Tag Archive for: preview

Green Ronin Releases the free Valiant Adventures RPG Quickstart Ahead of January 23rd Kickstarter Kick-Off!

Valiant Adventures RPG Quickstart available now for FREE!

Available Now!

Are you ready to embark on an epic super-powered adventure in the Valiant Comics universe? Green Ronin has just released the Valiant Adventures RPG Quickstart (PDF), a gateway to the action-packed world powered by the Mutants & Masterminds game system! Designed by Alexander Thomas and Steve Kenson, this 39-page, full-color PDF provides everything you and your fellow heroes need to dive into an exciting adventure. Whether you’re an experienced gamer or new to tabletop roleplaying, this Quickstart is your ticket to creating epic stories within the iconic Valiant Universe.

Adventure Begins Here

Within the pages of the Valiant Adventures Quickstart, you’ll find information and tools to kickstart (heh) your superheroic escapades

Welcome to the Valiant Universe: 

Dive headfirst into the rich lore of the Valiant Universe. Explore the history, factions, and iconic characters that make this universe so compelling. Whether you’re a longtime Valiant fan or a newcomer, there’s something here to captivate your imagination.

A Step-by-Step Guide to Roleplaying: 

New to roleplaying games? Fear not! The Quickstart provides a comprehensive step-by-step guide that walks you through the basics. From resolving actions to crafting narratives, you’ll be up to speed in no time.

Introduction to the Game System: 

The Valiant Adventures Quickstart introduces new facets to the Mutants & Masterminds game system, like the new damage rules outline by line developer Alex Thomas in his recent Ronin Round Table blog: “Ouch that Hurts!”

Starter Adventure:

Ready to jump into action? The Quickstart includes a starter adventure titled “RE:GENERATION.” A group of young psiots uncover shocking truths about themselves and the world they thought they knew. The Quickstart was designed to be the perfect introduction to the Valiant Universe for you and your team of heroes!

Pre-Generated Characters: 

The Quickstart provides six pre-generated heroes, ready for you to customize and play. Dive right into the action without the hassle of character creation.

Stay Valiant!

More than just a rulebook; the Valiant Adventures Quickstart is a gateway to limitless adventures. Whether you’re a player or a Gamemaster, it offers an ideal starting point. If you’re new to the system, the Quickstart provides a gentle learning curve and immerses you in a captivating world!

Ready to embark on your heroic journey? Download the Valiant Adventures RPG Quickstart for free from the Green Ronin Online Store and our friends at DrivethruRPG.

Get Notified!

While the kick off shifted ahead one week, you can be sure you don’t miss a thing by signing up to be notified when the the Valiant Adventures Roleplaying Game Kickstarter. With one click, you’ll be among the first to know when the Kickstarter campaign goes live on January 23rd!

Don’t miss out on the chance to explore even more super-powered adventures in the Valiant Universe, head on over to the campaign and hit that notification button!  

There you have it! The free Valiant Adventures RPG Quickstart (PDF) is your passport to a new world of heroism, villains, and unforgettable adventures. Great for those donning a cape for the first time, and the seasoned hero alike. 

Assemble your team, choose your powers, and warm up your d20 arm – it’s time to embark on an epic journey into the Valiant Universe. Adventure awaits – Stay Valiant!

Uncover the Secrets of the Galaxy with Trades of the Expanse: Journalist

Trades of the Expanse: Journalist Available now!<transmission from Green Ronin Publishing incoming.>
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Today I’m here to tell you about the latest for The Expanse RPG—Trades of the Expanse: Journalist. The 1300 worlds are filled with stories, and it’s the journalist’s job to seek them out, uncover the truth, and share them with the galaxy. This exciting supplement explores the life of journalists in The Expanse. It offers helpful information for players who want to make journalists, groups who want to play a team of journalists, and plenty of source material and new rules, gear, and ships for any GM who wants to expand their campaign.

