Tag Archive for: The Broken Earth

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.

An Interview with N.K. Jemisin

We wanted something special for the last three days of the crowdfunder and here it is: an interview with N.K. Jemisin herself!

Check out the Fifth Season RPG on Backerkit now!

Crowdfunding campaign ends this Thursday! Signed Bookplate Bundles still available!


Q: Roleplaying games and speculative fiction are close cousins. What did you find most intriguing about bringing The Stillness to tabletop RPGs? Do you have any experience with RPGs yourself?

I played a little tabletop back in college — Marvel Superheroes, if I recall, and just a little D&D (back then it was AD&D). My group back then was mostly into adventure with a lot of fighting, which I wasn’t much into, but they were my friends. I had fun with them no matter what or how we were playing. Since then, I’ve been invited to join a couple of groups, but just didn’t have time — juggling two careers doesn’t leave a lot of room for leisure. But since I’ve ratcheted down to just one career, things are better, and I’m gearing up to join a new D&D group now. Also playing around with world concepts for if I decide to try GMing for the first time.

As for bringing the Stillness to tabletop, honestly, I’m still just fascinated by the idea of other people wanting to go to this place where the apocalypse happens every Tuesday! For fun!  LOL. But I can’t wait to see people play it.

Q: You incorporated a lot of real-world orogeny, geology, volcanology, and plain physics into your novels. What was the most interesting thing you learned in your research for the Broken Earth?

Mount Rainier. This probably isn’t super interesting to other people, but I constantly see character in concepts and natural forces, maybe because I partially grew up along the Gulf Coast where hurricanes have names, and we speak of them like they’re people… or maybe just because I think like a fantasy writer. I’d been to Seattle before and just thought, “Ooh, such a pretty mountain.” Then I read up on it and realized it’s a Decade Volcano — one of the most potentially destructive mountains in the world. It could wipe out Seattle and Tacoma like that, in a variety of absolutely horrific ways. There are worse volcanic threats out there (there’s a chance the Yellowstone supervolcano could wipe out humanity), but the specific danger of Rainier is its beauty. People want to live near it, and I can’t blame them. I would love to wake up to the sight of that mountain every day — but a population that size in the vicinity of a mountain that terrible is a horror movie waiting to happen.

Nothing but respect for people who choose to live in such places. I get that the ephemerality of it is part of the appeal. I just prefer for my own natural disasters to be slower-moving, and not so apocalyptic.

Green Ronin is based in Seattle so we’re in the blast zone. Lucky us! Nicole, our COO, grew up in Oregon and she remembers the Mount St. Helens eruption vividly.
Q: The Broken Earth Trilogy tells a specific story, but game groups will create their own. What ideas do you think they could explore in the Stillness?

The Stillness is a pretty big world, and there’s lore throughout it that got alluded-to but not shown in the Broken Earth books. I’d love to see people play around with all that hinted-at stuff.  What other secrets do the lorists keep behind their black-painted lips, and why must they stay secret? Were there ever expeditions that tried to sail around the great empty ocean that covers half the world, and did they find anything (maybe like an ancient city full of stone eaters) when they did it?  You’ve seen some of the ways that terrestrial animals and insects change during a Season, but what about the plants or marine life? If a quiet farming comm discovers a huge and dangerous ancient ruin lurking underneath it, how do they deal with that?  How do people have fun in a world that’s constantly on the brink of extinction? There’s lots to explore.

