Tag Archive for: ork

Joe Carriker’s Top 5 Green Ronin Picks

Like other Ronins, I work at Green Ronin because I love what we do. So narrowing this list down to just five products? Not easy. That said, here we go! “Joe Carriker’s Top 5

Ork! The Roleplaying Game, Second Edition5. Ork! The Roleplaying Game, Second Edition

This updated version of the original Ork! is a glorious revisit of the sheer bonkers chaos of the original Ork! In this beer-and-pretzels game, you play…an ork. And it is your job to unleash all sorts of ork-like mayhem in the world. Being a systems wonk, though, it’s not (only) the premise that sells this for me, but the system that makes me love it.

Every check in Ork! is an opposed roll. Sometimes against enemies, but quite often the roll is opposed by…well, by the ork god, who is a surly, ill-tempered sort of deity who delights in the suffering of his people. The sheer gonzo premise of a game system based on “God hates you and wants you to fail, except that you’re doing your best to spit in his eye” is absolute catnip for me.

4. Book of the RighteousThe Book of the Righteous for Fifth Edition

I’m a big Fifth Edition player, for starters. I am also a huge nerd when it comes to worldbuilding, and I find one of the best disciplines of worldbuilding to be the construction of pantheons, creation myths, and the forms of religion that populate a setting. The gods of a world say so much about that place, and how its people revere them adds to it.

For my money, the Book of the Righteous does the best job of addressing some of that style of worldbuilding in Fifth Edition material to date. Fully realized pantheons, religious orders, creation myths, and all the rest of it, with tons of player-facing mechanics (including a wealth of new cleric Domains and paladin Orders)? I’m so in.

Threefold A Campaign Setting for Modern AGE3. Threefold

It is no secret that I love me some big universes. I’m a world-builder at heart, and I love sprawling, deeply interconnected, and flavorful settings with room to tell all kinds of interesting stories in. It’s probably no wonder then that I love me some Threefold. A setting that includes organizations for player characters to belong to, each with specific goals and modes of operation. A theoretically infinite variety of worlds to explore, including a whole bevy of them right up front, and potentially more to come? Alien tech and psychic abilities and weird history timelines? Seriously, this is exactly the kind of high-stakes rollicking adventure that I love, and developer Malcolm Sheppard has wrapped it all up in the extremely accessible Modern AGE system for me.

And uh you, too, of course. :)

2. Mutants & Masterminds Third Edition Deluxe Hero’s HandbookDeluxe Hero's Handbook for Mutants & Masterminds

Superhero RPGs and I go way back. During the Satanic Panic, my mom and pastor confiscated all my D&D goods to burn them. They left my Marvel Superheroes RPG stuff, assuming they were comics, and I kept right on gaming. If I have anything close to an Ultimate Universal System for my tastes, it’s probably M&M. It is very capable of doing superheroes, and a whole lot more. I’ve used it for cyberpunk, urban fantasy, and weird dimension-hopping type games, and I know folks who’ve used it for lots more. It is extremely flexible, but also easy to use.

Honestly, I just love using its system to build power sets. Mutants & Masterminds Third doesn’t present finished powers for you to use for your heroes. Instead, it presents an extremely exhaustive set of power effects. “What does this power do, mechanically?” the system asks, and encourages you to determine how it interacts with the rules. Does it do damage? Inflict penalties? Reduce an enemy’s power? Debuff with negative conditions? Once you figure that out, you can select the appropriate effects, slap a Descriptor (like Psychic, Magic, or Fire) onto it that describes what is responsible for those effects, and your power is ready to go.

The fact that you can play games that range in power from street-level shenanigans where a knee-breaker with a bat is dangerous, all the way to hyper-dimensional cosmic epics is nothing short of incredible. Best still, both types of games are extremely playable, too – I sometimes brag that unlike some other games, Mutants & Mastermind’s “high level” games are perfectly playable and just as fun. I love the system so much, in fact, that when I was first putting together the main protagonists for my novel Sacred Band (available now from Nisaba Press), I built them using Mutants & Masterminds Third Edition rules! (You can get them here, for free, by the way.)

Blue Rose: The AGE RPG of Romantic Fantasy 1. Blue Rose: The AGE RPG of Romantic Fantasy

I am the developer for the Blue Rose line at Green Ronin  precisely because this book is in my number one spot. I didn’t contribute to this book myself, so I feel entirely justified in just how much of a ridiculous fanboy I am for this game. I did some writing for its first edition, and fell in love then. Why?

Romantic fantasy is my jam, for starters. Fantasy that postulates magic that makes the world better and more accessible rather than more dangerous and more awful, narratives in which the people one meets and connects with are as important to the resolution as one’s skill with sword or spell, and a sense of egalitarian aspiration are all mixed together to form a sort of inspiring, uplifting fantasy that I just love. This edition of Blue Rose specifically is fantastic, as well, for its use of the AGE system. Stunts give exactly the sort of swashbuckling feel that should pervade these stories, and its magic system which allows the use of magic as long as one can resist the psychic exhaustion that comes of doing so is really enjoyable.