 

The life of a journalist can be hazardous. Journalists pride themselves on keeping humanity honest by speaking truth to power and exposing dirty secrets. With humanity spread across the galaxy, the sharing of information has become even more important. Journalists help to share the human experience of people from vastly different circumstances and backgrounds. They expose the dirty secrets of the rich and powerful, share the plight of the Belters with the Inners, and shine a light on the truth. Journalists tend to make a lot of enemies. Most folks don’t like having their secrets exposed and sometimes seek revenge or just to stop information from being released.

 

Trades of the Expanse: Journalist follows the same format as the other Trades books. It opens with an in-depth look at the role of journalists in The Expanse universe and explores different kinds of journalism. There’s also a fun section on media lingo and a listing of many of the media outlets journalist characters are likely to interact with. Then, there’s the Finding Work section that provides some charts and tables for GMs to use to determine the types of journalist jobs that are available.

 

The Tools of the Trade section details a trove of new gear for journalists: electronic press IDs, recording drones, and burn keys for quickly deleting data, and even a new augmentation. Following the tools is everyone’s favorite section—Ships! There are new Ship Qualities and a ship designed for the journalist on the move, the Cronkite-class Media Ship.

 

Under Doing the Work there are new rules for journalists and campaigns involving journalists. There’s a Journalist specialization with a new talent that helps with getting access and getting the story out. There are new stunts including Hardball (for getting to the truth when conducting an interview), Fourth Estate (for earning the trust of different organizations), and Press Pass (for getting access). There are even new Churn complications for adventures for journalist-oriented adventures and campaigns.

 

To wrap things up, you’ll find a rogues’ gallery of ready-made sources that GMs can use to build a story around or if they need a quick NPC in a pinch. Finally, there we present an optional system for journalists (although it could easily be adapted to other types of adventures and characters). The No Further Questions! optional system allows a player to add to the Churn tracker in exchange for special journalistic actions such as getting answers to questions, capturing important video, finding a new source, or gaining an important clue.

 

That about wraps it up. The Trades of the Expanse series continues. Next up is Trades of the Expanse: Entertainer. Keep your comms open!

 

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Trades of the Expanse: Journalist is available now in the Green Ronin Online Store, and on DrivethruRPG!

Ouch that Hurts!

Valiant Adventures Roleplaying Game, coming soon to Kickstarter!

Click the image to be notified when the campaign goes live!

Hello heroes! It was an incredibly eventful back half of 2023. I went to U-Con in mid-November where I ran six M&M events, Galaxy Con in December where I ran two M&M events, and I ran a special event at Around the Table in Lynnwood, Washington over the last few weeks. As I said, these were all Mutants & Masterminds, but what I didn’t tell people until they sat down was that I was playtesting the new damage rules for our upcoming Valiant Adventures Roleplaying Game, and let me tell you, they were brutal!

These new damage rules are meant to simulate the grounded and dangerous combat of the Valiant Universe and it certainly did that in spades. Essentially, there are now two damage tracks: one non-lethal and one lethal that changes the way damage is applied to characters.

The new damage track is as follows:

  • Succeeding at a Toughness resistance check now incurs 1 Bruise (non-lethal) or 1 Injury (lethal) which reduces your resistance checks by 1.
  • Failing a Toughness resistance check by 1 degree incurs 2 Bruises or Injuries and the Dazed (non-lethal) or Stunned (lethal) condition.
  • Failing a Toughness resistance check by 2 degrees incurs 3 Bruises or Injuries and the Staggered (non-lethal) or Wounded (lethal) condition.
  • Failing a Toughness resistance check by 3 degrees incurs the Incapacitated (non-lethal) or Dying (lethal) conditions.

I quite enjoyed how the new damage affected gameplay. Every attack felt substantial, with both heroes and villains finding themselves in a lot more danger. It sped things up significantly (which as everyone who has ever played a “one shot” with me can attest to is a good thing for me.) The players really seemed to enjoy it when the villains were taking a lot more damage from each attack, not quite so much when it was done to them, but overall it felt in keeping with the tone Steve and I are trying to capture for Valiant Adventures. I did not show off some of the new things we have in store for Healing, Regeneration, and Toughness but I’m excited to see how those changes interact with the new damage.

