Tag Archive for: Threefold

A Gathering of the AGEs: Consolidated Rules in Fantasy AGE 2e

Fantasy AGE Core RulebookHey folks, Malcolm here. I’m not the developer of the new edition of Fantasy AGE but I am one of the developers of the core rulebook. While I can’t give you a first-person perspective on the whole game, I can tell you a bit about the parts I helped work on. So, I thought I’d write a couple of pieces about that!

One of the goals of Fantasy AGE’s second edition was to consolidate various rules developments from multiple AGE games and supplements. If you’re an Adventure Game Engine completist you might recognize the following new and updated rules as familiar—with a few exceptions, because they’re from AGE works that haven’t come out yet but influenced development nonetheless! In any event, this is one of the factors that led us to eventually decide the new core rulebook was a true “Second Edition” of Fantasy AGE even though much of 1e remains compatible.

Challenge Tests: Challenge tests are advanced tests with certain special conditions, meant to emulate heists and other forms of dramatic extended tasks where characters need to apply multiple focuses, and fallout from failures can occur mid-test. Originally created by Crystal Frasier (and called “breaching tests”) for Modern AGE’s World of Lazarus supplement, it proved to be such a good idea we moved it to the core rulebook. The Expanse merged challenge tests and Modern AGE’s chase tests, and that final evolution is part of Fantasy AGE now.

Daring: Daring, an optional rule that promotes dramatic reversals in encounters, is an evolution of the rules for Serendipity, originally from the Modern AGE Companion.

Daring is one of the cool new optional rules in Fantasy AGE 2nd edition

Peril and Daring!

Defeat Conditions: Despite making their first appearance in Fantasy AGE 2E, Defeat Conditions were originally invented for Cthulhu Awakens, to provide alternatives to death as the result of dramatic combat.

Fortune: Fortune is an invention of Steve Kenson, originally devised for The Expanse roleplaying game, where escalating Health wasn’t appropriate but “script immunity” was a better fit. It was a great idea in that game, and it’s a cool option in Fantasy AGE, too.

Minor Arcana: These petty spells originally hail from the Threefold setting for Modern AGE.

Peril: Peril, where success lands you in deeper trouble, began as the Churn spiral in The Expanse. Interestingly, in the Modern AGE Companion it’s present and called Complications.

Relationships: Relationships, an optional rule to strengthen character connections in Fantasy AGE, was first introduced in Blue Rose.

Revised Spellcasting: In the new edition of Fantasy AGE spells only fail to be cast when a mage decides to abandon them or doesn’t have the magic points for them, because we determined spending MP on nothing happening wasn’t fun. Instead, if you fail a casting roll, the MP cost goes up. This is another option that was originally piloted in Modern AGE’s Threefold setting.

Simple Tests: A “test that doesn’t use stunts/SP” has existed in an ad hoc fashion since the beginning of the AGE system but the Simple Test concept, introduced in the Modern AGE Mastery Guide, gathers them all together as versions of simple tests and lets the GM use them at their discretion as well.

These nine examples aren’t the only ones, and notably, much of the Fantasy AGE Companion from the game’s first edition has been updated and added to the core of Fantasy AGE 2E.

Works Cited!

Want to know about the games that provided input for the new Fantasy AGE? Check them out:

Blue Rose: The AGE Roleplaying Game of Romantic Fantasy

Cthulhu Awakens

The Expanse Roleplaying Game

Modern AGE

Modern AGE Companion

Threefold (Modern AGE)

World of Lazarus (Modern AGE)

A Few Words on Languages

Tabletop roleplaying games can give us some funny ideas about languages and linguistics. At least, I know they did for me in some regards. Starting with a certain Popular Fantasy Roleplaying Game comes the notion that player characters are all multi-lingual, speaking three, four—as many as seven or eight languages fluently! This is often compounded with the notion that entire species share the same language, or that there are special languages for fantastic creatures from dragons to elementals to the denizens of different planes of existence.

