Tag Archive for: Modern AGE

The Gregarian – Cthulhu Awakens Entity Preview

The Gregarian!

Check out the Cthulhu Awakens Kickstarter for more details!

When insects and worms feast on the remains of certain psychics, sorcerers, and certain strong-willed individuals, they sometimes copy the residue of that individual’s personality, and a Gregarian is born. These flesh-eaters develop a collective will, and even acquire some of the deceased’s knowledge. Here are the Cthulhu Awakens statistics for these entities.

Gregarian

Abilities (Focuses)

Accuracy 1, Communication 3 (Deception, Disguise), Constitution 4 (Tolerance), Dexterity 0 (Forgery, Stealth), Fighting 1, Intelligence 5 (Occultism, Research, Theology), Perception 2, Strength 1 (Climbing, Intimidation), Willpower 3 (Self-Discipline)

SpeedFortuneHealthDefenseArmor RatingTough-ness
10424210015
WeaponAttack RollDamage
Ritual Blade+01d6 + 2 IW

 

Qualities

Combat Stunts: Trickster

Alienating: When it reveals its true nature to an individual or establishes a hive contact (see below), the Gregarian provokes a TN 11 Entities Alienation Test. It usually hides its true nature with a mask, and although this might be discomforting, a masked Gregarian doesn’t provoke Alienation.

Absorbed Occultism: A Gregarian knows one eldritch working, but no praxes, after absorbing this information from whoever it devoured, or from whatever eldritch lore it instinctively hoards.

Hive Contact: By concentrating on an individual within 20 yards, the Gregarian can use the Activate action to contact that person’s mind. The target can resist contact with a TN 15 Willpower (Self-Discipline) test. If they succeed, they shut out contact for the rest of the encounter. If the Gregarian makes contact, they can communicate with the target through projected images and other sensory perceptions, though not words. This exposes the Gregarian’s true nature to the target, activating its alienating quality if the target hasn’t already witnessed its undisguised form.

Living on the Fringe: Gregarians are practiced at covering their tracks. Other characters suffer a penalty of -2 to any tests to find information about Gregarians or their activities.

Swarm: As they comprise of a swarm of insects, worms, and other small vermin, a Gregarian is impervious to bullets taking no damage, and takes half damage, after applying Toughness, from all other forms of damage except for fire, electricity, and attacks or hazards that target an area, such as grenades or sudden flooding. Area-effect hazards and damage sources inflict double damage after applying Toughness.

Equipment: Dagger, Fragments of Occult Lore, Tattered Robes, Wax Tablet and Stylus. Notepad and Pen, or Smartphone.

Threat: Moderate

Press Release: Cthulhu Awakens Kickstarter is Live!

FOR IMMEDIATE RELEASE 02/15/2022

Cthulhu Awakens: On Kickstarter Now

The Cthulhu Awakens RPG Kickstarter is Now Live!

 

Seattle, WA: Green Ronin Publishing is pleased to announce that the Cthulhu Awakens RPG Kickstarter, first revealed last month, launched today and its campaign will be live until March 23. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos in the Weird Century, a period from the 1920s until today.

Cthulhu Awakens is Green Ronin’s take on the Mythos. It’s powered by the company’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs.

The Kickstarter offers four editions of Cthulhu Awakens for backers to choose from: Standard Edition, PDF Edition, Special Edition, and Roll20 Edition. The Standard Edition is a 270+ page full color hardback book, with additional material unlockable through stretch goals. The PDF Edition is the same book in digital form. The Special Edition, a Kickstarter exclusive, has a foil-stamped and embossed cloth-bound cover and ribbon bookmark. The Roll20 Edition is optimized for use on the Roll20 virtual tabletop platform, which allows people from across the globe to game together online. Backers who jump in during the first 48 hours of the campaign will receive Issue #0 of the DREADCRAWLS zine for free with their rewards.

Visit https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game to back Cthulhu Awakens! On the Kickstarter page, you can also learn more about the game and see the campaign’s stretch goals and add-ons. Updates over the next month will preview rules, art, and more.

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 (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide.