But anyone who knows me probably knows that I love this game because of how abundantly queer it is. Queerness is not an afterthought here – I commend a lot of games for their “well, nobody cares if you’re queer” approach to inclusion, but in Blue Rose queerness has impacted the culture and social identity of its people…in a good way. It also explicitly makes room for different types of queer characters, from those characters who have no idea what bigotry against them is (which can be very comforting to play for some queer gamers who don’t need marginalization in their gaming) to those whose heroism includes having come from very restrictive backgrounds and having fought their way to freedom (which can be a cathartic gaming experience for some queer folk as well).

Plus, honestly, the ability to play a sapient, psychic animal? Yes, please.

Ronin Army forums update: All Good Things…

Hello Green Ronin fans,

Today we have guest post from our stalwart forum moderator Fildrigar, on the status of the Ronin Army forums that have been down for the last week.


Ronin Army Gamer Badge

Green Ronin Gamer Badge

Greetings!

I’m Barry Wilson. You might remember me from such internet places as That One Wargaming With Miniatures Forum and Esoteric Prog Rock Fans Online.

I have a long history with, and a deep and abiding love of internet forums. Since I first discovered them in the Nineties, I have whiled away many an hour reading and posting on them. I never had the patience for IRC, far preferring the slower, more thoughtful discourse (and formatting options) forums usually provided. I’ve been moderating Green Ronin’s forums for around eight years now. 

Unfortunately, the time has come to shut down the forums. While it wasn’t an easy decision, it was necessary once we discovered a rather serious security vulnerability that made continuing to support the forum software an untenable position. We have reached the tipping point where the security risks involved with maintaining the forums outweigh the benefits. We tried to find a solution that would allow us to maintain the existing forums in read-only mode, but just running the forum software on our servers would pose too great a security risk. 

Forums have in the past provided a place for people to discuss our games. Increasingly, those discussions have moved to places like Facebook, Reddit, and Discord (and many, many others.) Places like these are allowing us to reach more fans than our small forums did. Searching Facebook for the names of our games will direct you to groups available there. There is also a very robust and friendly Discord community called the Green Ronin AGE Appropriate Discord. You’ll find some of your favorite Green Ronin staff regularly hanging out there to talk about the latest Green Ronin happenings.  

In closing, remember that we love you, keep on gaming, and we’ll see you on the internet.

The Year 2000: Green Ronin Begins!

Last time I wrote about the pre-history of Green Ronin, basically covering my start in the industry and how I navigated the 90s. When I left off the story, I was working at Wizards of the Coast. The first 18 months or so I was at WotC, I was working in what was still called the TSR Product Group (this later changed to Roleplaying R&D), writing various books for D&D and one for Alternity. During that period, WotC decided to spin up a miniatures division. They were looking to compete with Games Workshop, publishing both games and miniatures to support them. D&D miniatures, which had a long history back into the 70s, were also an important part of the plan. If you follow me on social media (I’m @Pramas on Twitter) you know I’m a huge miniatures fan, so it’s no surprise that I determined to join this effort. It took some doing, but I eventually landed a spot on the miniatures team and spent the rest of my time at Wizards working on the game that was eventually released as Dungeons & Dragons: Chainmail.

Chainmail is a huge story in and of itself, but I’ll leave that for another time and place. What’s important for our tale is that after some months working on the miniatures team, I found I missed doing roleplaying work. This brought my punk DIY instincts to the fore again, and I thought, “Well, why not start my own side company and keep a finger in the RPG pie?” In February of 2000, I decided to take this from idle thought to actual thing. I set up the company, got a bank account, and began to make plans. The first thing I wanted to publish was Ork! The Roleplaying. This was a lighthearted beer & pretzels RPG (now in it’s second edition!). It was based on some fun campaigns my friend Todd Miller had run back in NYC. I had Todd write up “The World of Orkness” while I designed the rules system. I slated it for a July release at the Origins game convention.

Meanwhile, back at Wizards, the Open Game License and d20 System Trademark License were first being proposed. The idea was to provide other companies a way to publish D&D compatible material. The fact that it was a free license created a lot of skepticism within WotC. I remember sitting in a big meeting with folks from R&D and thinking about the possibilities this could offer though. One point made was that WotC had difficulty making money off adventures, and this was something smaller companies might take up more profitable. Another point was that WotC was a big company and turning the ship to react to trends was a slow process. I thought, “Well, my company is small and agile! I should give this a shot.”

When the OGL and d20 STL were announced publicly, there was also a lot of skepticism from established RPG companies. Some saw it way to kill competition to D&D. Green Ronin, of course, had no established game lines to worry about, as Ork hadn’t even been published yet. I knew that the Dungeons & Dragons Third Edition Player’s Handbook would launch at Gen Con 2000 (along with some D&D minis my group was doing), so I decided to release a 32-page adventure that same day.