Later RPGs have taken a more nuanced, and certainly more detailed approach to languages, including various levels of fluency, and things like complex charts showing the relationships between “language families” of earthly or imaginary languages, which may grant some greater understanding or closely-related tongues.

understanding the Language can be very important

“I’m not sure what you just said, but I don’t care for your tone!” Art by James Ryman

The Modern AGE rules have a somewhat laissez-faire attitude about languages. The sidebar on page 16 of the Basic Rulebook says characters should “be able to speak, read, and write whatever languages” they “would pick up due to their cultural and social class” suggesting a limit of three. The Linguistic talent in the game handles learning additional languages and requires a fairly significant investment, since talent degrees aren’t easy to come by, and each degree in the talent grants only one additional language. It would take a new specialization to create the true polyglot character who speaks a dozen or more languages.

Fantasy AGE likewise offers a Linguistics talent, for characters truly dedicated to speaking other languages. The game’s ancestries follow the fantasy standard of an ancestral language (all elves speak Elvish, for example) along with a “Common tongue” used and understood by everyone, for the most part.

Mutants & Masterminds treats language fluency as an advantage, one rank grants an additional language the character can speak, but each additional rank doubles the number of languages, so it’s fairly cost effective to create someone who speaks a dozen or more of them. Of course, in M&M, the ability to speak and understand all languages is on the table for just 2 ranks of the Comprehend power, so there isn’t a lot of point in having more than a few ranks in the Languages advantage, other than to represent the character’s own skill and knowledge.

Individual Game Masters have to decide the role languages—particularly unknown languages—will play in their campaigns. In some cases, the language barrier can be an important element of adventures or the setting. Others prefer to generally ignore the problem in order to get on with things; the Threefold setting for Modern AGE, for example, includes magical “universal translators” for characters working for the world-spanning Sodality, so GMs don’t need to worry about whether or not the characters speak any of the local languages—at least not until their translators are lost or stolen! Likewise, the Cosmic Handbook for M&M recommends Comprehend as a “default” power for star-spanning campaigns, unless you want to institute some form of “Galactic Common” that all alien species speak and understand.

When building worlds of your own for RPGs, you might want to give some thought as to how people say things, and what languages they are saying them in.

Modern AGE, Four Years On: Modern Adventures

In my last two articles I talked about where the Modern AGE line currently stands with its core, setting-agnostic books, used to customize the game as you please, and its published settings, from sketches to two full-blown game settings: The World of Lazarus and Threefold. However, I ran long on the second article and didn’t have a chance to talk about the adventures we have—and that’s what this one is for.

Modern Adventures await!

Two Versions of the Quickstart

Modern AGE: Threefold QuickstartOne weird thing that happened during Modern AGE line development is that we ended up with two quickstarts.

Original Quickstart (Burning Bright): Back in 2018, Modern AGE’s quickstart included an adventure about going to another dimension, Tannebrim. To inform you anew or refresh your memory, a “quickstart” contains cut down rules, pre-made characters, and an adventure to run them through, so you can get a taste of what the full game is like.

Expanded Threefold Quickstart (Burning Brighter): Fast forward a year, to when the Threefold game setting was on the cusp of release, and we wanted to participate in Free RPG Day. Well, Threefold was one of the inspirations for the original quickstart adventure anyway, so we produced an expanded, updated version with additional content and pregenerated characters that were fully integrated with the Threefold setting. We made that available in print for Free RPG Day, but you can still get it for free electronically.

Both versions are still available for download, but be aware that the latter version, with the adventure “Burning Brighter,” is an expansion of the original and its adventure, “Burning Bright.” You’ll have to run one or the other in any given campaign.

Backs of the Books

The Modern AGE Basic Rulebook comes with an adventure called “A Speculative Venture,” about bad things happening at a fancy party…and special options to let the Game Master decide what the central secrets of the adventure really are, to make it work with as wide a range of published or homebrew settings as possible. It’s for Level 1 characters.

Both setting books also include adventures for new characters, though these don’t have a choose-your-own premise option.

The World of Lazarus scenario “Taking the Stone,” is firmly set during the rule of the families, decades after Year X, but can be adjusted based on which of the setting’s campaign models you employ—and whether you’re a serf or one of the elite.

Threefold’s included adventure, “Identity,” takes characters across multiple planes of existence to deal with transdimensional political intrigue, bound in the question of what it means to have a soul.

Modern AGE Missions Modern AGE Missions: Feral Hogs

The Modern AGE Missions series presents a variety of adventures, some of which might appear in any modern setting, and some of which are more specific. These adventures are not necessarily connected, and can be dropped into your game, or used as the anchor for a campaign if you expand them. The first two were developed by me, while the rest come courtesy of Meghan Fitzgerald.

