Tales of Blue Rose: Quartet of Thieves

Tales of Blue Rose: Quartet of Thieves

This week Nisaba Press presents a new Blue Rose short story, “Quartet of Thieves” by Clio Yun-su Davis.

A young woman travels far from home to deliver an important letter but must band together with a boy thief, his rhy-fox companion, and a caravan guard to steal it back when it gets taken by a criminal organization.

This Tale of Blue Rose can be yours to read in your choice of PDF, epub, or mobi formats, for just $1.99.

The Cutpurse With His Trousers Down

Tales of Blue Rose: The Cutpurse With His Trousers Down

The Cutpurse With His Trousers DownIt’s story time for this week, but there’s no need to gather ’round. You can purchase this Blue Rose tale and read it at your leisure, in your choice of PDF, mobi, and epub formats, for just $1.99!

In “The Cutpurse With His Trousers Down,” a master thief sees the perfect opportunity to frame his rival, and learns that best laid plans are often the first to go awry.

Author Brandon O’Brien is a poet and writer from Trinidad and Tobago whose work has been shortlisted for the 2014 Alice Yard Prize for Art Writing and the 2014 and 2015 Small Axe Literary Competitions, and appears in Strange Horizons, Uncanny, Reckoning, Arsenika, New Worlds, Old Ways: Speculative Tales from the Caribbean, and other outlets. He is also a performer with The 2 Cents Movement, and the poetry editor of FIYAH: A Magazine of Black Speculative Fiction.

 

Ronin Roundtable: Driven and Motivated

One of the new elements in Modern AGE is Drive, a trait which sets your character’s emotional motivation. You pick Drive at character creation, where it provides a small capstone benefit. If you use the Conviction rules (you’ll recognize these from Blue Rose: The AGE RPG of Romantic Fantasy, though they’re optional in Modern AGE) Drive also influences how it works.

But I’ll let you in on a secret: The best thing about Drive isn’t mechanical. It’s the principle of the thing.

I think virtually everyone has played a game where getting the characters involved in the story is a challenge. Roleplaying games have taken several stabs at pushing characters to act. The first tactic is no tactic at all. The game sort of assumes the GM’s job to convince the characters unfolding events are worth their time. When I was playing games as a teenager, this was virtually the only method. Combined with teenage defiance, this led to a lot of glaring and nonsense until everyone settled down. Another tactic is to weave characters into the setting, with responsibilities and problems which force them to get things done. More recent games have suggested ways to signal the GM about a thing your character might go for due to an obsession, goal or personality trait. This is a more focused version of the first, GM-as-salesperson method. Then we have background-driven motivations, ranging in length from one-liners to long backstories which are supposed to kick characters into action.

Drive is similar to all of these but isn’t quite the same. It’s a lot like “alignment” in some ways, and it absolutely is a personality trait, but its function is more than a description of the character’s psyche. Now when you get the book, this will probably read as overselling it, since Drive is not a mechanic designed to dazzle with innovation, and in nuts-and-bolts fashion, is fairly conventional. Here’s a Drive from the upcoming Modern AGE Basic Rulebook. It’ll look totally familiar to folks who’ve played a lot of RPGs.

Protector

There are a lot of threats out in the world, and you guard against them. Exactly what you consider a threat, and who or what you are protecting from it might vary, but the most important thing is you are not going to stand idly by when you could act.

Your quality is devotion to those under your protection and to your ideals, no matter what challenges lie in your path. Your downfall is recklessness when it comes to putting yourself (and others) in harm’s way to protect your charges.

Talent: Misdirection or Protect

Improvement: Health, Membership, or Reputation

What’s her motivation?

So why am I going on like this? I want to make its purpose clear. Drive is a personality trait that always answers the question: “Why are you getting involved?” Always. Because in Modern AGE, character creation assumes the question, “Are you getting involved?” is always answered in the affirmative. This is a subtle but important difference from games where the GM is supposed to sell you something, and games where the facts of the world (“I’m in the Secret Service,” or “They killed my master and I want revenge?”) dictate involvement. Drive is a personality trait which explains why your character is emotionally invested in the story.

