others prefer to generally ignore the problem in order to get on with things; the Threefold setting for Modern AGE, for example, includes magical “universal translators” for characters working for the world-spanning Sodality, so GMs don’t need to worry about whether or not the characters speak any of the local languages—at least not until their translators are lost or stolen! Likewise, the Cosmic Handbook for M&M recommends Comprehend as a “default” power for star-spanning campaigns, unless you want to institute some form of “Galactic Common” that all alien species speak and understand.

When building worlds of your own for RPGs, you might want to give some thought as to how people say things, and what languages they are saying them in.

Last Chance Warehouse Sale

Last Chance Warehouse Sale: 75% off select print books, while supplies last!

 

After 22 years in business, the Green Ronin warehouse is looking a little crowded. With reprints and new products incoming, it’s time to make more space! These deals are for print products only. With limited stock and priced to clear some pallets, this is a screaming deal (75% off!) you don’t want to miss. With that, we offer you the LAST CHANCE WAREHOUSE SALE!

Please note the sale does not extend to shipping, and shipping fees are determined by the carrier.

75% off on select titles

 

Modern AGE, Four Years On: Modern Adventures

In my last two articles I talked about where the Modern AGE line currently stands with its core, setting-agnostic books, used to customize the game as you please, and its published settings, from sketches to two full-blown game settings: The World of Lazarus and Threefold. However, I ran long on the second article and didn’t have a chance to talk about the adventures we have—and that’s what this one is for.

Modern Adventures await!

Two Versions of the Quickstart

Modern AGE: Threefold QuickstartOne weird thing that happened during Modern AGE line development is that we ended up with two quickstarts.

Original Quickstart (Burning Bright): Back in 2018, Modern AGE’s quickstart included an adventure about going to another dimension, Tannebrim. To inform you anew or refresh your memory, a “quickstart” contains cut down rules, pre-made characters, and an adventure to run them through, so you can get a taste of what the full game is like.

Expanded Threefold Quickstart (Burning Brighter): Fast forward a year, to when the Threefold game setting was on the cusp of release, and we wanted to participate in Free RPG Day. Well, Threefold was one of the inspirations for the original quickstart adventure anyway, so we produced an expanded, updated version with additional content and pregenerated characters that were fully integrated with the Threefold setting. We made that available in print for Free RPG Day, but you can still get it for free electronically.

Both versions are still available for download, but be aware that the latter version, with the adventure “Burning Brighter,” is an expansion of the original and its adventure, “Burning Bright.” You’ll have to run one or the other in any given campaign.

Backs of the Books

The Modern AGE Basic Rulebook comes with an adventure called “A Speculative Venture,” about bad things happening at a fancy party…and special options to let the Game Master decide what the central secrets of the adventure really are, to make it work with as wide a range of published or homebrew settings as possible. It’s for Level 1 characters.

Both setting books also include adventures for new characters, though these don’t have a choose-your-own premise option.

The World of Lazarus scenario “Taking the Stone,” is firmly set during the rule of the families, decades after Year X, but can be adjusted based on which of the setting’s campaign models you employ—and whether you’re a serf or one of the elite.

Threefold’s included adventure, “Identity,” takes characters across multiple planes of existence to deal with transdimensional political intrigue, bound in the question of what it means to have a soul.

Modern AGE Missions Modern AGE Missions: Feral Hogs

The Modern AGE Missions series presents a variety of adventures, some of which might appear in any modern setting, and some of which are more specific. These adventures are not necessarily connected, and can be dropped into your game, or used as the anchor for a campaign if you expand them. The first two were developed by me, while the rest come courtesy of Meghan Fitzgerald.

Warflower: Sudden, strange violence at an auction leads to the disappearance of a late medieval book on warfare and alchemy. Who took the Warflower, and why? And who gets killed with a sword nowadays? Like “A Speculative Venture,” Warflower lets the GM choose the ultimate secret behind it all. For characters levels 1 to 4.

Feral Hogs: A pop-culture infused apocalyptic ATV-riding, meshback-wearing fever dream. The end came with mutagenic chemicals, abundant energy drinks, pyramids of cardboard boxes, and of course, 30-50 mutant feral hogs, running into your yard. And what will you do when they come? Huh? HUH? For characters levels 1 to 4.

Flight 1701: A routine flight turns into humanity’s first contact with extraterrestrial life—and first trip to an alien biosphere. The passengers and crew must work together to discover what happened, communicate with an alien species, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever—and like Warflower, its central secrets are up to the GM. For characters levels 5 to 8.

Assault on the Aerie: A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign.

Infinity and More

We’re expecting at least one more Modern AGE Missions adventure. Beyond that, we have the Five & Infinity adventure series for the Threefold setting. We’ve presented the individual adventures before, but at Gen Con we’ll be premiering the collected series alongside special tools to generate stories and even planes of existence. I’ll talk about that another time. If you’re headed to Gen Con, check it and the rest of Modern AGE out at Booth 101.