Warflower: Sudden, strange violence at an auction leads to the disappearance of a late medieval book on warfare and alchemy. Who took the Warflower, and why? And who gets killed with a sword nowadays? Like “A Speculative Venture,” Warflower lets the GM choose the ultimate secret behind it all. For characters levels 1 to 4.

Feral Hogs: A pop-culture infused apocalyptic ATV-riding, meshback-wearing fever dream. The end came with mutagenic chemicals, abundant energy drinks, pyramids of cardboard boxes, and of course, 30-50 mutant feral hogs, running into your yard. And what will you do when they come? Huh? HUH? For characters levels 1 to 4.

Flight 1701: A routine flight turns into humanity’s first contact with extraterrestrial life—and first trip to an alien biosphere. The passengers and crew must work together to discover what happened, communicate with an alien species, and figure out a way to get back home. The decisions they make may alter the course of human civilization forever—and like Warflower, its central secrets are up to the GM. For characters levels 5 to 8.

Assault on the Aerie: A skilled strike team must find a way to breach the defenses of a nigh-impenetrable mountain fortress, rescue the hostages inside, stop a threat to humanity, and get out alive. That alone would be hard enough, but the mystical wards and magical creatures standing in their way makes the mission all the more dangerous. Assault on the Aerie is designed to be suitable for characters between levels 13-15, showcasing Modern AGE in the urban fantasy genre. It provides multiple paths for the Game Master to follow, allowing it to stand on its own or fit into a larger campaign.

Infinity and More

We’re expecting at least one more Modern AGE Missions adventure. Beyond that, we have the Five & Infinity adventure series for the Threefold setting. We’ve presented the individual adventures before, but at Gen Con we’ll be premiering the collected series alongside special tools to generate stories and even planes of existence. I’ll talk about that another time. If you’re headed to Gen Con, check it and the rest of Modern AGE out at Booth 101.

Modern AGE, Four Years On: Our Modern Worlds

In my last article, I talked about the state of the Modern AGE line as we move into its fifth year. I started out by dividing the line into two loose categories and exploring the first, of “core” book releases. While Modern AGE is completely playable with the Modern AGE Basic Rulebook, the other releases I placed into the core category assemble numerous tools and ideas to customize the system generally, and to suit the worlds you invent.

But Modern AGE has worlds of its own which you can use as-is, or to influence settings of your own creation. In fact, we have various degrees of setting material, ranging from loose outlines to entire setting books.
The Threefold worlds of Modern AGE

Core Inspiration

In Modern AGE, we try to provide concrete examples so that you have something to work from. The Modern AGE Basic Rulebook talks about settings and genres in general terms, but subsequent books get more detailed.

Chapter 9 of the Modern AGE Companion offers firmer outlines of the possible settings associated with various genres, including the age of sail, 1800s gothic horror tales, 1950s UFO sci-fi, 1960s spy-fi, and modern or near future cyberthrillers. These treatments include recommended rules, sketches of settings, and possible NPCs of interest. The rest of the book provides ways to customize the game for these and other settings.

Chapter 7 of the upcoming Modern AGE Powers book also features outlines for supernatural and other power-filled worlds, from the mystic martial arts of “Immortal Ring,” the modern sorcery of “Phoenix Band,” and more, all in a book that gives you the “crunch” of powers as well, and strong guidance on how to use them in your own worlds. I can’t wait to share it with you.

In addition, Modern AGE has two full-on setting books. Each requires nothing more than the Modern AGE Basic Rulebook.

World of Lazarus for Modern AGEWorld of Lazarus

Created by Greg Rucka and Michael Lark, the Lazarus comic (with follow-ups including Lazarus X + 66 and Lazarus: Risen), World of Lazarus introduces the world after Year X, when governments have collapsed and the families behind the world’s mightiest corporations and political influence blocs take over, effectively reinstituting feudalism. These ruling families use various forms of human enhancement, from cybernetics to gene alteration, to create the Lazari, champions who settle disputes on their families’ behalf.

The World of Lazarus setting book isn’t just about Lazari, however, though the book provides in-depth rules for playing them. You can play wasteland renegades, desperate serfs, or privileged members of the Families, navigating a world with notes of cyberpunk, post-apocalyptic fiction, near-future military technothrillers, and feudal intrigue.