Working at Wizards by day did grant me some advantages. As a part of R&D, I had been involved in the playtesting and debates of Third Edition so I had a good grasp of the new system. I also knew WotC was taking a “back to the dungeon” approach for adventures. I decided, therefore, to offer something different: a city adventure. This would have the added bonus of creating a setting that could be expanded upon later. Now I didn’t want to do Generic Fantasy City #57, so I pulled some other influences into it. So what do you get when you mix D&D with pirates and Lovecraftian horror? Freeport: The City of Adventure!

That spring I wrote the adventure Death in Freeport. I wanted a cracking cover for it, and I thought it’d be great if I could get something by Brom, as he’d done the cover art for my AD&D book Guide to Hell. This was all done on a shoestring so I could hardly afford a new Brom cover, but I talked to him about it and we worked out something else. He had done a bunch of art for a collectible card game a few years before and I was able to license a piece from that for only $400. Later, I made a flier I taped up around Gen Con promoting this new adventure “from the writer-artist team that brought you the AD&D Guide to Hell.”

Need An Adventure for that New Edition?

I worked my contacts for the rest of the production of Death in Freeport. Nicole Lindroos, who had done the graphic design on the original edition of Vampire: The Masquerade, did the interior layout. Hal Mangold, who I had met when he was working on Deadlands at Pinnacle, did the cover design. The three of us would become partners in the company just a couple of years later. For interior art I tapped Toren Atkinson and Chris Keefe, who I had worked with at my first company. WotC friends Jennifer Clarke Wilkes and Todd Gamble did editing and cartography respectively. The whole thing came together very quickly because we had a hard deadline. We got the files to a Chicago printer in time to have it done for Gen Con. I took a huge gamble and printed 10,000 copies (pro-tip to small publishers: don’t do this in 99% of circumstances!). The printer actually drove copies up to Milwaukee for us and dropped them my hotel so we’d have them in time.

In July we released Ork as planned at Origins. It was modestly successful, pretty much what you’d expect from a new small publisher and their debut game. A month later we released Death in Freeport and that was something else entirely. It was an instant hit. D&D Third Edition was, of course, the big news of that GenCon and there were only two adventures you could get to go with it there: Death in Freeport and Three Days to Kill by Atlas Games. Just walking around the convention and nearby hotels, I ran across groups (sometimes just sitting on the floor) playing Death in Freeport with their new Player’s Handbooks. When distributor orders came in, it just confirmed what I’d already seen at Gen Con: the gamble had paid off!

By the fall of 2000, it was clear that Green Ronin had the potential to become more than a side project. More on that next time!

Green Ronin 20 For 20 Sale

Green Ronin 20 For 20 Sale

20 For 20 Sale

2020 is Green Ronin’s 20th anniversary, and to celebrate we’re having a site wide sale of all our games and accessories. Everything in the Green Ronin Online Store is for sale for 20% off through April 20, 2020, except for active pre-orders like Lairs for Fantasy AGE and Enemies & Allies for Modern AGE. We really appreciate all the support you’ve given us over the years, so please enjoy some great games at a great price!

20 Years of Green Ronin! (Ronin Roundtable 2020 preview)

This time every January I write a message about our plans for the coming year. This is a special occasion though because 2020 is Green Ronin’s 20th year in business! We’ll be talking a lot more about that all year, looking back at our history and how we got here. I can say that when I started the company, it was a side project to my day job as a Creative Director at Wizards of the Coast. I couldn’t have imagined Green Ronin would still be around in 2020! So what do we have cooking for our big year? Let’s take a look!

20 Years of Green Ronin! 2020 is Green Ronin's 20th year in business.


Green Ronin’s very first release was a beer and pretzels RPG called Ork! in July, 2000. That game got a new edition worthy of Krom last year if you want to check it out. A month later, at GenCon 2000, we released Death in Freeport, the book that really put us on the map. It was an adventure for the just released third edition of Dungeons & Dragons and it introduced the world to Freeport: The City of Adventure, a setting that mixed classic fantasy elements with pirates and Lovecraftian horror. Since this year is also Freeport’s 20th anniversary, you know we had to do something to celebrate. And what brings people together like a marriage? This year we will finally wed Freeport and Fantasy AGE! Freeport is a setting I created, and Fantasy AGE is a game I designed, so it’s long past due that these two get hitched. This will begin at GenCon with the release of the Fantasy AGE Starter Set, a boxed introduction to both the game and Freeport. After that we’ll publish the Fantasy AGE Core Rulebook, a bigger, better rulebook for the game that features Freeport as its example setting. Further books exploring the city and the larger world of Freeport will follow. In the shorter term, the Lairs sourcebook for Fantasy AGE is almost ready to go to print, just waiting on a few pieces of art, so look for a PDF release and the beginning of the pre-order soon.

