Tag Archive for: Mutants & Masterminds

Interview with author Aaron Rosenberg

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

Mutants & Masterminds Reprint Extravaganza: The Arcane Secrets Duology

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

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

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

 

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

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

 

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

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

 

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

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

 

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

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

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

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


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

Mutants & Masterminds Reprint Extravaganza!

The Mutants & Masterminds Reprint Extravaganza is now funding on Kickstarter!

You can help us get long-demanded M&M 3E books back in print and pick up two brand new Earth-Prime novels while you’re at it!

Mutants & Masterminds fans, it’s time to get many of our Third Edition titles back in print and to do that we need heroes like you. We know you’d love to get print copies of books like Power Profiles and Gadget Guides, and we want to put them in your hands. We’ve also just run out of the fifth printing of the Deluxe Hero’s Handbook and with any RPG, you’ve got to keep your core rulebook in print.

Mutants & Masterminds Reprint Extravaganza

So, here’s the plan. The initial offerings of the Mutants & Masterminds Reprint Extravaganza are the Deluxe Hero’s Handbook, Gadget Guides, and Power Profiles, and our basic funding goal is $30,000. As we unlock stretch goals beyond that, we will add more books to the campaign, and you can get them as add-ons to your pledge. The Cosmic Handbook, for example, becomes available as an add-on at $42,000. It’s that simple!

Mutants & Masterminds Reprint Extravaganza

Still not sure? Check out these Ronin Round Table articles by Steve Kenson:

Back the Mutants & Masterminds Reprint Extravaganza today!

New Earth-Prime Fiction!Mutants & Masterminds Reprint Extravaganza: The Arcane Secrets Duology

Two new Mutants & Masterminds novels are available in several reward tiers and as add-ons:

  • The Doom That Came to San Francisco, by Richard Lee Byers: In three alternate worlds, three arch-villains are about to meet their final dooms. Before the final strikes fall, they are snatched away and drawn into a conspiracy to conquer Earth-Prime. Quickly overcoming Gatekeeper, the guardian of the nexus between worlds, they begin a full-out offensive in San Francisco. Arcane hero Thomas Rhymer, drawn to the battle by his dark premonitions, must quickly gather allies to defend the city and Earth-Prime!
  • Lost and Never Found, by Aaron Rosenberg: From arcane talismans scattered across the country to lost heroes scattered across the multiverse, Thomas Rhymer and his erstwhile allies have their work cut out for them if they are to stop the magical menace threatening Earth-Prime. This unlikely alliance of heroes must travel through magical doors into strange worlds, unlike anything they’ve experienced before, and make it back in time to save their own.

You’ll find even more information on the Reprint Extravaganza Kickstarter page.

Gadget Guides: The Right Tool for the Job

Mutants & Masterminds Gadget GuidesYou can tell that Power Profiles was written and produced serially, because we included “Armor Powers” pretty early on: powered armor is a common type of super-power in the comics, and it starts with “A” so it was right up-front on the list of power themes. However, it quickly became apparent that if we were going to do additional power profiles on all of the various power effects involving devices and equipment that the series (and the final book) was going to be almost twice as long!

So we decided early on to set aside all of the other power themes involving devices and equipment, other than things like “Tech Powers” and things that were innate super-powers interacting with technology or the like. That list was expanded upon with other themes specific to equipment, building an outline for a new series of serially-released PDFs we called Gadget Guides.

Gadget Guides is “Power Profiles, but for equipment” so it’s no surprise that it, too, quickly sold through its print run, with copies of the out-of-print book going for sky-high prices on resale sites. Even more than Power Profiles, Gadget Guides spans styles, genres, and power levels, with chapters ranging from Archaic Weapons and Steamtech (19th century steampunk) to Alien Technology, Cybertech, and Mecha! Robots get into the act as well; we ended up writing stats and a background for the giant robot on the cover, in fact. (It’s a Terminus probot.) It’s not even all technology: Gadget Guides includes chapters on magic items and magical rituals and on psychic technology and devices.

That makes Gadget Guides a kind of “stealth” genre book for Mutants & Masterminds as well. If you want to use M&M to run adventures or campaigns for cyberpunk, far-future science fiction, the steampunk 19th century, modern super-spies, battling giant mecha, super-vehicles, or an archaic setting with magic and psychic powers, the book has all kinds of tools to help you do any or all of that. That’s in addition to its usefulness for a general superheroic setting, which has to account for all of those various sub-genres and more. Gadget Guides pairs well with the newer Time Traveler’s Codex as well as Power Profiles, covering the technology available in different time periods and settings characters might visit (or come from).