In addition to the setting book, individual issues of the Lazarus: Risen comic include expansions to the new rules in World of Lazarus, written by World of Lazarus developer Crystal Frasier.

Modern AGE: Threefold. Infinite worlds and possibilitiesThreefold

Intended to be the “flagship,” or exemplar setting for Modern AGE, Threefold is a vast setting designed to make use of the game’s full potential. Threefold contains notes of cyberpunk, cosmic horror, and portal fantasy, as it reveals Earth is one of many inhabited worlds in the Metacosm, an array of universes primarily linked by gates.

Threefold’s stories center on the exploits of the Sodality, explorers, diplomats, and agents of utopian democracy that spans multiple planes of existence, as well as the operations of Aethon, cybernetically enhanced operatives who shape alternate universes to, perhaps, produce a transcendental AI. These aren’t our only options, however. You might want to play a renegade psychic, defending their guild from families who treat psychic powers as a divine right. Maybe you want to be a plane-crossing mercenary, or a disoriented, semi-human wizard, stuck in our modern world. Threefold provides the greatest possible scope for characters in Modern AGE, including rules for cybernetics, the supernatural, and strange ancestries.

Characters explore Earths with alternate histories, Otherworlds, where magic reigns, and the Netherworlds, ruled by demonic forces. The planes are countless, and Threefold uses them to allow virtually any adventure and genre, but unlike many multiverse settings, there are strong core factions and influences that drive stories, such as the rebel hell-conquering soldiers of the Nighthost, or the tyrannical demigods of the Divine Empire. If you want a taste (and an introduction to Modern AGE generally), try the Threefold Quickstart for free!

In addition to the setting book, Threefold gains an adventure collection this summer, as the combined and expanded Five and Infinity adventure series is due to premiere at or around Gencon. Five adventures take characters through multiple worlds, and levels 1 to 16. A capstone chapter includes table-based tools to outline further adventures, and even generate new planes of existence in the Threefold Metacosm.

From Worlds to Stories

This article was originally going to talk about Modern AGE’s adventures as well, but as things are already running a little long, I’ll save it for next time. Until then? I’m going to recommend you check out Threefold in play (YouTube playlist) by the Fresh Out the Box (Twitch.tv) crew. Cheers!

Rules Tinkering

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

Modern AGE Powers! Coming Soon!

Modern AGE Powers! Coming Soon!

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

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

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

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

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

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

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

It’s both.

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

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

Look at the table of contents here.

Conflict resolution in Modern AGE Mastery Guide

Character conflict done right, from the Modern AGE Mastery Guide

Done? Here’s a high-level summary:

Chapter 1: Playing Well

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

Chapter 2: Variant Character Creation

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

Chapter 3: Playing With the Rules

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

Chapter 4: Welcome to The Party

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

Chapter 5: A Player’s Miscellany

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

Chapter 6: Mastering Modern AGE’s Rules

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

Chapter 7: Modern Adventures

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

Chapter 8: The Art of Game Mastering

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

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

When the Developer Plays: More Miscellany, Rules and Talents!

Last time I talked about playing Modern AGE using the Threefold setting—and I mean, playing a character, not running a game, which you don’t see developers write about much—I started getting into a grab bag of insights. This time around though, we’ll be talking about how we’ve worked with Modern AGE and its supplemental rules and talents in our Threefold game.

Wandersoul is one of many useful talents

Boosting

One house rule we use which will eventually be included in the finished but to be published Modern AGE Mastery Guide is the Boost stunt. Boost is a generic version of many other stunts which exists to help with leftover stunt points. Boosting costs 1-3 SP, which can be used for two functions:

  • If your next test would be logically helped by the test or circumstance that provided the stunt points you’re spending, you gain a bonus equal to the SP you spent (therefore, up to +3).
  • You can Boost someone else’s next test if, once again, it makes sense the action linked to the SP you’re spending would help. The bonus is equal to SP spent (+3 max) here as well.

Free Talent

Our GM, Steve (not Steve Kenson, but a local friend of mine) used an informal suggestion of mine that I’ve shared, here and there, and gave every character a free talent degree at Level 1, in addition to the talents Modern AGE characters normally get. This was so we could, if we were so inclined, lean further into our concepts, especially when it comes to Threefold-specific talents like Wandersoul or to gain posthuman augmentations by swapping out talent degrees. If you have campaign-specific talents, providing a bonus talent degree so they’re easier to take—even mandating the degree comes from one of these talents—is a decent idea.