 

Nisaba Press, our fiction imprint, will also be supporting Freeport with both short story anthologies and novels. The first novel, I Am Gitch by Lucien Soulban, feature’s Freeport’s most famous goblin! Speaking of Nisaba, we are really ramping up our fiction in 2020, exploring the settings of our Mutants & Masterminds, Blue Rose, and Threefold properties in addition to Freeport. Last year we released two novels and one anthology (Aaron Rosenberg’s Mutants & Masterminds novel Height of the Storm, Joseph Carriker’s Blue Rose novel Shadowtide, and the brand new Sovereigns of the Blue Rose anthology). Our next Mutants & Masterminds novel, Roadtrip to Ruin by Skyler Graye, is at print now so look for that release soon. Later in the year you will see new anthologies for all our properties, the first novel for our Threefold setting, and the release of Joseph Carriker’s Sacred Band, which we announced last year. It’s going to be an exciting year for Nisaba Press!

 

Abzu's Bounty: An adventure path for The Expanse RPGOn the topic of awesome fiction, let’s talk about The Expanse! We launched the game, based on James S.A. Corey’s modern scifi classics, last year, releasing both the core rulebook and Game Master’s Kit. We also brought on Ian Lemke as the developer and he’s already putting his stamp on the line. We are kicking off the year with Abzu’s Bounty, the game’s first big adventure. It’s brand new this month so you can grab it right now. We’re following that up later in the year with two more books: Ships of the Expanse and Beyond the Ring. Ships of the Expanse is exactly what it sounds like: a big book about spaceships, with stats, deck plans, and more. Beyond the Ring is the first sourcebook to advance the timeline. The core rulebook was set between the events of the first and second novel. Beyond the Ring takes things through the third and fourth (Abaddon’s Gate and Cibola Burn). With the ring gates open, there are huge numbers of new star systems to explore, many littered with the ancient relics of dead civilizations. Beyond the Ring opens up a whole new style of adventure for The Expanse RPG and gives GMs all the info and tools they need to support it. Something else you will see this year: Expanse dice! We are working with Q Workshop (who did our dice for Dragon Age and Blue Rose) to make three different sets of the dice. Earthers, Martians, and Belters can all represent!

 

Modern AGE, under the stalwart leadership of developer Malcolm Sheppard, is going from strength to strength. Last year we launched Threefold, the first original setting for the game, and it is a stunner. We are starting this year off with Enemies and Allies (at print now), the adversary book for Modern AGE. It details NPCs and creatures, covering genres such as modern fantasy, horror, near future SF, technothrillers, and crime dramas, and provides new mechanics to support them. We’re following that up with Five and Infinity, a collection of adventures for Threefold that cover all levels of play. It also introduces the Infinity Engine, a tool for using random chance and choice to generate both original adventures and new planes of existence to stage them in. Then we have the Mastery Guide, the last of what one might consider the “core books” of Modern AGE (the others being the Basic Rulebook, Companion, and Enemies and Allies). While you might think of the Mastery Guide as a GM’s guide, that’s only half the story. It also provides advice and support for players, so everyone can up their game.

 

Meanwhile, the Kingdom of the Blue Rose continues to thrive under the benevolent rulership of developer Joseph Carriker. The next book in the line is Envoys to the Mount, an epic adventure that spans five years of game time and all four tiers of Blue Rose play. This is a full campaign that will keep your group busy for some time. If you want a smaller commitment, Six of Cups is there for you. It’s an anthology of six shorter adventures, along the lines of Six of Swords from a couple of years back. After that comes Touching the Wild, which is a dual-purpose sourcebook. Half of it is a bestiary about the shadowspawn. The other half is a player’s guide to the rhydan, the psychic animals of the Blue Rose setting. This does include the option of an all rhydan party!

We are keeping Joe very busy this year because he’s also working with co-developer Tanya DePass on Fifth Season Roleplaying, licensed from N.K. Jemisin’s fantastic Broken Earth trilogy. We announced the game at GenCon and it will release towards the end of the year. The game will use a revised and updated version of our Chronicle System, the engine that powered our Song of Ice and Fire RPG. We’ll have a lot more to say about Fifth Season Roleplaying as we get closer to release so stay tuned!

Image shows the three novel covers from N.K. Jemisin's The Broken Earth trilogy. The Fifth Season, The Obelisk Gate, and The Stone Sky.

 

All that is great, but don’t you want to get super sometimes? Well, Mutants & Masterminds has got you covered! Superdev Crystal Frasier (who is by the way, doing the graphic design of the whole line in addition to game development) has a lot of comic book goodness coming your way. First up is the Time Traveler’s Codex, a sourcebook that covers the myriad of ways you can use time travel in your campaign and explores some popular eras for such shenanigans. After that is the Vigilante’s Handbook, which is all about running street level campaigns. If you want a break from four-color heroics, this book provides a grittier option for lower level characters. Then there is Danger Zones, a sourcebook that provides 30 different urban backdrops for superheroic action, each of which includes a map, special features, and adventure ideas. This book will be super handy for time-pressed GMs. Pick a danger zone and some villains and you’re ready to rock. Something else we know Mutants & Masterminds GMs have been wanting is more adventures. Last week we started a new PDF series called Astonishing Adventures. This will provide a regular stream of new adventures, which should make things a whole lot easier for M&M GMs.