Just like Power Profiles, Gadget Guides is a catalog of inspiration when it comes to particular character types. Just flip through its pages and you’ll have all kinds of ideas for heroes and villains using particular types of technology. It’s also a handy resource for inventors (covered in Appendix I of the book, by the way) and gadgeteers: Rather than having to build-out different devices on-the-fly at the game table, you can just reference the catalog of devices already built in Gadget Guides to see if they fit your character’s point “budget”!

In short, Gadget Guides does for equipment what Power Profiles did for innate powers, and then some, giving you a complete “toybox” for arming and equipping your Mutants & Masterminds characters.


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

Mutants & Masterminds Reprint Extravaganza!

Power Profiles: Giving You the Power

Mutants & Masterminds Power ProfilesUsed copies of Power Profiles have been selling for hundreds of dollars on auction sites. On the one hand, that’s flattering; it’s nice to have a book you wrote be in that kind of demand. On the other hand, it’s frustrating, because Power Profiles was meant to be the kind of useful resource every Mutants & Masterminds group would want to have, and obviously that’s true … if only we had it to sell to them.

Power Profiles developed as a twofold idea. First, a regular series of short-subject PDFs we could develop and release electronically, then collect into a book when we had enough of them, if they proved popular. Second, we discovered that one of the things gamers liked about the DC Adventures Heroes & Villains volumes were the huge number of worked examples of powers in Mutants & Masterminds. Players could say, “I want to play a character like X” from the DC Universe, and just look in the books for that character to see how they were put together. Since we knew the DC Adventures license was limited and the books had a limited lifespan, we decided a fun PDF series would be to look at various archetypal powers (and power-sets) in M&M. Thus, Power Profiles came into being.

It breaks things down into powers by theme: Air Powers, Animal Powers, Armor Powers, and so on, as opposed to the core M&M rules, which focus on the effects of various powers. With more than thirty power categories, each with two dozen or more powers, the book has over seven hundred ready-made powers for use in building M&M characters! So you can come up with a character theme (like “Ice Powers” or “Magic” for examples) and just flip through Power Profiles for ideas. What’s more, even the powers you don’t choose can be useful, serving as a catalog of potential power stunts a character with that theme might be able to do. The book is a treasure trove of character ideas and ways to customize or expand an existing character.

Power Profiles also offers some worked examples of “How do I…?” power creation questions, how to use the existing power effects for different types of powers, perfect for both players who don’t want to do all of that work, and just want to pick from a ready-made set of powers, and for power designers who want examples of some of the things the system can do. I’ve lost track of the number of times someone has asked me at a convention event about a particular character or power type in M&M and all I had to do was pick up a copy of Power Profiles and show them how those powers were set up. With the book out of print, I sorely missed that option at recent events!

Demand for Power Profiles was the initial motivator behind the Reprint Extravaganza. Circumstances haven’t aligned for Green Ronin to send the sourcebook back to the printer but now, with the core rulebook also out-of-print, this Kickstarter is your opportunity to claim all of that power for yourself.


You can back the Mutants & Masterminds Reprint Extravaganza RIGHT NOW over on Kickstarter, and if you back the campaign in the first 48 hours, you’ll get the full PDF of our upcoming book Astonishing Adventures Assembled FOR FREE!

Mutants & Masterminds Reprint Extravaganza!

Patreon TTRPG Halloween Collaboration “All Treats, No Tricks” – Free TTRPG Downloads!

Hello fiends!

It’s only the 11th day of Halloween, and we’ve really amplified the creepy for you! As many of you know, we are coordinating two Patreons, the Twilight Accord and Mutants & Masterminds!  This spooky collaboration comes as a result of my role as a Captain of the Patreon TTRPG Creators A. Club (The A stands for Accountability). Originally intended as a short-term gathering  of TTRPG creators on Patreon, the idea was to gather fresh perspectives from fellow creators, our group hit it off so well that we expanded our meeting time to 90 minutes and we’re still at it 6 months later.
Now, it’s a lot like a weekly gathering of friends, each offering their expertise, coaching, counseling, and creative problem-solving! So you can imagine, when I mentioned the high-level concept of a terrifying  TTRPG Creators A. Club collaboration, this crew of RPG enthusiasts were next-level excited!