I’d tell you more about some of my theories, but I can’t do that until we get a little closer to our launch date for the Kickstarter. Valiant Adventures Roleplaying Game is coming soon and we will be doing playtesting for it over on the Mutants & Masterminds Patreon. Keep an eye out on this space for more details as the Kickstarter gets closer and over on the Patreon if you want to be among the first to try these new rules out for yourself. Just make sure to pack some gauze and ice packs. I have a feeling we’re going to be beating up a lot of player characters in the next few months!

We’ve Been Secretly Making a Game

We've been secretly making, Swords of the Shadow Planet!That’s right, we have. Well, kind of. We mentioned it briefly in 2019, at Gen Con, but the reference was so short and sparse that it didn’t spread. This was a blessing in disguise because of course the very next year COVID-19 spread across the world, forcing us to change our plans.

We changed them back this year. We’re doing it.

Let me tell you about this game. In fact, let me get a little cute about it since it’s truly under the radar.

  • It uses a system we’ve used in RPGs before, but it isn’t the Adventure Game Engine, 5e, Pathfinder, M&M, or any form of D20. Well, sometimes it uses D20s, but it usually doesn’t.
  • It’s not going to be a big tome of a game. It’s simple and direct. In fact, the utilitarian straightforwardness of the system is what made me want to use it.
  • It’s not a Chronicle System game, either.
  • Some of the design ideas harken to the roots of RPGs. There’s definitely a flavor you might associate with what we call “OSR” games, but more on the weird and problem-solving procedural realm of things, and not so much nostalgia. For instance: no make-you-do-things social mechanics, so characters gather social information to apply while roleplaying instead.
  • We’re talking about how we might get innovative with the visual presentation of this one, from its format to its interior.
  • Freeform magic—for certain values of “magic”—that any character can use.
  • This isn’t an AGE game, but we still love stunts, so rules for exceptional feats—and disasters, and trying for the former by risking the latter, are part of the system.
  • This one is classless.
  • You can play a Neandertal, or someone made of rock. Or a dinosaur. You can even play yourself. Note that this is not a hint that it’s a generic game. I’ll have you know rock people, dinosaurs, Neandertals, and even people like you each have specific roles in the setting.
  • Yeah, it’s got a setting. An imaginary world aiming to be strange in its familiarity.
  • Where Cthulhu Awakens started from the premise, “What if we made a Cthulhu Mythos game setting in the modern day?” this one asks the same question about another subgenre well known for its roots in the past.
  • The game has a potential cover already. It’s the one you can see beside this article.

The game is called Swords of the Shadow Planet, and it’s coming…when it’s done!

Stay tuned.

Fantasy AGE 2nd Edition Preview: Stunts!

Fantasy AGE Core Rulebook

Get the PDF for just $5 with a print copy preorder, and start reading today!

Stunts are a hallmark of the Adventure Game Engine, and something we looked at very carefully for Fantasy AGE’s new edition—one that’s available for preorder (with discount PDF option) and in PDF now, by the way! Look at the PDF and you’ll be able to see all the details for yourself, but this article will still serve you as a general review.

Where Stunts Have Been

Stunts have been part of the Adventure Game Engine since Dragon Age and have proven to be one of the most enjoyable, useful elements of the system. Dragon Age made more central use of stunts restricted to certain character types when it came to magic, to get into the flavor of its video game source material. The first edition of Fantasy AGE was designed in a more setting-neutral fashion with less of this kind of focus, but the rules were otherwise very similar.