That ends our whirlwind tour of 2020! There’s even more to come, like The Lost Citadel and the Book of Fiends for 5E, and our Sentinels of Earth-Prime card game, but we will talk about those a little later. Thanks for all your support these past 20 years. It means the world to us that so many of you love and play our games. See you on the convention circuit!

Chris Pramas

Green Ronin Publishing

You Am Get Ork Too!!!

Me am understand you am following hype and word of mouth. Mouths am stupid, except for eating! And insults! Me am hear of game called “The Expanse.” It am based on “book:” little marks on sliced up trees! Trees am stupid. If trees am sliced up, it means they am also weak! Could not fight back! Besides, warlock am saying reading make head explode! Reading and broccoli do this? Me am hear about games using “AGE system.” AGE? What am AGE? Like time? Time am illusion, or at least waste of…something…to keep track of!

You probably am saying to self (in stupid sour man words): “What is this strapping green tusked person getting at behind their unusual diction? Are they suggesting Green Ronin makes other games besides Mutants and Masterminds, and AGE games like Fantasy AGE, Modern AGE, Blue Rose, and The Expanse?” If me am physically present, you am also saying, “OH GOD WHY IS HE HITTING ME WITH A MOOSE JAWBONE?”

The answer to both questions am Ork! The Roleplaying Game, now am in second edition! Me am now answer FOQs (Frequent Ork Questions) in stupid sour man (or “human”) way of speaking:

What is Ork! The Roleplaying Game?

Ork! Is a beer and pretzels RPG of orcish mayhem! Players portray orks without the pretense of a rich culture or anything like that. Orks in the game are violent, short-sighted and hungry, but still interesting. Playing an ork is a battle from the moment your character steps out of the gunk pit (that’s where the lowly nameless young orks live) to a confrontation with the village warlock, who’s simultaneously your character’s leader and biggest enemy.

What are the rules like?

Light! Fun! It takes about 15 minutes to make a character. The rules for combat (and other, lesser systems) follow one rule: All dice rolls are opposed! This is because in Ork! You’re always fighting someone. If it isn’t an enemy in battle, it’s Krom, god of the orks! Krom’s the one you’re dicing against to climb a cliff, cast a spell or stop putting your finger in there.

Magic? Krom?

That’s right. Orks can try to cast spells via a freeform magic system—but Krom hates it! Orks face a never-ending struggle against their god, who vomited them up at the beginning of time. Krom controls the world, but sometimes you can cheat him, making a challenge easier, but eventually, Krom catches up with you, and then it gets bad. With this system, the game supports an orky way of thinking: Get glory now and worry about the consequences later! Sometime Krom is grudgingly impressed too and rewards you with ork points which you can use to pull off truly epic feats. Combined, this means the best strategy is to please mighty Krom, then screw him!

What’s in the book?

Everything you need! Making characters. Rules for fighting, including big hits with special effects. Rules for being on fire, and getting attacked by bees, and getting attacked by bees while on fire. An enormous roster of foes, from sour men (humans) to dinosaurs—and the dinosaurs always breathe fire. Finally, Ork! Includes a series of adventures fit to take characters from pathetic halfling-muggers (orks call halflings “squishy men,” by the way) to mighty tusked warlords. Plus, there’s full color art from Dan Houser (artist for Icons, too!) and jokes about Leon Trotsky and Werner Herzog flicks.

AAAARGH!

That am enough sour man style talk! You am buying Ork! (Or PDF! Or on DriveThru!) It am on sale! This am what marking call, a call to action! You am fall down sales funnel for glory of Krom!

Orktoberfest: November, Shmovember—Orks Am Ignore Sour Man Sense of Time!

So, this is the capstone on the Orktoberfest series, where I went over some of the notable elements of Ork!: The Roleplaying Game, Second Edition. Subtlety is not especially orky, so I’ll lay it out: This was to make you interested in it, so you would buy it. Krom, god of the orks, is a cruel cosmic overlord, but he’s honest! Therefore, I’m going to end things by making a “stone staircase pitch” (elevators are rare in the World of Orkness; anyone capable of building or maintaining one would probably be eaten by a troll).

Enter the World of Orkness!

Enter the World of Orkness!

Why You Am Buy Ork?

  • A simple, intuitive system for casual “beer and pretzels” roleplaying, that even gets around to supporting a theme—you against your god!
  • You play an ork: a short-tempered, uncannily tough, green-skinned-boar-faced bruiser, hoping to earn glory and dethrone your village’s sinister warlock overlord!
  • Full color, blood-spattered-yet-humorous illustrations by Dan Houser (see Icons: Superpowered Roleplaying too!) throughout.
  • New to this edition: Revised and expanded rules for magic—a potent art tainted by the curse of Krom, the ork god!
  • Finally, a game whose jokes refer to both Werner Herzog’s Fitzcarraldo and Buck Rogers in the XXV Century.
  • Limb-ripping, bone-crunching combat, revised for the new edition!
  • A full-sized catalog of things to kill, from annoying flying monkeys to giant robots. Plus: All giant lizards breathe fire!
  • Seriously, a truly complete game, that includes enough adventures to run an entire campaign. Start by raiding the village of the pie-making, hair-footed squishy men, move on to crashing airships piloted by mutant stinkbugs, and meet your fate in the legendary dungeon called Horserat Mountain!