No Tricks, Only Treats TTRPG Creator’s Ring!

Here’s how it works: Every creator in this group has a free digital treat, and all you need to do is visit, and click! It’s a great way to catch up with some incredible TTRPG talent, some who have been doing this for some time, and some who are just beginning to focus on showcasing their work through Patreon — well, you will see for yourself!
Patreon Collaboration No Tricks, Only Treats!
I really wanted to show off each individual contributor to our collaboration – so as you click through to each Patreon for your free treat, take a moment to say hello, check out their work – and did you know you could follow their Patreon content for free?
You should do it! Oh look, here they all are now!

Conflux Creatures
Terror Unto Madness: The Book of Aberrations
Over 100 pages of improved monsters and new spells for 5e D&D

Everhearth Inn
A spooky fantasy-inspired recipe to cook for your next DnD session!

Worlds of Parodia
The Mischief Festival of Yielding

LeRoiDeCarreau
DnD 5e Spooky Compendium

Oixxo Art
Autumn Queen

ARTventuring Guild
Spooky PC/NPC portrait

Nerdsmith
“Welcome to the Estate” adventure module

The Twilight Accord:
THE NIGHT ROAD PROCESSION

Angela Maps
5 Animated Battle Maps & Foundry VTT mod

Epic Levels
Mad Dungeon 20: Song of the Shriekfrapp w/Erol Otus

Deep Breadth RPG
Miser Hag, the Literal Wolf on Wall Street

Dizzy The Bard
Song: Warlord What if Spinal from Killer Instinct… was a rapper?

BonusActionRainbow
Rotten Roots – a Space Fantasy oneshot

Domille’s Wondrous Works
Changing Maze Phased Battle Map
It is a maze that changes!

Mutants & Masterminds
The Nightmare Rider Stablock!

Beyond the Screen
To Mistheart: a 5E one-shot adventure

More Treats, still no Tricks

Author’s Note: I pilfered this part from my weekly agenda email to the 72 person of the group

 

I volunteered to be an Accountability Club captain because I desperately needed to connect with people who understood what a unique proposition it was to operate a Patreon supporting a TTRPG project. More than just “another meeting”, the TTRPG Creators A. Club has quickly become the highlight of my week. The group consists of people from all experience levels across multiple disciplines – and the conversations always lead to interesting insights, as well as practical, material things people can do to take their respective Patreons to the next level.

So a huge shout-out to my A. Club Comrades. You are incredibly talented, wise beyond your years, joyful collaborators, with top tier spoopy content!

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.

Bite-Sized Siege of Starhaven

The Guide to Starhaven for Mutants & Masterminds

Editor’s Note: This Ronin Roundtable is intended as advice for GM’s of Mutants & Masterminds, and it contains a few spoilers for would-be heroes in the Siege of Starhaven adventure.

 

Hello heroes! It’s great to be chatting with you all again after the spectacular extravaganza that was Gen Con. It was my first time attending and I am happy to confirm that the legends of its grandness were not overstated. I had such a great time being amongst so many gamers and just seeing everyone truly happy to be immersed in this grand hobby of ours. There just isn’t anything quite like a con to help reignite the passion for gaming. Thank you to all of the players who participated in my events and to everyone who stopped by the Green Ronin booth.

It was great getting to run Siege of Starhaven from the new Guide to Starhaven sourcebook for players, but one thing I learned quickly in my con prep was that this adventure is definitely not a four-hour experience. This probably isn’t shocking as it was written by the person who is often accused of running 1.5 shots so often that we’ve started calling my 1 shots  “special limited series” over at the Untold Stories Project. I have a habit of overwriting, which can be useful for GMs at home, but not so much for a convention experience. Not to worry though I embarrassed myself running out of time so you don’t have to.

The trouble with using any published adventure is that they’re usually written with an idea of what the beginning, middle, and end are going to be, and trying to find smaller story arcs within the plot can lead to a hollow story. Finding the right places to trim is a GM skill that doesn’t usually get enough practice, as, if you’re anything like me, the big worry at the table is “do I have enough content for the next four hours?” Siege of Starhaven has a set number of beats in its original outline that give the story pace and momentum. It has an “in media res” intro scene, an investigation that can go basically three directions, a first encounter with the villain that ends in defeat for the heroes, an escape, a rallying of resources, and then a triumphant final combat with the forces of the Stellar Imperium. It’s all very exciting and I intended for it to be the first two or three sessions of a brand new Starhaven campaign.