The Cthulhu Awakens FAQ, Version 0.5

As we recently announced, we’re making a new standalone AGE System game, Cthulhu Awakens, which will start crowdfunding over at Kickstarter on February 15, 2022. Go here to sign up for alerts. But one of the challenges of the press release format is that we have just a page to present a mixture of high level information, distinctive zingers, and necessary clarifications. That’s why this FAQ exists! A variation of it will probably find a home in the FAQ of the Kickstarter itself, after launch. That’s why this is version 0.5.Cthulhu Awakens The AGE RPG

What Is Cthulhu Awakens About, Anyway?

Cthulhu Awakens is about roleplaying in the Weird Century, a span running from the 1920s to the present that features increasing influence from bizarre, terrifying forces. The greatest of these are the Outsiders: Cthulhu, Yog-Sothoth, and other entities who exist within both our own realm and the Unseen Dimensions that make the invisible majority of existence. The ancient Earth was a battleground between competing alien colonists from across time and space, and past participants such as the Yithians and Mi-Go still operate from the shadows—along with secret societies of the dead, sorcerers, and even human operatives from other universes called demimondes. Cthulhu Awakens treats the Mythos as components of a century-spanning setting for open-ended roleplaying.

Is It a Supplement or What?

Cthulhu Awakens is a standalone original roleplaying game using the Adventure Game Engine, containing the full rules for play. It’ll be a hardcover in the 270-300+ page range.

Is It a Licensed Game?

Cthulhu Awakens expands upon elements of the Cthulhu Mythos found in the public domain and uses Green Ronin’s own AGE System, so there was no need to license anything.

What is the AGE System?

Originally designed for the licensed Dragon Age roleplaying game, AGE is short for the Adventure Game Engine. All AGE games use standard six-sided dice (d6s) for everything. One die—called the Stunt Die or Drama Die in various AGE games—is visually distinctive. To do something, roll 3d6 + bonuses to meet or beat a target number. If any of the two dice match, the number on the distinctive die becomes stunt points that can be spent on special effects ranging from a cutting remark to a powerful blow in combat.

What AGE Games are Cthulhu Awakens Compatible With?

The other AGE games Green Ronin currently have in print are Fantasy AGE, Modern AGE, Blue Rose, as well as the licensed roleplaying games for The Expanse, and Dragon Age. Fantasy AGE and Modern AGE have optional settings, while the others have specific ones. Cthulhu Awakens is at least partly compatible with elements of all these games, particularly Modern AGE, as the game began life as a supplement for that line. Many elements can be introduced with no changes at all. This is why some Modern AGE offerings will be included in the Kickstarter. However, Cthulhu Awakens does do a few things differently, and has a substantial number of original systems—and some of them work well with Modern AGE, too.

What Level of Realism or Modern AGE “Mode” Does Cthulhu Awakens Use?

Folks who know Modern AGE know the game has three “Modes,” or preset rules options, based on the degree of “realism” groups want to use in their games. Cthulhu Awakens’ pre-set Mode is a combination of Modern AGE’s Gritty and Pulpy, in that your character’s Health doesn’t go up over time, but sometimes, you can grit your teeth and bear getting stabbed—but not shot.

Cthulhu Awakens also includes an option for more heroic characters called Fortune that makes protagonists tougher and luckier. Fortune was originally designed for The Expanse RPG but works well for more action-focused Cthulhu Awakens campaigns.

How and Why Does Cthulhu Awakens Deal with Lovecraft Being a Racist?

H.P. Lovecraft was a white supremacist whose racism was notable even in his time, as attested to by letters from his own friends. Our position is that anything in Mythos sources that reinforce these elements are lies or errors as far as the setting of Cthulhu Awakens is concerned. Standing against that kind of discrimination is morally obligatory, and it leads to more interesting possibilities than treating Lovecraft’s work as “canon.” In general communication we’ve had to emphasize this both because of Lovecraft’s notorious reputation and to ward off various people with terrible opinions, not to congratulate ourselves for not following the example set by a long-dead racist. Cthulhu Awakens isn’t a purist game and was designed from the basic position that as important to the Mythos as he was, it doesn’t belong to him anymore. He’s dead. It belongs to all of us now.