Why You Am Have “You Am” Sentence Constructions?

Okay, I keep forgetting to put this down in various blog articles. Part of Ork!’s fun is talking like an ork! Orks live in an eternal present, like stereotypical enlightened masters or excitable mastiffs chasing cars, so always use the present tense, with emphasis, because the word “am” usually precedes verbs and adjectives. “Am” also replaces “do,” “be,” “is,” and a bunch of other weak, worthless words. Orks use “me” instead of “I,” and frequently reject stupid dithering definitive articles, and generally employ Hemingway-eqsue economy of speech. Me am tell you good? You am get ork points for good ork talk!

Where Am World?

I never bothered to get into the setting before, either! Orks live in a place called the World of Orkness, because we don’t pass up cheap jokes around these parts. In development, we got rid of a bunch of stuff detailing specific areas because orks have terrible memories and if they mostly have a geography divided into their village and a fluid, enemy-filled not-village, this frees Orkmasters from the burden of consistency. However, the World of Orkness has a basic set of stuff in it, including:

  • Various weak and worthless creatures you may recognize from equally weak and worthless sources, including sour men (who we might call “humans”), squishy men (small, annoyingly cute, hairy-footed, and weirdly free from copyright claims until the point they throw rings into lava), bagpipe-playing goblins with Scots accents (so you can’t use them for dwarves—well “stunty men” to orks—in this setting!) and so on.
  • Anti-science trolls eat anyone trying to move things past a fantasy world technological steady state, and as an ever-comforting allegory for the anti-science stuff your weird uncle shares on Facebook.
  • A magic-ravaged world. Long ago, the World of Orkness’ (WoO? I should have thought of that during development!) mighty civilization Am Go Too Far, and suffered a magical catastrophe that ripped open the skin of the world like an old-timey hockey goalie’s face. Strange people, creatures, and things rained through rips in reality, and mountains got tossed around like the teeth of, once again, an old-timey hockey goalie’s face. Things have calmed down a bit, but you can still find virtually anything, anywhere. This includes items from the 21st century, since, well, we have a lot of stuff to dump due to the productive forces of late industrial capitalism. Magic may warp such things, from their shape to how they work. This is a whole bunch of words to tell you, “You can have your orks fight an animated Mazda Miata if you want.”
  • The aforementioned giant fire-breathing lizards.

What Am Next?

That’s it for Orktoberfest (at least for this year! Heh.). All that’s left is for you to buy Ork! However, that’s not all! Coming up next year, the Orkmaster Mayhem Kit will give you a screen and new adventures.

Furthermore, after experimenting with Ork!’s system a bit, I decided to see how it would work for a more serious rules-light game. I can’t say much about it now, but the wheels are turning. Watch this space!

Orktoberfest: Magic of the Orks!

One of the new things about Ork! The Roleplaying Game, Second Edition is the role of magic. Ork!’s mastermind, Todd Miller, requested that this edition include better rules for magic. Previously, magic was mostly left to the Orkmaster, who used it as an excuse to have village warlocks (then called shamans—we changed the terminology to something less problematic for the new edition) relentlessly bully players’ orks. In those rules, warlocks could do anything, and orks just had to suck it up! Plus, there were some magic trinkets available.

Not everyone benefits from “material components”

 

Go Ahead and Try! Heh, Heh.

The new edition has really taken it to the next level. Does this mean a new limit on the warlock’s ork-oppressing mystic might? Nope! Warlocks can still do whatever the Orkmaster thinks they can. This is because Krom, the fearsome god of the orks, trusts warlocks enough to let them reshape the cosmic energy he left around. What’s new is that now, any ork can try to cast spells by following a few simple steps and making a Magic roll.

As you might guess, orks aren’t the most studious creatures around, even if a place with the words “hog” and “wort” in it sounds like somewhere orks should go, to admire architecture, eat centaurs, and possibly vape something called a “huff-a-puff,” which for litigation related reasons I may be misremembering the name for. So, all ork magic is improvised. The prospective spell-ork needs ingredients, such as something he must do, a place he must cast at, or an item he needs to have. The number of ingredients is one per rank of the spell, going from Minor to Moderate and Major. Describe what the spell does, let the Orkmaster assign its rank get the right ingredients for it, and roll some dice!

Krom’s Curse!

There’s just one problem: Krom does not trust orks with magic. While Krom vomited up the whole universe, not all of it is under his complete control. (Even whispering this is blasphemy, and a warlock will turn you into a pine cone for mentioning it!) Magic’s the errant lint, dust, goo, and forgotten crowdfunding rewards which clutter up the cosmos. Krom’s too busy tormenting orks and looking impressive to clean it all up, but he doesn’t want orks rummaging through it either. Thus, when an ork tries to use magic, he suffers Krom’s Curse! Manifestations of the curse rage from growing an unwanted beard to being crushed by an enormous foot green foot tattooed with the cryptic rune, ™. The more powerful the spell, the bigger the curse, and failed spellcasting rolls get the worst curses of all! Fortunately, ork points can be used to partially reduce the effects of Krom’s Curse.