Is this rhetorical sleight of hand? Absolutely. But it has a fine pedigree. Drive has a precedent in improv, where performers are urged not to block ideas that come out of the on-stage, brainstorming-while-acting process. So, when you crack the book open and pick a Drive, keep in mind that this isn’t a general blueprint of your attitude as much as the part of you that compels your commitment.

Drives are emotional, not factual, for a simple reason: Campaigns feature ever-changing conditions. Modern AGE also tells you to write down character Goals. Goals transform over time, but your Drive usually doesn’t. (Here’s an optional rule: If you want to change your Drive later, that’s fine, but you don’t get the benefits that come at character creation, except for how your new Drive affects Conviction, if you use it.)

Drive is primarily a way for you to develop your character’s emotional connection to the story. We can map it as a Mad Lib, as follows:

My inclination to be a [DRIVE] makes me want to get involved with [SITUATION] because [MOTIVATION], so I’ll [ACTION].

[DRIVE] is the Drive trait on your sheet.

[SITUATION] is what’s happening in the story.

[MOTIVATION] is an account of how your feelings about the situation inform your actions.

[ACTION] is what you will do.

To demonstrate how this works, I’m going to take the sample Drive, Protector, and hit the “Situation” random generator button at http://writingexercises.co.uk/plotgenerator.php. I get

A political demonstration turns into chaos.

Therefore:

My inclination to be a Protector makes me want to get involved with a political demonstration which has turned into chaos because I’m afraid of my friends getting hurt, so I’ll find them and lead them to safety.

In this model, a character goal is a situation that’s always happening—at least until you completely accomplish it.

Breaking this down makes it seem more complicated than it really is. The process is intuitive. As long as you exclude blocking the situation (by refusing to deal with it in an interesting fashion) it comes down to: “This is how my emotions push me to deal with what’s ahead.”

Drive is really a principle with an incidental game mechanic, adaptable to pretty much any game. It’s an attitude shift where getting into the story is your character’s premise, not their problem. In a fantasy game, instead of saying, “As a True Neutral character, I don’t care about this battle between good and evil,” say “As a True Neutral character, I need to accompany my friends to this struggle between the Moral Powers to test the strength of my convictions. Can I maintain detachment amidst all this struggle and suffering?”

Awkward Segue to Factual Update!

So, what’s going on with Modern AGE? The Basic Rulebook text is going through the production cycle right now. Its first setting, Lazarus (based on Greg Rucka’s comic of the same name, developed for Modern AGE by Crystal Frasier) has also entered production. The text for two small pieces of support for the game (to be announced) are also finished, and first drafts of an upcoming book are coming in.

I can’t wait to share it all with you. I’m driven—and I’ll say more about it all another time.

Ronin Roundtable: Walking the Royal Road III: Encounters in Aldis Preview

One of the resources I wanted to include in the upcoming Aldis: City of the Blue Rose when development began on that book was a simple “random encounters” system. Rather than monsters to fight, though, I wanted this system to be iconic “day in the life” scenes for the mighty capital city of the Kingdom of the Blue Rose.

Aldis: City of the Blue Rose book cover is a work in progress and may not reflect the final version. Art by Alayna Danner!

The Encounters in the City of Aldis appendix works simply: draw anywhere between one to three cards from the Royal Road (depending on how much detail you want to pepper the scene with), interpret as appropriate for the scene in question, and present to the players. It can also be interesting to have players draw their own cards for their scenes, and to even have them construct the scene as they or another player encounter it.

 

Below are two examples of how we’re using the system.

Example I: A Busy Square in the Middle Ward

For this example, painting the scene for player characters who’ve arrived in a busy neighborhood square, the Narrator chooses a three-card draw, having each of the players who are present for the scene draw one card. The cards drawn (and the interpretation from the appendix) are:

  • Nine of Chalices*: A small group of people gather about an old city well. Some people in the group solemnly lower their heads and whisper something into its dark waters. Turning around, they decisively march across the square. Others, barely able to hold back their giggles, run up to the well, squeak out a quick word or two, and then excitedly run off.
  • The Hierophant*: You cannot help but pick up on small conversations that buzz about your ears. Turing to see one of the sources of these spirited conversations, you happen to see a small group engaged in polite, but animated conversation. At the center of this small group, a noble is enraptured by the storytelling abilities of his companions. The noble, dressed in clothing that seems to set them apart from the more obvious locals, soaks up the conversations eagerly, only interjecting to ask clarifying questions about the various tales and descriptions the seasoned locals provide.
  • Queen of Swords*: You see an older citizen carrying scrolls and assorted books, one with a marking reminiscent of Queen Allia’s heraldry. They are soon met by other, similarly dressed citizens who begin discussing various aspects of Aldin history. Their voices remain calm and clear, each waiting for the other to finish their point before interjecting.

Using This Draw: All of these cards are set up fairly well for scenes of the sort being played through here; one of them even makes mention of a square! The Narrator describes the scene:

  • “The square is bustling with people both lingering and passing through the square. In one corner stands an old city well around which people gather. Some solemnly, and other excitedly, some of the locals seem to be whispering to one another…wait, no, they’re whispering to the well itself! In the middle of the square stands an old tree, under which a small group of people are picnicking. One seems to be noble by dress, and she is listening intently to the stories of her companions, all of whom seem to be trying to outdo the others with delightful stories and anecdotes. Nearby, a man of advancing years wearing the heraldry of one of the former Sovereigns of Aldis walks past you, carrying a tall, teetering stack of books and rolled scrolls. He makes his way past you, walking carefully to avoid overbalancing his burden. You can see two others crossing the square, wearing a similar sigil. When they see him, they quicken their pace so that they can help relieve him of some of the books he carries. They pause to one side of the square, greeting one another and discussing the contents of the books in delight.”

Example II: A Subdued High Ward Tavern at Midnight

For this example, one of the player characters is meeting a contact in a familiar tavern in the deeps of the night. The setting is one where not much is going on, but the Narrator wants to inject a little color into the scene, just to keep the player character (a spy always on the lookout for enemy operatives) on their toes, so the Narrator draws a single card:

  • Five of Pentacles*: A wounded citizen walks the streets ringing a small bell. They are accompanied by four others in distinctive clothing that marks them as priests of the Primordials. As the group slowly traverses the streets, they call out for charity, not for themselves, but for others. Onlookers seem moved by the procession and begin to speak with one another about how they too can help.

Using This Draw: Now, this card obviously isn’t entirely well-suited on its face for this scene. But the Narrator makes some alterations, adapting it for the quiet of the night-time tavern, thus:

  • “As you enter the tavern, your contact waves to you from the back of the room. The only others in the taproom are a quartet of folk who all wear the vestments of priests of the four Primordials. At the edge of their table is a hand bell and a begging bowl. They have split the coins from the bowl up in the middle of their table, and they are discussing to whom the various small piles of coins ought to go, sliding coins around as they illustrate their points. As you pass them by, you hear quiet but passionate discussion regarding a recently widowed mother of three, while another champions the work of a healer that seeks out the sickly poor in the Lower Ward.”

 

* Note that all the quoted text is as yet unedited, and may change in the final product.

Of Shadows and Light: Blue Rose fiction

New Blue Rose Fiction

Of Shadows and Light: Blue Rose fictionToday we have a new short fiction piece up for sale, set in the World of Aldea from our Blue Rose RPG! Rhiannon Louve brings us “Of Shadow and Light,” Part 1 of a series titled “Those Who Wait.”

Marn the Rose Knight is used to saving the world, but can Kiyn help her learn to save herself?

 

For other Blue Rose fiction, see:

Or view our entire Nisaba Press fiction catalog here.

Heartsong

Blue Rose Short Fiction: Heartsong

HeartsongToday author Lindsay Smith brings us “Heartsong,” a short story set in the World of Aldea, the setting from our our Blue Rose RPG. In this 14-page story, an agent of the Silence finds himself at a moral crossroads when he meets a rhy-bonded Jarzoni priest-adept.

For just $1.99, you can download this tale in your choice of PDF, ePub, or mobi (Amazon Kindle). Or all three!