I used to be pretty good at estimating how much adventure fits into four hours of play, but I’ve been spoiled running an ongoing series for the last few years. I haven’t HAD to shorten things so I’ve let that part of my GM brain atrophy. I ran Siege of Starhaven at Origins this year, and admittedly I didn’t find the right place to make the end of the adventure feel like a satisfying payoff. I wasn’t prepared for how abruptly I was going to run out of time. The players all still had a great time and left with a smile on their face, but it didn’t feel like my best work to myself. I promised I would take the time to better condense the story before Gen Con.

I did not keep that promise.

Between work and my stream games, I didn’t do as much Gen Con prep as I would have liked, so I was worried that once again the adventure wouldn’t be as satisfying as I wanted it to be. As I was flipping through the sourcebook in the thirty minutes before the event was scheduled to run, I had an epiphany about the plot. I wrote down a few notes, which I’m going to share here. This is how I shortened the adventure to fit in one four hour slot:

I started by cutting the adventure down to four scenes. The new story outline was thus: introductory scene to establish stakes/teach people how the rules works, investigation with multiple paths

Prime Consul Tamira-Van of Starhaven

Prime Consul Tamira-Van

to reward player agency, big fight with the villain at the end.

Scene One: Instead of beginning in media res, I added a roleplaying scene to provide more context as to what the heroes were looking for in the warehouse and who they were working for. They met with Prime Consul Tamira-Van who explained that the Children of Chrysalis were stealing artifacts from the Draffsnarl and that she had a tip about where they would strike next. She explained that this was a tryout for Starhaven’s new defenders and if they prove themselves she would be willing to appoint them as the Guardians of Starhaven. From there the fight with Pupil and the Imperium troopers went as scripted in the adventure.

Scene 2: This works pretty much as written. The heroes search the warehouse and find leads that point them towards Tamira-Van and MamaKaiger. The person they choose to follow up with then determines next steps, either towards the missing Daedalus and the Robot Forge or the elusive hacker Bran Cardon. The only slight modification needed is to eliminate any mentions of Cardon’s interest in Daedalus/the Facetwild.

I had time for a ten minute intermission here.

Scene 3: Again pretty much as scripted, either the conflict in the Robot Forge or the skill challenge to break into Cardon’s warehouse. The only modification to Cardon’s warehouse is that the body is actually his body and not a decoy. The building still explodes and leads to…

Scene 4: The various challenges in the Fait Accompli scene. Helping the burning building, rescuing the pilots at the starport, etc. The only difference is that instead of providing the minor bonuses for other scenes in the adventure, any successes in these challenges reduces the amount of enemies in the final fight with Ko-Nan (similar to the resistance assets in the current adventure.) Pull a benefit from that table and assign it to the Fait Accompli challenges: rescuing the pilots removes one of the Hounds for example. The other small modification is that Ko-Nan doesn’t mention that she has control of the Propylaea so the heroes are able to confidently confront her.

Scene 5: Big fight with Ko-Nan and her crew!

There you have it, a beginning, middle, and end that offers a wide variety of scenes and a pretty well-paced story for four hours. And there’s even time for a bathroom break if you want it. I’ll be going over the topic of shortening adventures (and lengthening them if you’re long-winded like me) more generally in some of the material I’m working up for Astonishing Adventures Assembled but this is how I would modify Siege of Starhaven for a nice one and done. Thank you for taking the time to read today and happy gaming!

And if you’d like a print copy of the Guide to Starhaven, a Print On Demand option is now available at DrivethruRPG!

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

 

A Haven in the Stars

The Guide to Starhaven for Mutants & MastermindsIt’s all Alex Thomas’s fault. We said so on Mutants & Masterminds Monday. Alex wanted to run a streaming game for Team M&M and asked “so what else do we know about this Starhaven place mentioned in The Cosmic Handbook?” To which Crystal Fraiser and I said, “Nothing.” The paragraph or so of info about the alien settlement on Jupiter’s moon Europa was just that, a kind of throwaway description intended to inspire Gamemasters.

I guess it worked, because Alex took it upon himself to spin out a whole adventure which he ran on-stream for us. It certainly got Mutants & Masterminds fans wondering, too, and asking “So when do we get to find out more about Starhaven?” If you are a part of the Mutants & Masterminds Patreon you already know the answer to that (and, if you’re not, honestly, you’re missing out). Last summer, we launched a “Summer of Starhaven!” series to design more material about the setting and how to use it in an M&M game.