As noted, warlocks can still do whatever they want. Warlocks aren’t subject to Krom’s Curse because they’re loyal and have been taught Things Most Orks Are Am Not Meant to Know. The Orkmaster decided what they can and can’t do, though some things, like making magic items, is a special warlock ability, not available to spell-slinging common orks. Plus, other beings—disgusting non-orks!—seem to be able to make items, and even use magic without drawing Krom’s Curse. Orks don’t know what this is. Could it be the human god, Cromus, who of course has nothing to do with Krom, so shut up, making a different deal with his people? Who knows?

Prizes

On the topic of magic items, Ork! has plenty of them, from the magic tattoo of the Iron Bird to autogyros and dread magic spears. Activating some of these items also requires a Magic roll, and sometimes draws Krom’s Curse, but this is milder and less frequent, in exchange for potent but limited benefits—and the constant risk another ork will hit the owner over the head and take it. Items are daily (meaning they can be used a listed number of times per day), munchies (they get used up, like cookies and your good friend’s beers), futzy (these work every 2d4 hours) and always (lo and behold, these work all the time!).

Sample Magic Item: Grovel Stick

Daily (3×) • Krom Dice: 3d6

This short staff is carved with strange warlocky symbols and has mojo written all over it. It can be used as a club with a damage rating of 1, but that’s not its main function. No, the grovel stick is not an ordinary weapon of war. It reminds upstart orks who the boss is. The fact that its ability also works on squishy and sour men is a big plus. If the wielder of the grovel stick hits an opponent in hand-to-hand combat, he can choose to activate the magic rather than inflict damage. If the magic works, the victim falls to the ground and grovels uncontrollably for 1d4 rounds. Even if attacked, the victim continues to grovel. Never mind that orks can’t understand squishy men; groveling transcends language.

 

Next Time!

Ork!: The Roleplaying Game is shipping now! Next week we’ll be in November, and I’ll put a capstone on this series, giving you a full rundown of the contents. Happy Halloween—it’s an ork-worthy affair!

 

Orktoberfest: Pleasing Krom—and Cheating Him!

This past couple of Orktoberfest weeks we’ve talked about the basics of Ork! The Roleplaying Game, Second Edition (Pre-Order Link!), starting with Frequent Ork Questions (the FOrkQ) and moving to the core system, where you battle a god, and combat, glorious combat! Now in this and previous Ork! articles we’ve tried to get across a certain vibe, where the game is supposed to be goofy, fun, and open-ended, but some of you will still want to ask dumb questions like, “How does the system address the narrative premise?” Smart things like this sound like science, which in Ork! is traditionally punished by murderous, anti-science trolls. (In the rough and tumble World of Orkness, only trolls, with their entirely fictional ability to regenerate, can get away with anti-science beliefs that keep them from vaccinating their troll-cubs. The rest of you, vaccinate your kids!)

HE KNOWS

Nevertheless, this question has a two-pronged (two-tusked?) answer! We have ork points, the carrots, and Cheats, the sticks that look like carrots. Let’s talk about how these rules work.

Ork Points

Krom is almost always watching! Remember, the god of the Orks treats his creations with amused animosity. He wants orks to get into trouble, but also roots for them if they solve problems in the most orky ways possible, with brute force, ignorance and a bit of barbaric panache. The criteria are simple in description yet vast in creative depth, for the Orkmaster (the Game Master of Ork!) represents Krom at the table, and if they’re amused, Krom is amused! Thus, to represent Krom’s fleeting favor, the Orkmaster hands out ork points.

Ork points have several applications. They can make actions more effective, heal damage, and be spent to avoid Krom’s Curse when orks dabble in magic. The Orkmaster should grant ork points frequently, and players should spend them almost as frequently—and we say almost, because there may be a catch. You can also use ork points to add permanent improvements to your ork, but in the meanest, most classically orkish Ork! games you must choose between spending them on the spot and saving them to advance. This simulates the instant gratification temptations felt by all orks, and how it leads to bad decisions. However, we know this is just too much for some groups, so this hardcore option is presented alongside another, where you can still use ork points you spent in advancement. The Orkmaster picks which option they want for their campaign.

Cheats

One of the new things in this edition is character Cheats. In Ork! a Cheat can be seen in part as a counterpart to the specializations characters in other RPGs develop, but let’s face it: No ork ever learned the Quivering Palm after dedicated training. Orks are not studious but boy, are they ever stubborn—so stubborn, in fact, that in one subject dear to their hearts, they will themselves to overcome Krom’s opposition. In fact, they steal power from Krom!

To make a Cheat, you take a skill and define one subcategory of what it can do, such as swinging one type of weapon or using the Jock skill to climb. When it’s time to use that subcategory, your Cheat lets you steal dice from Krom to make things easier. When the opponent is Krom himself, via environmental hazards, you take dice from the number you’re rolling against and add them to your own. Against enemies, you grab Krom dice from thin air to add to the number you roll. Defiance and might! YEARGH!