Q: Can you give aspiring Game Moderators a few things to bear in mind when they are making their own stories in The Stillness?
  • The cultures of the Stillness are different from those of our world in one key way:  They understand that rapid adaptation to change is essential for survival.  A typical comm’s structure is modular, with every resource — food, weapons, labor, knowledge — meant to be shuffled around as needed in the event of a Season. This means that comms which opt for democracy or consensus at ordinary times turn instantly authoritarian once Seasonal Law I declared.  Hoarding or charging money for goods and services within the comm is instantly illegal.  Having more children without permission is instantly illegal. A wealthy merchant becomes neither wealthy nor a merchant once the Season comes, because any resources they possess are confiscated for the community pile, and the merchant’s life becomes governed by their caste and its duties.
  • Every person is trained to expect this modularity from childhood, though some keep the lesson in mind better than others. The formerly-wealthy merchant knows better than to protest if their goods are confiscated — but they might do it anyway, because they’re used to the privilege of wealth.  Too much protest means exile.  Meanwhile, members of the Strongback caste are always aware they can be exiled if they aren’t willing to work and obey others.  The partners of Breeders, if not Breeders themselves, must be prepared to accept non-monogamous behavior and to raise a child which might not be their own.
  • The people of the Stillness are exactly like us, psychologically — especially in being prone to react irrationally under stress. The onset of a Season is a critical time in which a community’s survival depends wholly on if its Leadership can overcome the natural human tendency to freak the hell out during an emergency. If they fail, the people of a comm could revolt against their Leadership, wasting resources and effort that should be spent on survival on infighting. Comms that do this rarely survive Seasons.
  • Good Leadership, therefore, requires a balanced approach, discouraging change resistant behavior while not being too heavy-handed. Too much authoritarianism, or totalitarianism, is inadvisable.
  • Seasonal Law is resource-focused but still explicitly anti-eugenicist. Bigotry, which is known to destroy or weaken communities, is illegal at all times. Disability is not a cause for exile in itself, though a disabled person must find a way to be useful; fortunately there are many necessary tasks that can be done by someone with limited mobility or cognition. Medical care is in a permanent state of emergency triage:  those who can be saved more easily are prioritized over those who will need more resources or whose condition is more precarious.
  • Commless people aren’t all bandits. Many are “free spirits” who can’t or choose not to function within the expected modularity — or who want to develop their own ways to survive a Season. Some of those ways, such as those of the comm of Meov in the books, are viable — though the only way to be sure of viability is to wait for a Season and see.
Q: The Fifth Season RPG will be lavishly illustrated. Will this be the first time (apart from cover art) that readers will get to see visual interpretations of the Broken Earth?

No.  The Subterranean Press special editions of the Broken Earth books feature astounding art by Miranda Meeks, and since the books have been published in many other languages, several of the foreign editions have had unique cover art that’s astounding. I also regularly see fanart from my readers that blows me away! But I always love seeing new depictions by skilled artists, and I’m loving what I’ve seen so far from you guys.

Q: We understand that the Broken Earth trilogy has been optioned for a television or streaming series. Can you tell us anything about the progress of that project?

Just that it’s not going to be a TV series anymore, but a feature-length film series; the rights were bought by Sony Tristar. I turned in the first movie script a few months ago.  Beyond that, I can’t say, sorry!

No worries, a feature film series is exciting stuff! Thanks for taking the time to talk to us today. 

Green Ronin To Publish The Fifth Season Roleplaying Game

Green Ronin to publish The Fifth Season Roleplaying Game. [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.]

 

GREEN RONIN TO PUBLISH THE FIFTH SEASON ROLEPLAYING GAME

N.K. Jemisin’s Broken Earth Trilogy Comes to the World of RPGs

August 2, 2019—SEATTLE, WA: Green Ronin Publishing announced today that it has signed a licensing agreement with N.K. Jemisin to create a roleplaying game based on her critically acclaimed Broken Earth series. Each book of the trilogy—The Fifth Season, The Obelisk Gate, and The Stone Sky—won the Hugo Award for Best Novel, an unprecedented achievement in speculative fiction.

“The world building in the Broken Earth Trilogy is incredible and ripe with roleplaying possibilities,” said Green Ronin president Chris Pramas. “More than that, the books are searingly relevant to the current state of our world and we hope the game gives people the opportunity to explore the issues and themes the novels handle so deftly.”

“I’ve heard from many of my readers that they’re fascinated enough by the world of the Broken Earth that they’d like to visit it (nobody wants to live there tho!) and now they’ll get their chance,” said N.K. Jemisin. “I’ll be working with Green Ronin to try and make sure the spirit and feel of the books is rendered successfully in this new form.”

Green Ronin will publish The Fifth Season RPG in the Fall of 2020. Tanya DePass (I Need Diverse Games, Rivals of Waterdeep) and Joseph D. Carriker (Blue Rose, Critical Role: Tal’Dorei Campaign Setting) will co-develop the game. The Fifth Season RPG will use a revised and customized version of Green Ronin’s Chronicle System, which powered the company’s long-running Game of Thrones RPG, A Song of Ice and Fire Roleplaying.

More information and previews for The Fifth Season RPG will appear on greenronin.com in the coming months.

 

About Green Ronin Publishing

Green Ronin Publishing is a Seattle-based company dedicated to the art of great games. Since the year 2000, Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as The Expanse, Dragon Age, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running, Green Ronin won the prestigious GenCon & EnWorld Award for Best Publisher.

 

About N.K. Jemisin

N(ora). K. Jemisin is an author of speculative fiction short stories and novels who lives and writes in Brooklyn, NY. In 2018, she became the first author to win three Hugos in a row for her Broken Earth novels. She has also won a Nebula Award, two Locus Awards, and a number of other honors.