Return to Freeport, Part Three: Storming the Razor Caves (Pathfinder Adventure PDF)

Return to Freeport, Part Three: Storming the Razor Caves

Return to Freeport, Part Three: Storming the Razor Caves

Freeport and Pathfinder fans, today we present Part Three of Return to Freeport, Storming the Razor Caves.

Return to Freeport
Freeport is known for its adventures, from Death in Freeport (the one that started it all!) to the mega-adventure Black Sails Over Freeport. Now the City of Adventure goes back to its roots with Return to Freeport! This six-part adventure series for the Pathfinder RPG is a new way to begin your Freeport adventures.

Part Three: Storming the Razor Caves
In Return to Freeport, Part Three, the protagonists follow clues to a secret pirate port and uncover a plot by a mostly-forgotten foe.

Green Ronin 2016 Holiday Sale

In an effort to inject some good cheer into the tail end of what’s been a difficult year for most of us at Green Ronin, we have placed a nice selection of terrific gaming products on sale until next year.

Whether you like Pathfinder, Mutants & Masterminds, casual games, sword & sorcery movies, or DC superheroes, we hopefully have something to interest you in the sale.

Shop the Holiday Sale today!

Ronin Round Table: Monsters in Freeport, pt II

In the second part of this article, we look at the remaining monster types within the Pathfinder Roleplaying Game, and where they fit into the dynamic Freeport setting. Find the first part of this article here: Monsters in Freeport, pt I.

monsters-of-freeport-pt-2-illoOne of the things players and GMs alike love about Freeport is its blend of fantasy genres and flavors. It’s a pirate city, but it’s also the site of an ancient serpent people empire, a location for cultists of mad gods, an escape from a continent that waged a war with a series of necromantic warlords, and the center of a trade route that can include sea-travel to alternate realities. Its tone ranges somewhere near “pulp swashbuckling Lovecraftian horror,” which is a neat idea but can be hard to maintain. There’s an introductory adventure in the Freeport City of Adventure hardback to help get GMs started, and the Return to Freeport adventure series currently being released in pdf, but a GM wishing to expand beyond those may find it difficult to maintain the “Freeport tone” of other encounters.

In short, some GMs could use some guidance on what Pathfinder Roleplaying Game monsters fit well in Freeport… and which don’t. Luckily, the Pathfinder Roleplaying Game has a number of useful tags and categories that can be used to help determine if a creature is going to feel out-of-place in a Freeport campaign.

While it hopefully goes without saying, I’m still going to note that all of these are suggestions only. There’s no “wrong” way to run or play in a Freeport campaign as long as everyone is having a good time. If you and your players love telling the story of the open war between androids and devils fought publicly in the city’s streets, have at it! To a much lesser extreme, a Freeport campaign may well have less “typical” encounters from time to time as examples of unusual occurrences, and there’s nothing wrong with that. These ideas are just guidelines for how to try to stay within the existing feel of Freeport products, so if you vary from that feel you do so intentionally, rather than by accident. Read more

Pathfinder Humble Bundle and Sale!

pathfinder-humble-bundle-2016

Hot on the heels of a very successful literary Humble RPG Book Bundle, in which a whole lot of charitable folks got a whole lot of awesome eBooks for great prices while supporting a great cause, we have two more books in another such bundle. Our pals at Frog God Games and Kobold Press have posted a whole bunch of Pathifnder goodness, along with Freeport: The City of Adventure and the Advanced Bestiary, in this new bundle. Get thousands of pages of electronic gaming books for a great price, while supporting the Navy-Marine Corps Relief Society.

In honor of the bundle, we have placed the hardback versions of both Advanced Bestiary and Freeport: The City of Adventure for the Pathfinder RPG on sale in our Green Ronin Online Store.

Pathfinder Humble RPG Book Bundle

Ronin Round Table: Monsters in Freeport, pt I

P107_Gitch-&-Smoke__vpcorbella_1One of the things players and GMs alike love about Freeport is its blend of fantasy genres and flavors. It’s a pirate city, but it’s also the site of an ancient serpent people empire, a location for cultists of mad gods, an escape from a continent that waged a war with a series of necromantic warlords, and the center of a trade route that can include sea-travel to alternate realities. Its tone ranges somewhere near “pulp swashbuckling Lovecraftian horror,” which is a neat idea but can be hard to maintain. There’s an introductory adventure in the Freeport City of Adventure hardback to help get GMs started, and the Return to Freeport adventure series currently being released in pdf, but a GM wishing to expand beyond those may find it difficult to maintain the “Freeport tone” of other encounters.