The basic way to trigger a stunt remains the same: Roll matching results (doubles) on any two dice on your winning test, and consult the Stunt Die (called the Dragon Die in Dragon Age, and the Drama Die in The Expanse and the upcoming Fifth Season Roleplaying). You get as many stunt points (SP) as the result of that specially marked die. You can then spend the points on the stunt tables for various extraordinary effects, from extra damage to the ability to distract an enemy. Stunt lists for combat, exploration, and “roleplaying” (as social things were called) remained core to Fantasy AGE. Other AGE games, such as Modern AGE, used more and variant tables to hook the system to a particular flavor or expand what stunts could do. Modern AGE presented a large number of stunts in particular.

Stunts let you do all sorts of wild combat actions!

Stunts in the New Fantasy AGE

In looking at prior designs we wanted to better define what stunts are for, how to use them, and how to enhance Fantasy AGE as a distinct game with a (loose) class-based, heroic fantasy design. We also wanted to make stunts easier to pick, since while it usually just takes a session or two to select them on the fly with ease, some players found making that decision a bit flustering. With all that in mind, we kept the basics of stunts, but refined them, as follows:

More about story and function: We introduce stunts with an eye toward how they work in the story of the game, as well as its systems. A stunt has to tell a story that makes sense! Chapter 6 of Fantasy AGE 2nd Edition now makes that clear, along with the roles of stunts to represent exceptional performance and to cover a number of unusual situations (such as grappling and disarming opponents) other games might cover with special subsystems.

More ways to get stunt points: Fantasy AGE now includes the Stunt Attack option, where you can forego normal combat results to gain 2 stunt points for a special maneuver, such as when you want to restrain someone without hurting them. We’ve also introduced Daring, where you might gain extra stunt points in tough times, as failure accumulates and you’ve earned a truly stunning reversal of fortune; and Relationships, where powerful emotions about others can become a reserve of stunt points to call on when those bonds enter the story.

Basic and class stunts: Perhaps the biggest change is the introduction of a distinction between basic stunts, which anyone can use most of the time, and various forms of advanced stunts, including class stunts. Class stunts are earned as characters gain levels, letting them perform tasks supported by the class with true excellence. A few weeks ago we previewed an example Warrior class stunt. Here are a couple of others, from the Warrior and other classes. Be aware that class stunts are a little more potent than their basic counterparts by design, to support what each class is best at.


Envoy Stunt—Dominate Foe (4 SP): You compel an enemy to feel intense fear, confusion, or distraction. Select one target who can perceive you and has a Willpower no higher than your Communication. You impose one of the following conditions on them: Confused, Defenseless, or Frightened. You choose which condition affects your target. It lasts until the end of your next turn.

Mage Stunt—Battle Magic (2 SP; Spell):  You may follow up your spell with an Arcane Blast as an immediate free action, though the blast becomes a simple test that can’t generate or use SP.

Rogue Stunt—Evade (2 SP): You slip past your foes. Until your next turn, you gain +2 to Defense, and each time an attack misses you, you may move 4 yards without using an action.

Warrior Stunt—Limb Strike (3 SP): Your blow injures one of your foe’s appendages, and they take a –3 penalty to tests that use it until your next turn. Furthermore, a blow to a humanoid leg or equivalent levies a –5 penalty to Speed, while one inflicted on a shield arm deprives your opponent of its Defense bonus.


See For Yourself

As we’ve said, the game ready for preorder and out on PDF. Give it a look!

Fantasy AGE 2nd Edition Preview: Magic

Fantasy AGE Core RulebookFantasy AGE’s magic system is getting a bit of a polish for the new edition. The fundamental rules are the same, but there are more spells and options for spellcasting characters. This preview is going to be a bit more straightforward, as we’ve made various adjustments across other AGE books, and took those efforts and adjusted them some more for the upcoming core rulebook. Many of these got their start in the old Fantasy AGE Companion¸ but in each case we’ve revisited the spells and other rules to examine game balance and clarity of writing.

Let’s take a tour.