Is there a catch. Oh yeah. You see, if you Cheat, Krom eventually notices the discrepancy and takes those dice back, to add to roll opposing yours later. The Orkmaster is encouraged to build a little pile of these dice in front of each player. When it amuses Krom, the Orkmaster grabs those dice and rolls them alongside them normal difficulty dice, so rolling against 4d6 can turn into rolling against 9d6, if a foolish player accumulated five Cheat dice. Cheating creates natural comeuppances, which is also very much in keeping with Ork!

You Am Do Anything

Next week: Magic!

Orktoberfest: Combat!

Let’s talk about the most important system in all roleplaying games: Combat! Okay, maybe not all roleplaying games. Maybe you play games where it’s all Angsty Debate Team or you roll for self-actualization. Ork! The Roleplaying Game (Like goes to pre-order: KROM DEMANDS PRE-ORDER) brings you back to your senses, filling them with a red haze and the ripping meat sounds of glorious battle.

Combat in Ork! is simple but atmospheric. Because it’s easy and game designers are lazy, fighting is an extension of the core rules, which I covered last week. Ork! uses opposed rolls for everything. Your ork’s basic attribute (like Meat, measuring general physical ability) gets a die type—the bigger the die the better—and your skill rating determines how many dice you roll. If the challenge is environmental, you roll against Krom, the merciless ork god who vomited up the world. If the challenge is another creature, you roll against it.

Thus, combat is a series of opposed rolls against whoever you want to wallop. You do as much damage as the points by which your roll exceeded your target’s. Add bonus damage for a weapon. The enemy’s armor reduces damage. One roll and it’s all done!

GLORIOUS!

Things You Am Do in Combat

Ork! isn’t particularly tactical, because orks aren’t tactical. They’re creatures of high aggression, low cunning, and constant hunger. This means many of the tactically oriented stuff found in other games works differently.

Movement: Ork! uses rough distances, ranging from Right Here (you can hit someone because they’re Right Here) to Over There (you have to hustle over, then hit them) to Far Away (it takes a round to get to them), Too Far (it would take more time) and Way Too Far (throw something instead!). These have real feet-based measurements, but the point is that the Orkmaster can use natural language instead of getting out a ruler.

Ranged Combat: Roll Aim (used for missile weapons and winning bets about who can hit a roosting pterosaur with a thrown pine cone) against the opponent’s Duck (the skill of being sneaky and getting out of the way). If the opponent is past the weapon’s short range, has a shield, or is hard to see, they get bonus die to their Duck roll. Easy!

Other Stuff: Combat includes rules for Attacks of Orkitunity (hitting cowards who try to get away!), sneak attacking and riding dinosaurs into battle. It has rules for Crunchies—pathetic enemies with just 1 Wound to make you feel mighty—and mobs, which is what happens when Crunchies gang up.

Big Hits!

“Critical hits” sounds too technical for a game where your character dreams of killing the stupid sun. Ork! has big hits instead. You score a big hit when you don’t need all your dice to succeed. If you rolled a 7, 8, and 3 on 3d10 against your opponent total of 14, the 7+8 you rolled, making 15, is enough. You didn’t need the 3—and you can use that to pick a big hit. The Orkmaster can make big hits up, but the game as a decent list.

Example Big Hit—Dis’Arm: Orks have heard the term “disarm” and assume it refers to their favored tactic of depriving an enemy of the use of a limb: twisting until it snaps, crackles, and pops; hitting it with a blade, bludgeon, or thrown rock; or biting it really hard. Your enemy can’t use of the limb until they succeed at an Endure roll versus 3d6 Krom dice. Roll this once per round immediately after the victim’s turn until they succeed. It doesn’t use up the victim’s action.

If the Dis’Arm happens as part of an attack that drops the enemy to 0 Wounds, the Orkmaster may allow you to chop or rip the target limb clean off! Now you have a gross club.

(Yes, there are rules for reattaching severed limbs. Got a nail gun?)

Defeat!

Characters in Ork! have a Wounds score, which works like the classic get-hit-lose-points-yeah-basically-hit-points system you know from other games. Unlike other games though, Wounds represent a general resistance to being physically defeated. This is a cheap trick that gets us out of designing stupid rules for “grappling,” “overbearing,” and so forth. How you beat up the enemy is entirely descriptive, and these descriptions are frequently vague, and full of yelling. What matters is how you intend to crush your enemy!

Therefore, dropping to 0 Wounds brings about the option of death, but it can also be used to indicate capture, maiming or just getting knocked out. As a side effect, the Orkmaster can refrain from killing orks outright until it would be really, really funny. This often happens sooner than you think, so beware anyway!

Me Am Not Die. Me Am Cheat!

Cheating Krom is a special system orks have to stave off doom in exchange for bigger doom. It and ork points are the high-falutin’ tone-reinforcin’ meta-systems of the game, and we’ll talk about them next week. Aaaargh!