In short, some GMs could use some guidance on what Pathfinder Roleplaying Game monsters fit well in Freeport… and which don’t. Luckily, the Pathfinder Roleplaying Game has a number of useful tags and categories that can be used to help determine if a creature is going to feel out-of-place in a Freeport campaign.

While it hopefully goes without saying, I’m still going to note that all of these are suggestions only. There’s no “wrong” way to run or play in a Freeport campaign as long as everyone is having a good time. If you and your players love telling the story of the open war between androids and devils fought publicly in the city’s streets, have at it! To a much lesser extreme, a Freeport campaign may well have less “typical” encounters from time to time as examples of unusual occurrences, and there’s nothing wrong with that. These ideas are just guidelines for how to try to stay within the existing feel of Freeport products, so if you vary from that feel you do so intentionally, rather than by accident. Read more

Pathfinder Short Cuts: Cavalier Orders of Freeport (PDF)

Pathfinder Short Cuts: Cavalier Orders of Freeport (PDF)

Pathfinder Short Cuts: Cavalier Orders of Freeport (PDF)

Here’s a new entry in our Short Cuts series of Pathfinder-compatible PDFs. These are tightly-focused PDF products that look at a single topic relevant to the Pathfinder Roleplaying Game. All Short Cuts are appropriate for use with Freeport: The City of Adventure, but can also be easily used in any Pathfinder RPG-compatible campaign setting.

Short Cuts: Cavalier Orders of Freeport is a 6-page pdf that presents five new cavalier orders as found in the World of Freeport, but appropriate for use in any Pathfinder Roleplaying Game-compatible campaign setting. Each order presents its own edicts, challenge, skills, and abilities.

Get the Pathfinder Short Cuts: Cavalier Orders of Freeport PDF today for just $2.95!

Two New PDFs: Rogues Gallery and Pathfinder Short Cut

We’ve got two new PDFs for sale today–one for Mutants & Masterminds and one for Pathfinder/Freeport!

The Sportsman and Princess Poison

The Sportsman and Princess Poison

Rogues Gallery: Sportsman & Princess Poison

The original Sportsman and Princess Poison were villains in the 1970s who saw their villainous careers ending in the ‘80s (before it became dangerous to be a villain) and settled in Emerald City to raise their children, the new Sportsman and Ms. Scorpion. But a parent’s work is never done and with their children now “on the scene,” they might have to put on their old supersuits again.

 


Witch Patrons of Freeport

Witch Patrons of Freeport

Short Cuts: Witch Patrons of Freeport

This 7-page PDF presents a new mysterious patrons to fuel witches in Freeport. Rather than vague concepts like strength or ancestry, these patrons are specific powers tied to Freeport’s campaing world, such as the King in Yellow and the elven hero of legend Thodomer Windgress, but appropriate for use in any Pathfinder Roleplaying Game-compatible campaign setting. In addition to defining the background of these patrons and the bonus spells they grant, this product talks about how other react to witches serving these patrons, and presents unique hexes available only to witches with specific patrons.

Ronin Roundtable: GenCon GMing for Green Ronin

GR-Gameroom1If you are a publisher, you of course want people to have the opportunity to play your games at GenCon. You can run demos at your booth but the exhibit hall is no place for long form RPG adventures (it’s super loud and booth space is limited). Those are better handled as scheduled events. Finding good and reliable game masters for your RPGs can be challenging though. In past years we’ve had mixed success with our GenCon events. What I really wanted was a dedicated area filled with Green Ronin games. To get that, you have to have a certain number of events. Coordinating that is a job in itself.

Enter Donna Prior, Green Ronin’s events manager. I told her what I wanted and wow, did she deliver. We had over 90 scheduled events this year and GenCon gave us a dedicated room for them on the second floor of the convention center. Going into that room and seeing tables full of gamers playing Fantasy AGE, Dragon Age, Mutants & Masterminds, and A Song of Ice and Fire Roleplaying was amazing. Read more

Pathfinder Short Cuts: Thanemages of Freeport (PDF)

Pathfinder Short Cuts: Thanemages of Freeport (PDF)

Pathfinder Short Cuts: Thanemages of Freeport (PDF)

Today we resume our Short Cuts series of Pathfinder-compatible PDFs. These are tightly-focused PDF products that look at a single topic relevant to the Pathfinder Roleplaying Game. All Short Cuts are appropriate for use with Freeport: The City of Adventure, but can also be easily used in any Pathfinder RPG-compatible campaign setting.