More Spells and Arcana

The Fantasy AGE Core Rulebook includes 19 magic talents—seven more than the old Basic Rulebook: Air Arcana, Beast Arcana, Cold Arcana, Death Arcana, Divination Arcana, Earth Arcana, Enchantment Arcana, Fate Arcana, Fire Arcana, Healing Arcana, Heroic Arcana, Illusion Arcana, Lightning Arcana, Power Arcana, Protection Arcana, Mind Arcana, Shadow Arcana, Water Arcana, and Wood Arcana.

In addition, each Arcana has multiple spell possibilities, so two mages with the same Arcana can possess different spell selections.

Fantasy AGE Magic!


Example Spell: Tree Form

Requirements: Wood Arcana (Master)

Spell Type: Enhancement

MP Cost: 12

Casting Time: Major Action

Target Number: 15

Your body transforms, taking on the form of an animated tree.

This transformation lasts for the remainder of the encounter or until you choose to end the spell (a free action). You gain the following statistics as your body turns into that of a gnarl­walker (see Chapter 9).

Abilities: Constitution 6, Dexterity 0, Strength 6, even if this would reduce your ability ratings. All other abilities retain the caster’s usual ratings.

  • Focuses: Fighting (Branch Blows), Intelligence (Natural Lore).
  • Other Statistics: You gain an Armor Rating of 8 from the monstrously tough hide special quality. This doesn’t stack with worn armor, however.
  • Special Qualities: You gain the gnarlwalker special qual­ities of big, made of wood, many branches, mighty and lethal, monstrously tough hide, and voice of the green.
  • Your new body doesn’t impede your ability to cast other spells. However, your clothing and worn equipment are absorbed into your tree form, reappearing when you return to your usual form.

In this case, we not only included this spell in the core rules (there was an earlier version of it in the Fantasy AGE Companion) but made a dedicated creature for both the spell and the GM’s general use instead of reskinning the walking dead, as the precious version did.

Alternatives to Duds

In the last edition of Fantasy AGE if you failed a casting roll, you lost the magic points and got nothing in return, which leads to some dud results for mage characters. The new rules include an option to save a failed spell by spending more magic points, and a spell failure now costs less than a normal casting.

Minor Arcana

Introduced in prior AGE material, minor arcana join the core Fantasy AGE rules. These minor utility spells just cost 1 MP each, and they allow mages to do a number of convenient things outside the purview of action and high sorcery.


Example Minor Arcana: Mage’s Compass

Mage’s compass tells the mage unerringly where a cardinal direction (usually north) lies, and the time until the next sunrise or sunset. The direction cannot use as its reference point a specific geographical location beyond a cardinal direction or the equivalent in worlds that have unusual dimensions.


Divine Magic

The idea of “divine” versus “arcane” magic is an RPG neologism that was never especially prevalent in supernatural beliefs or fantasy fiction until popular RPGs conceived of the split. In some respect Fantasy AGE has always cleaved to an older tradition from sword and sorcery where gods and demons are simply part of the practice of magic. However, divine magic as a category is popular! That’s why we’ve added options for spellcasters who concentrate on magic from the gods, but these rules are optional. We’re Fantasy AGE, so we do things our own way.

Other Amazing Feats

We still haven’t talked about stunts, creatures, GMing material, and a number of other revised and new parts of the new Fantasy AGE core rulebook. Maybe next time!

Fantasy AGE 2nd Edition Preview: The Latest in AGE-ology

Fantasy AGE Core Rulebook 2nd EditionThis time around we’ll talk about some of the rules that are new to the 2nd edition of Fantasy AGE. As some of you may know, we’ve devised new rules across multiple Adventure Game Engine lines, including Modern AGE, Blue Rose, Cthulhu Awakens, and The Expanse. Many of these rules could be ported to Fantasy AGE with minimal adaptation, so, well, we did it! That’s the advantage of a common system.