About Nisaba Press

Nisaba Press is the fiction imprint of Green Ronin Publishing. Nisaba will be publishing novels, anthologies, and short fiction tied to the rich and varied worlds of Green Ronin’s tabletop roleplaying properties. Current plans include stories of swashbuckling horror in the fantasy world of Freeport: City of Adventure, tales set in the romantic fantasy world of Aldea from the Blue Rose Roleplaying Game, superheroic adventures set in the world of Earth-Prime from Mutants & Masterminds, and chronicles of fantasy survival-horror in the world of The Lost Citadel.

Ronin Roundtable: Green Ronin in 2018, Part 1

It seems like just yesterday I was wondering if this Y2K bug would indeed wreak global havoc (spoiler alert: it didn’t) while working on plans to start a new game company. Now here we are 18 years later and Green Ronin is still going strong. Although last year was challenging in many ways, we are starting 2018 in a great position. We have a bunch of projects nearing completion, fantastic new games in the works, and great prospects for the future. Today I’m going to talk about our plans for the next six months. I’ll then do another one of these in June to discuss the second half of the year.

The Expanse

Our biggest project this year is The Expanse RPG. We announced that we’d licensed James S.A. Corey’s terrific series of scifi novels last year and since then Steve Kenson has

been leading the team designing the core rulebook. In a few months we will be Kickstarting The Expanse RPG and the rules will actually be done before we even start the crowdfunding campaign. The game uses our popular Adventure Game Engine, as previously seen in our Dragon Age, Fantasy AGE, and Blue Rose RPGs. We’re excited to take AGE into the future! The Expanse RPG will release in August, debuting at GenCon.

Modern AGE and Lazarus

Want a new AGE game before the summertime? We’ve got you covered! Modern AGE launches in the Spring thanks to the hard work of Malcolm Sheppard and his team. The game lets you run games anywhere from the Industrial Revolution to the near future, with or without supernatural powers as you prefer. Concurrent with that we’ll be releasing the World of Lazarus, a campaign setting based on the amazing Lazarus comic by Greg Rucka and Michael Lark. Its compelling setting provides some timely commentary on current political trends and is a great place to tell stories.

Fantasy AGE, Dragon Age, and Blue Rose

Fantasy AGE and Dragon Age fans will be delighted to hear that two long awaited books are nearing release. Jack Norris and his team have finished the Fantasy AGE Companion and Faces of Thedas and both are now in layout. The Fantasy AGE Companion is the first big rules expansion for FAGE, offering up many ways to expand your game. Faces of Thedas brings a plethora of Dragon Age characters from the video games, novels, and comics to life, and adds some great new rules for relationships and romance. Speaking of romance and fantasy, Joe Carriker and his team have been working on the next book for our Blue Rose RPG. Aldis: City of the Blue Rose is a comprehensive sourcebook about the capital of the Kingdom of Aldis.

Mutants & Masterminds

We are kicking off 2018 with a bang with the release of the new edition of Freedom City, the signature setting of M&M since the game’s first edition. It releases to stores this week so now is the time to check out the city that started it all. Later in the Spring we’ll be releasing Rogues Gallery, a new collection of villains for your campaign. Crystal Frasier skillfully shepherded both of the books to completion, though they were begun by her predecessor. The first book she led from start to finish was actually the World of Lazarus but you’ll be seeing more of her vision of Mutants & Masterminds later in the year with the Basic Hero’s Handbook and Superteam Handbook.

Nisaba Press

Last year we hired Jaym Gates to start a fiction line for us, and this year her diligent work will pay off as Nisaba Press takes off. We will be releasing short fiction from our various settings monthly, and releasing two novels a year. The first will be Shadowtide, a Blue Rose novel by Joe Carriker. We’ll be following that up later in the year with our first Mutants & Masterminds novel.

Freeport and Ork

At the start of this article I mentioned the beginnings of Green Ronin back in 2000. The company’s very first releases were Ork! The Roleplaying Game and Death in Freeport, a modest adventure that launched our longest running property. The new edition of Ork is finished and entering layout. It’s great beer and pretzels fun. Return to Freeport is a six-part Pathfinder adventure coming later in the Spring in which Owen K.C. Stephens and his team really captured the feel of the City of Adventure.