Aren’t There Already a Bunch of Mythos Games Out There?

There are! And lots of them are fantastic. Some of them emphasize investigation. Others are essentially a tribute to the works of Lovecraft’s circle, the era they take place in, and their approach to the Weird Tale, and many bake a cycle of discovery, horror, and loss into the mechanics, essentially framing the basic story ahead of time. Cthulhu Awakens takes a more open-ended approach; we provide deep support for the Weird Century period, but ultimately encourage you to tell whatever stories you wish. Plus of course, we wanted to express our own fandom and run our own games using the AGE System, which we rather like.

Is there “Madness?” “Magic?”

No—well, there’s Alienation, and eldritch workings (oh, and separate psychic powers too). They’re not quite the same as what you might expect.

Early in design and development we decided that not only was delineating the relationship between the sort of “literary madness” seen in the stories and mental illness not a great idea for Cthulhu Awakens, but that we also wanted to reexamine what it means exactly when exposure to the Mythos alters consciousness. Alienation is about adapting to the alien rules of the Mythos. Since these are incompatible with ordinary human thinking, which takes place in three dimensions plus time and interacts with a fraction of the universe—the reflexive dream of Azathoth, say some—Alienation produces undesirable effects, but it also leads to bursts of inspiration. With Enlightenment comes Terror.

Eldritch workings are neither science nor sorcery—and both. Workings can be learned, but they’re not things you just put on a character sheet. Given the right text to work from and the ability to understand it, anyone can cast an eldritch working without using up any spaces for other powers and abilities. These are mighty, reality-twisting procedures that require specific components and methods, but they offer everything from immortality to the ability to create spacecraft—or call beings who should not be called.

Why Are You Using Kickstarter?

So, with all of the controversy over Kickstarter’s interest in the blockchain, why continue to work with them? The question is a reasonable one, and in ordinary circumstances we’d love to explore other options and find sources for crowdfunding that are more mindful of environmental impact.

The past couple of years are not ordinary circumstances. The truth of the matter is we don’t have that kind of luxury right now. Kickstarter’s market share is such that, if we want this game to reach the widest possible audience and do as well as it can, there aren’t any suitable alternatives—at least, not yet—for this particular project. We’re focused on doing the best we can with the tools we have, while we explore all possible options for connecting our community of players with our games. In any event, Cthulhu Awakens will be up for general sale after we conclude the Kickstarter. For starters, you’ll be able to back the campaign as a late pledge on BackerKit. The finished print book will be available from our online store, game stores, and bookstores, and you’ll be able to get the PDF from our online store and DriveThruRPG. You will have options, in other words, if you don’t want to use Kickstarter.

How Finished Is It? When’s It Coming Out?

As of this time of writing, Cthulhu Awakens’ core book has been through final drafts and two rounds of development, and it is currently going through a final round of development before it enters editing, to better incorporate some internal innovations in the AGE System. The Kickstarter begins on February 15th. The game will be coming out in the fourth Quarter of this year, 2022.

 

Green Ronin Publishing Announces Cthulhu Awakens RPG Kickstarter

FOR IMMEDIATE RELEASE 01/19/2022

Green Ronin Publishing Announces Cthulhu Awakens RPG Kickstarter

Seattle, WA: Green Ronin Publishing is proud to announce that its latest AGE System roleplaying game, Cthulhu Awakens, will begin crowdfunding on Kickstarter on February 15, 2022. Cthulhu Awakens is a complete roleplaying game where a diverse set of protagonists confront the horrors of the Cthulhu Mythos. It will be a 270+ page full color hardback book, with additional material unlockable through Kickstarter stretch goals. 

Cthulhu Awakens deviates from Lovecraftian “canon” in the interests of creating an inclusive setting fit for the roleplaying campaign medium. In the game the original Mythos stories hinted at the truth, but it was obscured by their authors’ biases and fallibilities. Cthulhu Awakens creates a distinct vision of the Mythos that provides a new springboard for Cosmic Horror roleplaying.  It allows you to play at any point between the 1920s and the present day, through a period it calls “the Weird Century.”