New Core Systems

New-to-Fantasy AGE core rules include:

  • Rules for foot, riding, or vehicle chases—and crashes, too. These rules, evolved from Modern AGE, emphasize chases as dramatic events instead of counting map inches.
  • An investigation system which can run on high or low detail, depending on what fits the adventure.
  • A straightforward social system.
  • Challenge tests, for complicated extended tasks, such as heists—and Simple Tests when you need a straightforward answer without stunts. (Yes, it sounds weird, but once you see them, you’ll know why.)
  • Conditions and more defeat options. Falling to 0 Health isn’t automatically lethal anymore. Instead, the attacker or scenario determines whether you’ve been knocked out, killed, or simply beaten down for capture—though the rules provide an option for your foe to leave you with a scar you’ll never forget.

This is besides the various changes and expansions, such as talents and specializations. we’ve been talking about in other articles. There are also a number of other small tweaks here and there that help smooth play, and a couple of places where we’ve refined rules descriptions.

New Optional Systems

Fantasy AGE’s 2nd edition also includes a number of optional systems. These aren’t “default” Fantasy AGE, but what does that even mean? It’s your game.

Peril! You may have seen this system before, in The Expanse, where we call it the Churn, and in the Modern AGE Companion, where we call it Complications. Peril is Fantasy AGE’s version: a system where heroes who succeed frequently automatically generate further challenges, so that there are always dangers to face in adventures.

Daring! Of course, sometimes heroes in trouble need a dramatic reversal. The original version of this system from the Modern Age Companion, Serendipity, has been further refined into Daring, its Fantasy Age form. Daring offers special benefits to characters suffering from a run of bad luck, so that once fate smiles upon them once again, they can hit harder and do better than ever before.

Fortune! A popular option originally designed for The Expanse, Fortune is an optional replacement for Health that represents a hero’s ‘script immunity” beyond raw toughness. Characters spend Fortune to indicate that attacks and dangers just miss them, and provide a way to trade safety for excellence, as you spend Fortune to boost dice rolls.

Relationships! Originally introduced in the Blue Rose RPG, Relationships have become one of AGE system’s signature systems. Relationships provide Bonds heroes can draw upon when they support strong feelings about another PC or NPC—and sometimes, more abstract things. You can use it to represent powerful love, implacable hate, or even the kind of snarky friendships heroes tend to have.

More!

I wasn’t sure what I should put in this article and what I should save, but I’m at over 500 words now, so why get long-winded? I’ll tell you about things like divine magic another time. Cheers!

Fantasy AGE 2nd Edition Combat Preview: Let’s You and Them Fight

Fantasy AGE Core RulebookWhat’s combat like in the new edition of Fantasy AGE? First of all, if you’ve played Fantasy AGE before, or any other AGE game, the basic procedure is the same: Roll initiative and round by round, take a major and minor action, or two minor actions. You attack using an ability + focus associated with a weapon or attack form, rolling a test against the target’s Defense. Most of what we’ve added won’t be unfamiliar, though some of it has been tweaked.

Actions

The selection of actions is mostly unchanged, though Defend and Guard Up, which had some confusing elements when compared to each other, have been streamlined. The previous Stand Firm has been changed because as written it was also difficult to use. We have also added Full Speed, a new major action utilized in chases, and Stunt Attack.

Stunt Attack may be familiar to you from Modern AGE and The Expanse, and represents the fact that in AGE games, many special attacks such as grapples or trying to bypass armor are handled by stunts, not some other special subsystem. Fantasy AGE’s version gives you 2 SP on a successful attack, or on a roll of doubles, all the SP indicated, at the cost of the base attack inflicting 0 damage. Thus, you would use Stunt Attack to spend SP on the Grab stunt to get a hold of an enemy—that’s it. Easy.

Combat Stunts

Fantasy AGE’s combat stunts have been revised somewhat, but are largely the same as the prior edition. We’ve added options to grab and pin an enemy. Here’s Grab:

  • Grab (Melee, 2 SP): You grapple with your enemy. You and your target make opposed Accuracy (Brawling) tests. If you win, you grab your target and they can’t move out of your reach until after your next turn. On subsequent turns, you may use a minor action to maintain the grab, preventing them from moving away from you as long as you make another successful opposed simple Accuracy (Brawling) test with your target, though your target rolls this test as a reaction—they don’t need to use an action to try to break free. Grabbing a foe doesn’t prevent them from attacking, casting spells, or taking other actions—they just have to stay adjacent to you while doing it.