Now, this summer, we can announce that The Guide to Starhaven is now available for purchase! The 76-page, full-color product goes into detail about the alien settlement of Starhaven, repurposing an ancient, ruined city located on the Jovian moon Europa. Built by the mysterious and powerful Preservers, the domed city has lain abandoned for millennia. Now, a mix of alien refugees fleeing the fall of the Lor Republic and the rise of the Stellar Imperium have been resettled there by Earth’s superheroes.

The Guide to Starhaven looks at the city and all of its various districts, the Green Zone “nature preserve” surrounding it (including all manner of prehistoric Earth animals brought here as specimens) and the unexplored areas of the ruins and what they contain. It also details the inhabitants of Starhaven, their newly established government (voted on by our patrons!), political and social factions, and three main antagonists Starhaven heroes might face.

It goes beyond the bounds of Starhaven to look at survival on the icy surface of Europa and other locations on the frozen moon such as the fascinating Facetwild, with its random energy storms and crystalline creatures. It even dives beneath the surface, into the endless dark ocean under Europa’s ice, and the mysterious life dwelling there, which even the people of Starhaven aren’t aware of … yet.

The Guide also looks at creating your own Starhaven heroes, adventures, and campaigns, including four campaign concepts and nearly a dozen different adventure ideas. All of this, plus a developed, full-length version of “Seige of Starhaven,” Alex’s exciting adventure, where a team of power level 10 heroes take on smugglers, alien cultists, a murder mystery, the dangers of the Facetwild, and an all-out invasion of the city! It’s a great inspiration for a Starhaven series of your own. (As the Untold Stories Project demonstrates with Guardians of Haven.)

The Guide to Starhaven is available now on the Green Ronin Store and DriveThruRPG as a downloadable PDF, and now print-on-demand via DriveThruRPG. For those who will be at Gen Con this August, we hope to have a limited number of print copies there for sale!

If you do decide to reach for the stars and visit the alien frontier of Starhaven, remember to thank Alex. After all, he started it!

Gen Con Events!

Gen Con ®

Hello heroes! We are running some events at Gen Con this year! We are so excited for the chance to play with all of you. To help you find us, I have compiled this rough schedule of our events so you can come play with us at the con. I know our events are sold out, but you can still add them to your wishlist in case of cancellations, and I usually keep a secret seventh slot for my events if you show up with generics. I’ve laid our schedule out chronologically and have included event descriptions/GM as well. We hope to see you there!

Wednesday

8pm

  • 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.
    • System: Mutants & Masterminds
    • GM: Alex

Thursday

8am

  • Event Title: A Familiar Quest
    • Synopsis: After years of planning, the foul sorcerer Soulban has returned, springing his trap, & capturing the brave heroes of Crestwall. Now it is up to their animal allies to save them & all of Crestwall.
    • System: Fantasy AGE
    • GM: Jonesy
  • Event Title: The Mummy: The Lost Library
    • Synopsis: Rick O’Connell & crew dive into danger seeking the ruins of the Great Library of Alexandria.
    • System: Mutants & Masterminds
    • GM: Alex

Friday

9am and 4pm

  • Event Title: Secrets of Renwick Manor
    • Synopsis: As members of Beckmen & Hall’s “special handling” department, you are trusted to complete jobs of a more esoteric nature. The job: recover some dangerous items from the estate of August Renwick.
    • System: Modern AGE
    • GM: Jonesy

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…
    • System: Mutants & Masterminds
    • GM: Alex

Saturday

9am

  • Event Title: Secrets of Renwick Manor
    • Synopsis: As members of Beckmen & Hall’s “special handling” department, you are trusted to complete jobs of a more esoteric nature. The job: recover some dangerous items from the estate of August Renwick.
    • System: Modern AGE
    • GM: Jonesy

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 noir heroes to stop them.
    • System: Mutants & Masterminds
    • GM: Alex

Sunday

10am

  • Event Title: A Familiar Quest
    • Synopsis: After years of planning, the foul sorcerer Soulban has returned, springing his trap, & capturing the brave heroes of Crestwall. Now it is up to their animal allies to save them & all of Crestwall.
    • System: Fantasy AGE
    • GM: Jonesy

And don’t forget to drop by Booth 101, and come check out all the new things Green Ronin has available for Gen Con this year!

 

Visit Green Ronin at Booth 101, Gen Con Indy 2022