Cthulhu Awakens is a stand-alone RPG powered by Green Ronin’s popular Adventure Game Engine (AGE), a dynamic and easy to learn system whose games include Fantasy AGE, Modern AGE, Blue Rose: The Roleplaying Game of Romantic Fantasy, and the licensed RPGs Dragon Age and The Expanse. Cthulhu Awakens evolves the Modern AGE rules, customizing them for the Cosmic Horror genre, but the game is also substantially compatible with other AGE RPGs. 

“The Cthulhu Mythos is one of the pillars of modern roleplaying,” said Green Ronin Publishing president Chris Pramas, “so with the success of Modern AGE it was only natural we explore it, but we wanted to make sure we had the right team and a distinct, inclusive direction for the game.” The writing and design team for Cthulhu Awakens includes Sharang Biswas, David Castro, Elizabeth Chaipraditkul, Hiromi Cota, H.D. Ingham, Khaldoun Khelil, Danielle Lauzon, Ian Lemke, Monte Lin, Jack Norris, and Malcolm Sheppard.

The February 15, 2022, Kickstarter will not only fund a physical release of the book estimated by the end of 2022, but it will also include stretch goals for things like adventures and VTT token packs, plus options to explore other AGE System games at a discount. The campaign also features a special offering for backers in its first 48 hours.

You can sign up for notifications about the Cthulhu Awakens Kickstarter on its pre-launch page here: https://www.kickstarter.com/projects/greenroninpub/cthulhu-awakens-roleplaying-game

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 (Second Edition) and the Dungeons & Dragons (Fifth Edition) supplements Out of the Abyss and the Sword Coast Adventurer’s Guide. 

Press Contact: Troy@greenronin.com

Green Ronin Publishing 

3815 S. Othello St.

Suite 100, #311

Seattle, WA 98118

www.greenronin.com

Bundle of Holding Encore!

The books may have come to their conclusion, but you can keep the story going at your own game table with The Expanse RPG available now for an amazing deal at the Bundle of Holding!

Check it out Right Here!

In case you missed it when this bundle was previously available at the end of 2020, it’s back for an encore!

From the Bundle of Holding page:

For just US$19.95 you get all six titles in this revived offer’s Modern Collection (retail value $84) as DRM-free ebooks, including the complete Modern AGE Basic Rulebook and the Modern AGE Companion; the cross-dimensional campaign setting ThreefoldEnemies & Allies for Threefold and other Modern AGE games; the adventure Missions: Warflower; and the Modern AGE Game Master’s Kit.

And if you pay more than the threshold price of $31.60, you’ll level up and also get this revival’s entire Expanse Collection with four more titles — the entire Expanse RPG line to date, worth an additional $60 — including The Expanse RPG standalone core rulebook and Game Master’s Kit, the full-length six-scenario campaign Abzu’s Bounty, and the short adventure Salvage Op.

And that’s not all!

Ten percent of your payment (after gateway fees) will be donated to this offer’s pandemic-related charity, Direct Relief. Direct Relief sends protective gear and critical care medications to health workers, with emergency deliveries to medical facilities across the US and Canada and to regional response agencies around the world.

Assault on the Aerie

Modern AGE Missions: Assault on the Aerie!

This week sees the release of Assault on the Aerie, the adventure I wrote for the Modern AGE Missions series. The brief was to write a “high-level” adventure, and Assault is recommended for Modern AGE characters of 13th to 15th level. But what does “a high-level adventure” mean in the context of the action-adventure style of Modern AGE? We took some time to look at that, with an initial section in the adventure on handling high-level challenges in the game. In particular, how to adjust test difficulties, advanced tests, and adversaries, as well as taking into account improved Health levels and resources for player characters. The TL;DR version is that you can throw a lot more at a high-level Modern AGE character! They can take some punishment before they’re taken out of the game, and Game Masters should treat them as such.

Assault on the Aerie is also a highly modular adventure: The focus is on the eponymous “aerie,” a high-altitude lair located atop a sheer rocky outcropping that takes some dangerous climbing, flying, or paragliding to approach, and the same to escape! Exactly what the heroes are there to find and do, and exactly who is there to oppose them, is up to the GM and the type of adventure they want to run. We offer five pre-made options or paths you can use, with adjustments to the adventure for each, and they range from paramilitary techno-thriller to urban fantasy, alien invasion, and even stranger. The self-contained nature of the Assault on the Aerie makes it an excellent one-shot adventure for anyone curious to see how high-level Modern AGE plays, or to run on a live-stream or at a convention table.