Furthermore, members of each character class can add Class Stunts to their repertoire on top of the universal combat stunts, and as you might imagine, the ones for Warrior characters are particularly potent. Here’s an example:

  • Storm of Strikes (Warrior Stunt, 5 SP): You unleash swift blows in every direction where a foe can be found. Apply your attack roll to a number of additional targets equal to your Dexterity. If you are using a missile weapon, you must have sufficient ammunition to attack all targets, but reloading is part of this stunt and doesn’t use up actions as usual, unless reloading your weapon requires a major action or multiple minor actions per reload, in which case you can’t use this stunt.

Combat in Fantasy AGE can be full of exciting Stunts!

Victory Conditions

Perhaps the biggest revision to the combat system is the addition of Conditions—special injuries and other factors with standardized effects—but we’ve strived to keep them to a minimum so that they speed play instead of hindering it. Furthermore, Conditions are useful due to the fact that dropping to 0 Health doesn’t necessarily mean you or your foe are dying. Bandits might take you for ransom. You might knock out a foe out of mercy. A hated enemy might even give you a painful scar to remember them by. If you’ve knocked someone down to 0 Health, you choose whether they take a Defeat Condition, choosing from Dying, Helpless, or Unconscious. These make you vulnerable to a coup de grace—even when mercifully beaten, someone in that dire condition can still be dispatched—or the adventure might continue with your capture, waking up later, aching…or the traditional bleed-out.

More About Miniatures

Fantasy AGE still runs smoothly with pure imagination, in what some call the “theater of the mind.” We have however spruced up options for using miniatures beyond the loose advice in the prior edition with the introduction of optional Tactical Speed and a bit more discussion of miniature or token and map based play. Beyond giving you more options, we’re recognizing that in the virtual tabletop era, maps are very common in online games.

Beyond Combat

All this happens in Chapter 2 of the new Fantasy AGE, but that chapter has more than revised combat rules:

  • Chase rules
  • Social attitudes and influence
  • Rules for investigation

We’ll talk about some of those in future previews!

Fifth Season Preview: When Are We?

The Fifth Season Roleplaying GameReaders already familiar with the Broken Earth trilogy may wonder: When during the context of the novels is the Fifth Season RPG set?

As readers already know, the Broken Earth novels tell an in-depth story of their main characters and their story has significant effects on the world and its future. Therefore, the decision was made to set the Fifth Season RPG sometime prior to the key events of the first novel, The Fifth Season, although it’s entirely possible to set your Fifth Season campaign during the events of the novels, looking at how your comm deals with all that unfolds during them, if you wish.

The RPG looks at things on a much more local level than the novels, although you can decide to take the future of the world in an entirely different direction, if you want. One of the great things about roleplaying games is they place imaginary worlds into the hands of your game group, to spin out your own stories however you want. They also allow us to explore different aspects of a fictional setting in ways the source fiction did not, or only touched upon.

Deadciv Ruins are very mysterious

Wait… is that a Freeway?

Deadciv Ruins

One aspect of this for Fifth Season is the concept of “deadcivs,” long-dead civilizations and the ruins they have left behind. The history of the Stillness is tens of thousands of years, significantly longer than the entirety of recorded human history in our modern world. There have been many Seasons over that time, and untold numbers of comms and entire civilizations have come and gone, to say nothing of what may have existed in the time before stonelore was first recorded, in the lost annals of human history.

While most deadciv ruins have been buried, crushed, or otherwise destroyed by the churning, shaking, and thrashing of Father Earth, the potential for artifacts, remnants, or even some surviving locations of those lost civilizations is a rich field for Fifth Season Game Moderators. They can offer unusual places for characters to explore, filled with their own hazards. Unique items may intrigue and fascinate Innovators in the comm, while deadciv artifacts can be treasures to make a comm thrive — or lead other comms to covet what they have. With “sufficiently advanced technology” most deadciv artifacts can serve as the equivalent of “magic items” in a Fifth Season setting, although far more rare and more easily misunderstood than their fantasy RPG equivalents.