Splitting Psychic Abilities

Threefold assumes that psychic disciplines, as opposed to magical arcana, use the Power Fatigue option on p. 92 of the Modern AGE Basic Rulebook. This means that instead of drawing on a supernatural energy source measured in Power Points, characters make a Willpower test to avoid getting progressively exhausted from using their gifts. GM Steve noted that psychic powers already use Willpower for activation tests and decided that our psychic PCs should make Constitution tests instead, to maintain balance between attributes. Now personally, I don’t mind the Willpower-alone approach, as Willpower’s uses are sometimes limited, and it streamlines testing—you could roll both tests at the same time without much trouble. But this might be a good idea for a game with a heavy emphasis on psychic power that also uses power fatigue tests.

Shabda Without Wandersoul

Multiple characters in our game took the Wandersoul talent. In Threefold, Wandersoul is intentionally highly effective at helping characters travel between planes, so it acts as an easy pick. It allows characters to sense gates between worlds and gives them knowledge of Shabda: Threefold’s universal language. Knowing Shabda is like having a conceptual “universal translator” in your brain so that you understand virtually any language so it’s extremely handy. But can you learn it without Wandersoul?

Tricky question. My original answer as Threefold’s creator was “no.” You needed to be a Wandersoul or Primal Being (a mystical creature bound to the Metacosm) to know it. But for playability’s sake I’ve backtracked on that. Currently characters in our game can learn it for one talent degree, but I think I’d like to eventually design an “official” answer that spreads out Shabda’s benefits as a dedicated talent and requires special (though attainable) circumstances to learn.

Catching Up

This series has caught up with the game to date, but I haven’t talked about everything I might say about it. Curious about playing Modern AGE with Threefold? Naturally, the best thing you can do is grab the books, but I’m also always willing to answer your questions. Cheers!

Book Mashup: Lost Ilium

Lost Citadel Fantasy AGE Conversion CodexSo, I was going to talk a little more about my Threefold setting Modern AGE campaign, but, uh, I didn’t feel like it. Instead, I got a sudden notion to take a few different things I worked on and combine them. I’m going to call this Book Mashup, because these are books, and you can mash them up. Will this be a series? Don’t know. This one is going to merge historical fantasy with our 5e setting, The Lost Citadel. I have to admit, this isn’t wholly original, as Steve Kenson was cool enough to explore using the world in the Mists of a certain well-known 5e setting.

Anyway, here we go:

Lost Ilium Campaign Setting

Ingredients: You need Fantasy AGE, Fantasy AGE Trojan War, The Lost Citadel Roleplaying, and The Lost Citadel Fantasy AGE Conversion Codex.

(Links to print or PDF as available in our online store. Titles also available in PDF at DrivethruRPG. You can also get The Lost Citadel Roleplaying 5e setting book and the Lost Citadel Fantasy AGE Conversion Codex in a discounted bundle in our store or at DriveThru.)

Genre: Greek mythology survival horror-fantasy!

The Setup

Offended by Helen and Paris’ flight to Troy, the greatest force of vessels in the world launch for that great walled city. Bronze-clad heroes—nascent demigods and mortals doomed to gloomy afterlives—come for blood and treasure, but fruitlessly smash against the walls, or must turn from Trojan arrows and blades, over and over, until…

…what Fate commanded did not come to pass.

Achilles was the key to Troy’s gates. His wrath at the death of his lover, Patroclus, was supposed to turn the greatest Greek’s sword and spear against Hector; his death was supposed to be a link in the chain of fate leading to the Trojan Horse, Greek victory, a legend.

But Achilles’ arrogance exceeds even his sorrow. He doesn’t come for Hector. Hector didn’t take Patroclus away. Death did.

Achilles hunts Death.Fantasy AGE Trojan War

He’s the son of a goddess, tutored by Chiron. He knows the blood ritual, the secret ways. He descends, god-forged panoply blazing, and assaults Hades, the realm and the god. Hades is immortal. He can’t be destroyed but he can be distracted, even frustrated. Hades is one of three brothers who rule the layers of the world. The ichor of a thousand mutilated Titan-born demons floods his palace hall, as Achilles cuts his way forward…and Hades lets go of his responsibilities. Thanatos sits idle, forgotten.