Even without the kaleidoscopic adventure options, Assault on the Aerie is useful for the location itself: An abandoned monastery on a high outcropping in the middle of nowhere, usable as a lair, base, hideout, or even ruin to explore (with a few adjustments). The adventure contains a map of the Aerie and all of the game information you need to know about its features and the challenges of reaching it, making it a place you can drop into your own AGE System games with ease—or any RPG system, really. (For example, the Aerie would make any Mutants & Masterminds supervillain an excellent lair.)

Modern AGE Missions: Assault on the Aerie is also available at DrivethruRPG!

Rules Tinkering

Folks who know me know that I am a tinkerer when it comes to rules and game design: I love to play around with different ideas for how something can get done in the context of a game, and I have notebooks and digital files full of ideas and random thoughts jotted down about particular rules and system concepts to try out or experiment with at some point. There are two particular Green Ronin areas of interest with my rules tinkering manifested recently.

Modern AGE Powers! Coming Soon!

Modern AGE Powers! Coming Soon!

The first is in getting to work on sub-systems for extraordinary powers for the AGE System, particularly Modern AGE. Anyone who knows my work gets that super-powers of various sorts are a particular interest, so naturally I jumped at the opportunity to work on power systems for AGE, starting right from the design of the Fantasy AGE and Modern AGE Basic Rulebooks. I wrote the Powers chapter of Modern AGE game, adapting the magic system of Fantasy AGE to present systems of spellcasting and psionic in the core game. Then I got to expand on those systems for the Modern AGE Companion and particularly the Threefold setting, which offered setting-specific examples of magic and psychic powers, along with expanding upon extraordinary powers.

From there, I got to build-out both psychic and extraordinary powers even further for the forthcoming Modern AGE Powers sourcebook, and adapt extraordinary powers and the augmentations sub-system from Threefold for a more general cyberpunk style. That material, it turned out, was useful for The Expanse as well, since we know there are some cybernetics and body augmentations in the setting, so we were able to adapt the core of that material for another AGE System game as well! Most of this development and tinkering went on with manuscripts that haven’t yet seen print, so there were also opportunities to go back and apply later developments to some of the earlier stuff. If you’re going to be working under pandemic conditions where product releases are delayed, at least take advantage of the longer development times!

Similarly, our conversations on Mutants & Masterminds Mondays sometimes inspire the desire to tinker with particular aspects of the game rules. That’s where an article on what I called “Challenge Points” came from for the M&M Patreon: We discussed the concept of first edition’s “Villain Points” and some similar mechanics introduced in more recent M&M adventures to provide Gamemasters with different balancing tools to make encounters sufficiently challenging and interesting. I summed-up a lot of what we discussed in writing, added a few extra details, and presented it to our patrons for their feedback and use. Seems to have gone over well, so chances are we’ll look to share some other rules-tinkering ideas on the Patreon in the future. Who knows? Maybe some of those ideas will find their way into official game releases at some point. I know that both M&M Developer Crystal Frasier and I have already written additional articles along those lines and have some ideas for others.

Do you like to tinker with the rules of your favorite RPGs? Do you enjoy designer speculation and ideas for variant rules or optional systems? Drop us a line at letsplay@greenronin.com and let us know about it or about the sorts of things you’d like to see. You might well inspire us to go in and tinker with something new!

Flight 1701: A New Modern AGE Missions Adventure!

Flight 1701 for Modern AGE!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.

Written by Hiromi Cota and developed by Meghan Fitzgerald, Flight 1701 is a new adventure for the Modern AGE roleplaying game, designed to be suitable for characters between levels 5-8, showcasing Modern AGE in a low-tech science fiction genre. 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.

Flight 1701 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 two 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.