Short Cuts: Thanemages of Freeport is a 7-page pdf that presents a new base class designed to operate in Freeport, but appropriate for use in any Pathfinder Roleplaying Game-compatible campaign setting. Thanemages are warriors who also study arcane secrets, combining armed might with magical skill to sometimes devastating effect (especially against supernatural foes). They are combatants first and foremost, but have learned that against some foes magic is the only effective weapon. This flexible approach applies both to their spellcasting (requiring them to prepare spells in advance, but allowing them to choose from among all their prepared spells when deciding what to actually cast), and the supernatural powers they learn to turn against horrifying eldritch foes.

Get the Pathfinder Short Cuts: Thanemages of Freeport PDF today for just $2.95!

Ronin Round Table: The Art of Art Direction

beastfolk

By Hal Mangold

Today’s Ronin Round Table draws back the curtain on some of the behind-the-scenes parts of creating our products. Art is an essential part of the look and feel of most games, and it’s the role of the art director (that’s me) to make sure all that art gets created. To give you all a little insight into the job, we’re going to answer a few common questions about what being an art director is all about.  

What does the art director do?

As the art director, my responsibility is to make sure that all of the art that goes into Green Ronin’s games and publications is up to the standard we’ve tried to set over the years. I select the artists, assign and approve the art, and herd cats to make sure it all comes into our hands by the deadline necessary for publication.  

How does the art direction process work?

It all starts for me with scouting out the artists who have the right style to fit the project. Games like Mutants & Masterminds have a radically different art style than Dragon Age or A Song of Ice & Fire. I contact the artists I want on the project, see if they are available during the timeframe I need them, and get them contracted if they’re interested in working on the project. Ideally, this is done about 4-5 months ahead of time, but circumstances often compress this a bit.  

The art order or brief comes next. This is a description or set of descriptions for the piece of art needed for the product. These can be written either by me or, more often, by the developer of the product, with my role being more to tweak or jazz up those basic descriptions. Sometimes the descriptions are general, sometimes really specific, and different artists work well with each type. In general, I try to art direct with a light touch when I can. I’m hiring the artist for their talents and inspiration, after all. I try to give them as much room to improvise as I can.   

The next step is to take that art order transfer it to the artist or artists. For a cover piece, this part is simple. For interior work with multiple artists, it’s a bit more involved of a process. The art assignments get broken up between the artists, taking into consideration both spreading the artists throughout the book for a unified look, and assigning the right pieces to the right artists based on their relative strengths.

Next the artists submit their sketches for the assignments. I review them to make sure the composition is as strong as it should be, that the basic look is right, that any characters depicted have the correct look, and so on. If revised sketches are needed, the artist submits them, and once everyone is happy with where the piece are going, the artist takes the piece to its final state.

If the project is for a licensed property, there’s one extra step: approval by the licensor. Most licensors require us to submit all of the original art we commission to them so they can make sure it depicts their world and characters properly. Some licensors want to see sketches, and some just care about the final result.

There was a time when there was another step: the artists physically shipping their work to us for scanning. Fortunately almost all artists today (even those working in non-digital mediums) submit digital files. Considering the international nature of the artists we work with, that’s especially fortunate today, with international shipping costs being what they are.  

Once all the art is approved, the art director gives it a look to ensure it’s in the proper color and file format, and that it will reproduce properly when actually printed. After that, the image file is handed off to layout for insertion into the product. The art director’s work is done.

Where do you find artists?

Anywhere and everywhere! The Internet is a fantastic source, of course. Sites like DeviantArt, Artstation and DrawCrowd give artists a place to put their portfolios, and I browse around on them quite often. Sites like Tumblr and Pinterest are also fantastic art resources, both for finding new artists, and building “mood boards” for how I want a particular project to look. It sometimes takes a little internet detective work to find out who created an image found that way, however. Not everyone is great about tagging sources for what they post.

Conventions are another great source for artists. Whether it’s a comic, gaming, anime or just overall sci-fi show, I always keep an eye out for creators whose style might work with one of our games. If we’re actually displaying at a show (like GenCon, for instance), portfolio reviews are another great source for me.

And finally, email submissions come in all the time, and have provided me with some great people I might not have noticed before.

Can I submit my art to Green Ronin?

Absolutely! Anyone is welcome to submit their work (or a link to an online portfolio, preferably), to art@greenronin.com.