Death fails. Corpses reject stillness.

A thousand years later. Fate is a ragged, tangled string. Woe, the morose anger of Hades—the message I reject you as you rejected me—haunts all the world, except Troy, whose people Hades find blameless. Now the Greeks attack Troy for this special status. They do it for centuries—long enough for iron and steel to supplant bronze. Long enough for the half-immortals hidden in the world, such as the elven and dwarven descendants of petty deities, also shielded from Woe, to seek refuge. Even strange jackal-people from Egypt come. Troy expands in all directions, becoming a true sanctuary city for the living. Outside, on the plain of battle, the Dead eventually conquer the living. Greek corpses howl and assail the walls. Forays for resources grow ever more dangerous. Finally, the half-immortals agree to seek out the gods, and send an expedition of their kind to sacred places.

The elves return with broken spirits. The dwarves attempt to take over Troy but fail. They do not speak of what they found when they looked for the gods, but say They are angry. They wear different faces now. They are coming back.

The first manifestations of Woe blight Troy, and over decades, it adapts to this final threat. They dispose of corpses, build stronger, higher, and deeper, and await the terrible coming of the gods. They must. Troy is the last city.

The Campaign

The undead aren’t really part of Greek mythology, but what if they were? This setting takes the basic scenario of The Lost Citadel—an undead apocalypse against the last city in the world—and changes the final bastion of the living from dwarven Redoubt to a Troy that has stood long enough to adopt medieval technology. Elves and dwarves are descendants of demigods, nymphs, and other lesser or partial immortals, and have stumbled into the social positions they have in The Lost Citadel. The rising threat behind the Dead isn’t a mystery, and isn’t directly related, however. It’s the Greek gods, capable of manifestations as per Fantasy AGE Trojan War, unhinged by the breaking of Fate, and desperate to fix it.

Hades may be an exception. In this campaign, Woe is his anger, cursing mortals to restless (and as far as anyone can tell, mindless) death outside the proper land of shades. Is it possible to seek out and plead with the maker of Woe, and succeed where they other gods have failed?

The other point of Greek mythology to consider is strong immortality. Some heroes and monsters are not truly subject to death. Was Achilles reborn immortal? Does he walk the world he destroyed? What ageless monsters remain? Do they have mortal communities still? Without new inmates, does the kingdom of Hades still contain its shades and monsters, or have they wandered up?

Use Fantasy AGE Lost Citadel rules as a base, and add Trojan War elements, especially those related to the gods, to taste.

The Wrap-Up

I think this is a great Fantasy AGE option for running darker adventures using well-known mythology. Let me know if you want more of these, and maybe I’ll get to it?

When the Developer Plays: Miscellaneous Insights!

Over several articles in this series, I’ve talked about a few insights I’ve acquired playing a Threefold setting Modern AGE campaign in a bit of depth. Over the past while, however, things have become a bit more scattershot. So, think of this time around as a grab-bag of insights about Modern AGE and Threefold, and RPGs as a whole, that I hope you’ll find interesting.

Insights into the universe of Threefold in Five and Infinity!

Sometimes there are just too many damn universes. From Five and Infinity, Chapter 5.

I Got My Character Wrong

Last article I told you about my character…but I took a disallowed focus! Andrzej took Longarms for 8th level, but he’d taken Pistols at Level 7, breaking the rule that says you can’t take a focus for the same ability twice in a row. (You also can’t improve the same ability twice in a row.) Yes, I, the Modern AGE developer, forgot that. As a wise being once said, Pobody’s Nerfect. The reason for this rule is to encourage characters to develop in a balanced fashion. I took Fighting (Grappling) instead—still combative, but it doesn’t make me look like I only learned gun things for two levels.

Stunts Can Be Minigames

Now that we’re a bit more experienced and are digging more deeply into the stunts, it becomes apparent that some stunt sets are, in effect, minigames within the larger Modern AGE rules. Grappling, Investigation, and some social stunts from Modern AGE especially tend to work this way, where there are various options and counter-options in the stunt list. For instance, Takedown has advantages (extra damage) and disadvantages (opposed test, you fall prone as well) over the simpler Knock Prone, and contextually, Human Shield may be a better choice than either, in some situations. In play, Knock Prone is generally a better idea with single, tough opponents a team can gang up on, Takedown is superior for one-on-one combat, and Human Shield works best for a larger number of ranged attackers. These are insights into an emergent property of the rules that I think will influence my future work in AGE games.