SIFRP and Chronicle System

All good things must come to an end and such is the case with our beloved Song of Ice and Fire Roleplaying. Our license expired in 2017 so there will be no new material forthcoming. We can continue to sell the books we’ve already released, however, so those will remain available to those who want to adventure in Westeros. Our series of compatible Chronicle System PDFs will also continue, first with Desert Threats, a new collection of creatures. Some of the rules material from our last planned SIFRP book, the Westeros Player’s Companion, will be released under the Chronicle System brand with the Westeros specific content removed.

To the Future!

As you can see, we’ve got an action packed six months ahead of us. Later in the year we’ve got excitement like the Sentinels of Earth-Prime card game and the Lost Citadel campaign setting for D&D 5E. Thanks for your continued support! We really do appreciate it. Here’s to some great gaming in 2018!

Ronin Roundtable: Nisaba Press!

Hi, I’m Jaym Gates, Line Manager for Green Ronin’s Nisaba Press. We’ll be publishing fiction tied in to the Green Ronin properties, both short fiction and novels. I was given three missions: make a great fiction line, make sure it was a great diverse fiction line, and find some great new voices for both fiction and RPGs. That’s pretty much the most exciting mission plan you could give me, for anything. Why? I got into editing because I discovered how amazing it was to find those incredible new voices that no one else has found yet. There is also something intensely rewarding about taking a good piece of fiction and refining it to its best form.

As we’re releasing our first batch of regular stories, I wanted to talk a little bit about tie-in fiction, and why Nisaba.

First off, one of the best things about tie-in fiction to me is that it gives fans new stories and elaborates on beloved settings. Flavor text in RPG books is great, but sometimes you really want to go on an adventure with characters. See the sights of Emerald City, smell the sweet reek of Freeport, maybe feel the wind on your face as Rezeans gallop across the plains. While we can’t LITERALLY give you all of that, fiction gives windows to the new and existing characters in our settings. Maybe they’ll inspire new adventures, show up in your existing adventures, or just be a brief excursion with a fictional friend, but any way it goes, we love giving fans the chance to interact at more length with our settings.

It’s also a great way to get your RPG fix if you don’t have time to game, are playing another game, or can’t get a good group. It’s like talking to an old friend you don’t get to see often enough.

Secondly, tie-in fiction is a great way for new fans to get involved. There are a lot of settings, a lot of rules, and a lot of history. It can be scary for someone to just jump in at the deep end with no idea what’s going on. A short story or novel takes away that overwhelming feeling of “SO MUCH STUFF” and gives the reader a gentle introduction to a new place.

And last but not least: because the world is made of stories, and stories allow the creators to develop things that might never come up in the RPGs, or that might just not have been thought of. Narrative is a unique thing that forces you to think of so many angles that you might not otherwise see. The scents and sounds of a world, the interplay between character and their religion, questions of morality and honor. A story fleshes out what the RPG has built to a level that flashes and flavor text can’t approach.

So that is “Why tie-in fiction.” I’m really thrilled with the stories I’ve already been working on. We have Anthony Pryor’s My Night in Freeport, Lindsay Adam’s tale of an Aldean agent and a Jarzoni priest-adept, Eytan Bernstein’s story of Kid Robot’s first day of school, and so much more. All of these are original fiction set canonically in the settings you know and love. My hope is that they bring another aspect of engagement and joy in the setting.

And keep an eye out, we’re planning to host an open submission period in a few months, so if you’re wanting to write fiction for Blue Rose, Freeport, or Mutants & Masterminds, get plotting now!

Ronin Roundtable: To Boldly Go…

Hard to resist the appeal of the world’s most famous split infinitive, given the topic of this column and the recent relaunch of a certain science-fiction television series, although this Ronin Roundtable has to do with far more earthly matters.

One question I get a lot on diversity panels and interviews about inclusion and such is: “As a queer creator, do you face a lot of censorship?” To which I’d say, as a cis-gendered white male American creator, not nearly as much as some, but from talking to a lot of my queer colleagues in the game industry, much of the censorship we have faced has been self-censorship, a tendency to second-guess ourselves, to flinch a bit away from including the kinds of things we’d like to read in a product, in the interest of appealing to a broader audience, or “not pushing” or, frankly, whatever bullshit excuse we could come up with to justify not putting ourselves “out there” too much.

