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Green Ronin to release Dragon Age tRPG


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#1 Bluenose

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Posted 06 May 2009 - 01:46 AM

Green Ronin Publishing have just announced they will publish a tabletop TPG based on Bioware's forthcoming Dragon Age: Origins game. No indication yet about the rules system involved, but GR have done some interesting work with adaptations of the D20 system including the excellent Mutants and Masterminds superhero game, and recently published the "A Song of Ice and Fire" RPG using a system of their own.


And I'd like to be the first to say, it's like they've tried to put a computer game on the tabletop. :devil:

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#2 Deathsangel

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Posted 06 May 2009 - 02:03 AM

Hm, never heard of that Mutants and Masterminds...
Personally the Quinsentianal (or what is it called) and other D20 stuff of Green Ronin always made me raise an eyebrow. Perhaps a d20 system around other ideas like M&M (:P) and that Song & Ice stuff will make me consider them somewhat different :P

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#3 Bluenose

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Posted 06 May 2009 - 05:17 AM

Hm, never heard of that Mutants and Masterminds...
Personally the Quinsentianal (or what is it called) and other D20 stuff of Green Ronin always made me raise an eyebrow. Perhaps a d20 system around other ideas like M&M (:P) and that Song & Ice stuff will make me consider them somewhat different :P


Green Ronin were a bit erratic when they first started, with some very odd products. I think they've been doing a lot better since they started working with systems that they'd developed themselves, even if those are derived from the standard D20 system. Mutants and Masterminds is my favourite superhero RPG without question, and they've got a new fantasy variant (Warriors and Warlocks) that I want to try out. It appears that they won't be using this system for Dragon Age, but whether it's a variant of Song of Ice... or something entirely different isn't clear.

Back from the brink.

Like RPGs? Like Star Wars? Think combining the two would be fun? Read Darths and Droids, and discover the line "Jar Jar, you're a genius".

These, in the day when heaven was falling,
The hour when earth's foundations fled,
Followed their mercenary calling
And took their wages and are dead.


#4 Bluenose

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Posted 28 May 2009 - 04:52 AM

Some more info. from this interview with Chris Pramas:
http://www.gamebansh...agonagerpg1.php

* It has been worked on for about a year, and is just being finalized.
* Class and level based
* Classes: Warrior, Mage, Rogue
* Only uses d6s
* Uses a spell point system
* No Alignments
* Doesn't use the exact same system as the computer rpg
* Boxed set
* Presumes no existing rpg experience (designed to teach how to play, lots of examples/advice)
* Everything runs off ability tests, so you?re rolling 3d6 and adding one number to get your result.
* Boxed set has two books (Player?s Guide and GM?s Guide), a poster map of Ferelden, and 3 six-sided dice. The Player?s Guide introduces roleplaying generally and the game specifically. It shows you how to make a character and gives you the first five levels of each class. The GM?s Guide teaches the art of game mastering and includes an adventure.
* Additional sets will cover levels 6-10, 11-15, and 16-20.
* There will be adventures and other supplements.
* The first set will be $29.95


Reminds me a bit of BECMI D&D in giving you rules arranged by level. That's maybe a little old-fashioned, but at the price point I'll be having a look anyway.

Back from the brink.

Like RPGs? Like Star Wars? Think combining the two would be fun? Read Darths and Droids, and discover the line "Jar Jar, you're a genius".

These, in the day when heaven was falling,
The hour when earth's foundations fled,
Followed their mercenary calling
And took their wages and are dead.


#5 Bluenose

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Posted 24 October 2009 - 04:28 AM

A bit more about this in the latest Green Ronin podcast.

It's a boxed set with a players book, gms book, poster map and three dice.
Bioware approached GR about it.
Bioware recommended they not use the computer game system, since it's designed for a computer, but only take the concepts and adapt the tabletop game to give comparable play. GR have tried to keep many of the spells and combat techniques but make them tabletop specific.
The Player's Book is written with the idea that people buying it will not be familiar with tabletop RPGs, so focuses on being a user-friendly introduction to RPGs, character generation, and the basics about the world. It has all you need to play.
The GM's book is designed to teach GMs how to run a game, and includes a sample adventure. More of the setting information is in here.
The basic mechanic involves rolling 3d6 and adding your ability against a target number. One of those dice is a "Dragon Dice", which determines how good a succcess you had in non-combat situations. Adventures are written with an explanation of what different levels of success mean.
For combat and spellcasting, the Dragon Dice will allow a player to perform stunts if any two of the dice are a pair. The score on the Dragon Dice determines how many stunt points you have, which let you modify the spell or attack accordingly. Examples they mentioned include disarming opponents, strikes that ignore armour, and reduction on the mana cost of spells.
Three classes, Fighter, Rogue and Mage. These will have talents which give access to special stunts and which may make some stunts use less stunt points.
It should be out on PDF around the same time the computer game is out, with the printed version about a month later.

Back from the brink.

Like RPGs? Like Star Wars? Think combining the two would be fun? Read Darths and Droids, and discover the line "Jar Jar, you're a genius".

These, in the day when heaven was falling,
The hour when earth's foundations fled,
Followed their mercenary calling
And took their wages and are dead.