Five and infinity Chapter 5Strategically Omit Answers

Right now, the campaign revolves around plans by a rogue alternate-universe version of the Aethon’s plans to make their own timeline the “true” one, or primeline, instead of our Earth (well, minus the existence of everything in Threefold). What does that even mean? According to the GM, it would destroy the primeline and wreak havoc with every other plane of existence, and the secret to shifting which Earth is the primeline is an algorithm processed by a sufficiently large group of god-computers called Machinors. The great thing about these answers is even as the setting’s creator, I didn’t know that. I have opinions regarding various things, and the Five and Infinity adventure On the Threshold of Apocalypse presents one possible scenario, but I’m not really sure how that works. Inspiring ideas by not providing all the facts is nothing new, but this has given me an idea of the most effective ways to do this. In this case, we left a hook in Threefold indicating the primeline had changed before, and of course we talked about deleting alternate Earths, so these big structural ideas were just waiting for a bold GM to mix them together.

Clarifications Needed?

Long term play has also raised a few questions and options about Modern AGE and Threefold rules, but these are a bit out of step with the general tone of this article. Next time I’ll give them a go.

When the Developer Plays: Let Me Tell You About My Character!

(No wait! Come back!)

As many people know, telling random folks about your character is simultaneously the greatest temptation in RPG talk, yet the lowest form of discourse. However, since I develop Modern AGE I guess I can get away with it! Beyond that, there is honestly some broad relevance, since I ended up accidentally playing an iconic Threefold character based on…me. This was not entirely voluntary.

An Iconic character in Threefold

Andrzej Paterseki (Sword Dad)

The Story of Sword Dad

People who know me know I’m a parent, and a practitioner/sometimes-coach of historical fencing (late medieval Italian longsword, a bit of rapier, a smattering of other stuff), which is why that kind of stuff ended up in the adventure I wrote, Warflower, whose name alludes to a real-life fencing treatise. At some point, this produced the internal nickname “Sword Dad,” about which I have…mixed feelings.

Then in 2018, we were working on Threefold, and wanted some new iconic characters: folks who appear in examples of play and illustrations. H.D. Ingham created several of them, including, as a bit of fun, one Andrzej Paterski, a swordsman working for the Sodality faction, based on the Sword Dad joke. Andrzej is younger and handsomer than I am, of course, but this was less wish fulfillment than wanting a marketable iconic character. Thus, a guy with a sword and glasses became one of the faces of Threefold.

Accidentally Andrzej

Then in 2020, our group’s regular GM decided he wanted to run a Modern AGE game with Threefold, which I’ve talked about in a few past posts. I went for random character generation and ended up with a character with the Warsmith sword-maker profession in Threefold, along high Fighting and Strength. Dammit, I ended up with Sword Dad. I just admitted this was him, wrote down Andrzej’s name, and got playing. So, this is how I was used as the basis for an iconic character as a joke, and then ended up playing him.

In fact, I’ve been playing Andrzej for a year now, in our Pulpy-Mode game, and he recently hit Level 8. (Playing without GMing has taught me a lot.) The focus of the campaign so far has been tracking down demonic para-technology connected to intervention from an alternate Earth. This became entangled in an organized crime family that traded in souls, but ultimately circled back into a plot to destroy the primeline—the “true Earth” by some measures—and replace it with an alternate world. In the process we discovered that the original primeline itself replaced a previous “true Earth,” Eld. We explored its ruins in sealed powered armor, as one does, and briefly examined the wreckage of a giant robot built by some classical Greece-derived civilization before learning the reality-modeling algorithm required to shift primelines via a trapped transcendental quasi-AI. Then we leveled up.

(Yeah, this is the kind of stuff you can play in Threefold, and there’s even a series of five adventures to get you started.)

Now that I’ve set the context, here’s Andrzej at Level 8. I thought that, even leaving the above backstory aside, folks might be interested in seeing an organically developed Modern AGE character of this level.

Andrzej Modern AGE Threefold 8 PDF character sheet