Other Adventures

More Modern AGE Missions are on the way, providing further support for your campaigns. In addition, the Threefold setting also has a ladder of adventures called Five and Infinity, capable of bringing characters from Level 1 to 16! To get full use out of these, you need both the Modern AGE Basic Rulebook and the Threefold setting book.

Player or GM, the Modern AGE Mastery Guide is Here for You

Modern AGE Mastery GuideI’m so pleased to announce that the Modern AGE Mastery Guide has gone to press, which means you can preorder the print version, get the PDF now as a $5 add-on with your preorder, or get the PDF on its own in our webstore or at DriveThruRPG. In case you’re curious, we’ve chosen a printer in Europe to keep shipping challenges to a minimum. This is the latest hardcover release for the Modern AGE roleplaying game, and joins the Modern AGE Basic Rulebook, the Modern AGE Companion, and Enemies & Allies as one of its “core rulebook” releases, as opposed to the game’s two settings, the World of Lazarus comic adaptation, and our flagship multiverse, the Threefold Metacosm.

Great news, right? But what is it? Is it a GM’s guide or player’s guide?

It’s both.

I have always hated the idea of separating advice for players and Game Masters, as if one side needs a bag of tricks to use against the other. That’s not how you should play Modern AGE, so that’s not how we do it in this book. Beyond being able to peek into the advice given to separate roles, we’re able to integrate it so the guidance is consistent. This format also makes it natural to provide the high-level advice GMs are used to getting, to players as well.

But it’s not all essays—it works out to less than half the content. The Modern AGE Mastery Guide also contained countless new recommended and optional systems, making it a counterpart to the Modern AGE Companion. Do you want simplified characters? Classes? Diceless play? Numerically rated personality traits? Do you want us to admit Stunt Attack is a little weak? Well, we have you covered.

Look at the table of contents here.

Conflict resolution in Modern AGE Mastery Guide

Character conflict done right, from the Modern AGE Mastery Guide

Done? Here’s a high-level summary:

Chapter 1: Playing Well

A guide to finding your preferences and improving your performance playing a Modern AGE character. This includes devising a backstory, searching for a role in the party, and how to play with consideration for others’ feelings.

Chapter 2: Variant Character Creation

A rules-focused chapter that presents multiple alternatives to standard character creation. This includes non-heroic characters, simplified characters, and character classes. Rules for quirks and personality traits round out the chapter.

Chapter 3: Playing With the Rules

Chapter 3 presents a host of new rules options that are especially relevant for players. This chapter starts with recommended new and revised rules before presenting options for everything from detailed injuries to streamlined encounters.

Chapter 4: Welcome to The Party

An advice-focused chapter covering the ins and outs of playing in a character party. This includes a further exploration of character roles, collective growth, and how to manage intra-party conflict.

Chapter 5: A Player’s Miscellany

Chapter 5 introduces additional rules and advice relevant to players, beginning with rules for customizing equipment, using explosives and other major threats in a low-rules, high drama context, and how to make extraordinary powers come alive in the campaign.

Chapter 6: Mastering Modern AGE’s Rules

A dive into using and customizing the rules. Aimed primarily (but not exclusively) at GMs, this chapter starts by exploring Modern AGE’s dice mechanics before discussing alternate criteria for target numbers, mixing success and failure, and rules for diceless play.

Chapter 7: Modern Adventures

A comprehensive guide to designing adventures based on scenes, sites, character relationships, and more.

Chapter 8: The Art of Game Mastering

Chapter 8 continues the high-level Game Mastering advice in the Modern AGE Basic Rulebook, delving into GMing styles, practical techniques, and the primary directive for all Game Masters: Be kind.

That’s the Modern AGE Mastery Guide. Get it and add another core book to your arsenal—but there’s still more to come. The Modern AGE desk has another softcover, hardcover, and several PDFs awaiting release—and that’s before a significant Modern AGE-adjacent announcement (which is probably not what you think!) next year. Overall, it’s a good time to get into what I will, with some arrogance but also some accuracy, call the premiere any-setting modern RPG. We got books!

The AGE of Wonderful (and Misfit) Toys

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

Modding AGE games is half the fun!

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

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

Churning Collaboration

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

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

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

Dubious Notions

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

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

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

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

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

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