In my own experience, RPG publishers have actually been quite supportive of my going out on a limb and it has been much more of a question of just how far out there I was willing to go. I’m sure that’s not necessarily everyone’s experience, but when I wanted to make the protagonist of my Shadowrun novels gay, and talk about his trauma involving the death of his mentor and lover when he was a teenager, or when I wanted to include an openly gay superhero in Freedom City, or to incorporate queer people into the mythology and society of a fantasy setting in Blue Rose, publishers supported me unconditionally. Any places where I didn’t push boundaries or challenge expectations I attribute to my own lack of imagination, courage, or willingness to take a risk.

Don’t get me wrong, I’m not beating myself up over who and where I was back then. I did what I was able to do (rather than what I was “allowed” to do) and I had a lot to learn. I’m a strong believer in Maya Angelou’s ideal of “I did then what I knew how to do. Now that I know better, I do better.” At least, I certainly try to do better. All creative work involves risk: You’re putting a part of yourself into your creation and then putting it out there for people to love or hate or criticize or simply ignore with a “meh” and shrug, for fellow professionals to edit, critique, and evaluate. When you’re also going against the current of the mainstream culture, you’re taking an even greater risk but, in my experience, the rewards of a creative work are commensurate with the risks that you take.

That’s what led us to talking at Green Ronin’s recent planning summit (and afterwards) about encouraging bold creation: opening opportunities for new voices, diversifying both our creators and our ideas, exploring paths not taken, and finding ways to support and encourage each other when we feel the urge to back away from a leap of faith that seems too far, too risky. To find ways instead to help each other and the creators who work with us by saying: “Be bold. Jump, and we’ll be there to help catch you.” Bold creativity and inclusivity—telling the stories that truly speak to you—is still a risk, it will always be a risk, but it’s not a risk you necessarily have to take alone. If this idea speaks to you, talk to us.

 

Green Ronin Freebooters – Run games for us!

Welcome to the Green Ronin Freebooter GM Information Hub!

Green Ronin Publishing is looking for some great new folks to run our games at select conventions. You may have seen us promoting our program at GaymerX and Gen Con, but for 2018, we’re expanding out to more shows. Here’s some information about various shows we’re looking for folks to submit games.

Gen Con 2018

Many of our games, especially Mutants & Masterminds, are on the list of Gen Con High Demand Games. Over the years, we have also received a lot of requests for more Dragon Age, plus we’re always happy for more Song of Ice & Fire. For 2018, we hope to expand that out more with lots of submissions for Blue Rose RPG, The Lost Citadel RPG, Fantasy Age, Titansgrave, Freeport, Critical Role Campaign Setting, Lazarus, Love 2 Hate, and more.

We’re looking for volunteers to run games, whether one session or 4-days of sessions. Here’s how it works:

  • Green Ronin arranges for a GM Badge in return for 12-hours worth of game time scheduled.
  • For 16+ hours of game time scheduled, we will reimburse your hotel based on ¼ of a regular rate.  As an example, if a room is $200 per night we’ll pick up your part, so $50 per night!
  • Green Ronin must submit your games to count towards the GM Badge reimbursement and hotel room reimbursement.
  • You are still welcome to submit games via your favorite game group or other game companies, but we will only pick up badges/hotel reimburse for our submitted games.

Don’t need a free badge or hotel reimbursement? We’d still love to feature your game! If you submit a game with your favorite gaming group, or on your own, let us know and we’ll promote your game via our social media and at the Green Ronin Publishing Booth.

Other shows:

We’ll also be looking for Freebooter GMs at the following shows in 2017 and 2018! We will update the info here when we know what we can offer folks who can do the shows. If you’re interested in any of these shows below, please submit on the form at the bottom!

2017

2018

If you’re interested in the Gen Con Volunteer GM Program for 2017, you can fill out this handy form so we can email you with information.  Thank you for your interest in running games for Green Ronin Publishing! Questions? Email Veronica at rubytemplar@greenronin.com

Happy Gaming!