Fifth Season Preview: Game Play

The Fifth Season Roleplaying GameGame play in the Fifth Season RPG proceeds on two distinct scales. The story of the comm unfolds in seasons, each of which is a “turn” of part of the year, and features an event, a check of the comm’s prosperity, and an opportunity for the comm to work together on an activity to achieve a particular goal. Within the unfolding of the seasons are stories focusing on the individual characters from the comm. These adventures are often tied to the events of the season, but not necessarily, and the encounters the characters have during them may have impact on the comm as a whole. In some cases an adventure is meant to address a misfortune suffered by the comm during a seasonal event, and may be able to mitigate that misfortune or eliminate it altogether.

Comm Turns: Seasons

A comm “turn” is a “season.” Ordinarily there are four seasons in a year. During each season, the GM rolls for a seasonal event, the comm makes a prosperity test, and can initiate a comm activity.

Seasonal Events

Seasonal events represent the random fortunes of a comm surviving in the Stillness. They are not the only things to happen in the entire season, just particularly noteworthy events. The Game Master rolls on the Seasonal Events Table to determine what the key event will be for that season and integrates the event into the narrative of the campaign as desired.

Many seasonal events are misfortunes that can befall a comm. These are similar to hazards encountered by characters but on a comm-wide scale. Misfortunes can weaken a comm, reducing its Stability and, if severe enough, even bring about the comm’s eventual dissolution. Also like hazards, many misfortunes can be mitigated or avoided altogether. This usually involves a test using one of the comm’s traits, although in some cases the Game Moderator may substitute an adventure for the test if characters intervene in the event.

Everything changes in a Fifth Season

“Everything changes in a Fifth Season”

Intervention

The tests and outcomes for seasonal events assume the comm is bringing what resources it can to bear, but that the player’s characters are not doing anything in particular apart from assisting like any other members of the comm. However, in some cases, the GM may wish to set up an adventure either based on the season’s event, or in place of it. In these cases, the player characters are said to be intervening in the seasonal event, and their intervention may affect its outcome. Essentially, the adventure takes the place of the usual test or tests involving the event and the characters’ actions decide its outcome.

Comm Prosperity

Once the event of the season is determined, the comm’s prosperity is tested. This is a measure of the comm’s overall success and survivability. Failure means the comm suffers misfortune and loses Stability. If the test succeeds, the comm continues to do well, at least meeting its essential needs, perhaps even succeeding well enough to apply an advancement to the comm’s Cache score.

Comm Activity

Each season, a comm can also initiate an activity, similar to a character’s action, such as Conflict with another comm or group, Growth to build up the comm, Improvement of one of the comm’s traits, Innovation to add a new focus to a trait, Preparation to add a bonus to the comm’s next prosperity test, or Recovery to restore lost Stability to the comm.

Comm Conditions

Comms can take on certain conditions to deal with a loss of Stability, like characters do to mitigate damage. The comm then needs to recover from the condition using the recovery activity. Conditions are not as necessary for comms to avoid Stability loss, as they tend to be more resilient than individual characters.

The Fifth Season

“Everything changes in a Fifth Season” according to stonelore, and that is true of Seasonal play and events as well. The Game Moderator ultimately decides when a Fifth Season occurs in the context of the game, although there is a guideline for a Fifth Season to begin as a Seasonal Event. During a Fifth Season, the difficulty of a comm’s tests increase, seasonal events differ, and the comm relies upon its Cache for prosperity tests rather than its other traits, and Cache slowly diminishes over the course of the Season. A Fifth Season makes it more difficult for a comm to survive, and to recover from its misfortunes. A comm with a strong Cache score can last through a Fifth Season … if it is not too long.