Modern AGE, Four Years On: Our Modern Worlds

In my last article, I talked about the state of the Modern AGE line as we move into its fifth year. I started out by dividing the line into two loose categories and exploring the first, of “core” book releases. While Modern AGE is completely playable with the Modern AGE Basic Rulebook, the other releases I placed into the core category assemble numerous tools and ideas to customize the system generally, and to suit the worlds you invent.

But Modern AGE has worlds of its own which you can use as-is, or to influence settings of your own creation. In fact, we have various degrees of setting material, ranging from loose outlines to entire setting books.
The Threefold worlds of Modern AGE

Core Inspiration

In Modern AGE, we try to provide concrete examples so that you have something to work from. The Modern AGE Basic Rulebook talks about settings and genres in general terms, but subsequent books get more detailed.

Chapter 9 of the Modern AGE Companion offers firmer outlines of the possible settings associated with various genres, including the age of sail, 1800s gothic horror tales, 1950s UFO sci-fi, 1960s spy-fi, and modern or near future cyberthrillers. These treatments include recommended rules, sketches of settings, and possible NPCs of interest. The rest of the book provides ways to customize the game for these and other settings.

Chapter 7 of the upcoming Modern AGE Powers book also features outlines for supernatural and other power-filled worlds, from the mystic martial arts of “Immortal Ring,” the modern sorcery of “Phoenix Band,” and more, all in a book that gives you the “crunch” of powers as well, and strong guidance on how to use them in your own worlds. I can’t wait to share it with you.

In addition, Modern AGE has two full-on setting books. Each requires nothing more than the Modern AGE Basic Rulebook.

World of Lazarus for Modern AGEWorld of Lazarus

Created by Greg Rucka and Michael Lark, the Lazarus comic (with follow-ups including Lazarus X + 66 and Lazarus: Risen), World of Lazarus introduces the world after Year X, when governments have collapsed and the families behind the world’s mightiest corporations and political influence blocs take over, effectively reinstituting feudalism. These ruling families use various forms of human enhancement, from cybernetics to gene alteration, to create the Lazari, champions who settle disputes on their families’ behalf.

The World of Lazarus setting book isn’t just about Lazari, however, though the book provides in-depth rules for playing them. You can play wasteland renegades, desperate serfs, or privileged members of the Families, navigating a world with notes of cyberpunk, post-apocalyptic fiction, near-future military technothrillers, and feudal intrigue.

In addition to the setting book, individual issues of the Lazarus: Risen comic include expansions to the new rules in World of Lazarus, written by World of Lazarus developer Crystal Frasier.

Modern AGE: Threefold. Infinite worlds and possibilitiesThreefold

Intended to be the “flagship,” or exemplar setting for Modern AGE, Threefold is a vast setting designed to make use of the game’s full potential. Threefold contains notes of cyberpunk, cosmic horror, and portal fantasy, as it reveals Earth is one of many inhabited worlds in the Metacosm, an array of universes primarily linked by gates.

Threefold’s stories center on the exploits of the Sodality, explorers, diplomats, and agents of utopian democracy that spans multiple planes of existence, as well as the operations of Aethon, cybernetically enhanced operatives who shape alternate universes to, perhaps, produce a transcendental AI. These aren’t our only options, however. You might want to play a renegade psychic, defending their guild from families who treat psychic powers as a divine right. Maybe you want to be a plane-crossing mercenary, or a disoriented, semi-human wizard, stuck in our modern world. Threefold provides the greatest possible scope for characters in Modern AGE, including rules for cybernetics, the supernatural, and strange ancestries.

Characters explore Earths with alternate histories, Otherworlds, where magic reigns, and the Netherworlds, ruled by demonic forces. The planes are countless, and Threefold uses them to allow virtually any adventure and genre, but unlike many multiverse settings, there are strong core factions and influences that drive stories, such as the rebel hell-conquering soldiers of the Nighthost, or the tyrannical demigods of the Divine Empire. If you want a taste (and an introduction to Modern AGE generally), try the Threefold Quickstart for free!

In addition to the setting book, Threefold gains an adventure collection this summer, as the combined and expanded Five and Infinity adventure series is due to premiere at or around Gencon. Five adventures take characters through multiple worlds, and levels 1 to 16. A capstone chapter includes table-based tools to outline further adventures, and even generate new planes of existence in the Threefold Metacosm.

From Worlds to Stories

This article was originally going to talk about Modern AGE’s adventures as well, but as things are already running a little long, I’ll save it for next time. Until then? I’m going to recommend you check out Threefold in play (YouTube playlist) by the Fresh Out the Box (Twitch.tv) crew. Cheers!