Varamu Game systems Tabletop Roleplaying Games

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Dragon Age RPG
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Tabletop Roleplaying Games

Dragon Age RPG

High-Fantasy
Green Ronin Publishing
Green Ronin Publishing brings fantasy roleplaying back to its dark and gritty roots with the Dragon Age RPG. Based on the hugely popular video games, the award-winning Dragon Age RPG brings the excitement of BioWare’s rich fantasy world to the tabletop. Designed by Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an original game system (the Adventure Game Engine) that’s both easy to learn and exciting to play. The Dragon Age RPG is the perfect portal to tabletop roleplaying. The Adventure Game Engine’s rules run on your wits and a roll of the dice. Dragon Age also features an innovative stunt system that keeps combat and spellcasting tense and exciting. So gather your friends, grab some dice, and get ready to enter a gripping world of heroic challenges and villainous rivals, of brave knights and bloodthirsty darkspawn, of mysterious gods and menacing demons, the world of Dragon Age!

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Blue Rose RPG
Tabletop Roleplaying Games

Blue Rose RPG

High-Fantasy
Rules-medium
Blue Rose: The AGE RPG of Romantic Fantasy is a tabletop roleplaying game of heroism, intrigue, and romance, originally designed by Jeremy Crawford, Dawn Elliott, Steve Kenson, and John Snead and published by Green Ronin Publishing. It first appeared in 2005 running on the True20 system, a simplified offshoot of the d20 System, before Green Ronin funded a full second edition through Kickstarter and rereleased it in 2018 rebuilt on their own Adventure Game Engine (AGE). It holds a real place in the hobby's history as the first roleplaying game to explicitly write acceptance of every gender and sexual orientation - including polyamorous relationships between adult characters - directly into its rules and setting, well before that became common practice. The system is built on the Adventure Game Engine (AGE), the same engine Green Ronin uses for Dragon Age, Fantasy AGE, and Modern AGE, replacing the True20 rules the original 2005 edition ran on. Description Players take on envoys of the Sovereign's Finest, agents of the Kingdom of Aldis charged with defending it through diplomacy, investigation, and magic as much as combat, often partnered with a rhydan - one of Aldea's psychic, sapient animals, treated as a full citizen and frequently a fellow player character rather than a pet. The Game Master sits across a conflict between Aldis's tolerant, magic-embracing society and its neighbors: the zealous Theocracy of Jarzon and the corrupted Kingdom of Kern, both shaped by the legacy of the ancient Sorcerer Kings and the creeping influence of the Shadow. The game asks its table to take relationships and personal conviction as seriously as any fight - romance, loyalty, and belief are built into the character sheet, not left to sit outside it - and it leans toward stories that resolve through negotiation and investigation at least as often as the sword.

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Adventure Game Engine (AGE)
Tabletop Roleplaying Games

Adventure Game Engine (AGE)

High-Fantasy
Rules-medium
The Adventure Game Engine (AGE) is a tabletop roleplaying game system designed by Chris Pramas and published by Green Ronin Publishing, first introduced in the Dragon Age Roleplaying Game, an officially licensed adaptation of BioWare's video game series. Rather than staying tied to that one setting, AGE was generalized into a standalone toolkit that Green Ronin has since reused across a growing family of otherwise unrelated game lines: Fantasy AGE, Modern AGE, The Expanse Roleplaying Game, Blue Rose: The AGE Roleplaying Game of Romantic Fantasy, and Cthulhu Awakens. Each line shares the same dice math and character-building vocabulary while reskinning them for a different genre, from grim high fantasy to hard-science-fiction space opera. Description Sit down at any AGE table and the character sheet looks familiar whatever the setting: a handful of ability scores, a page of Focuses that narrow down what a character is actually good at, some Talents, and a Health track that goes down rather than up. What changes by line is who's being played and what the group is doing with them. Dragon Age and Fantasy AGE put players in a class-based, sword-and-sorcery world built on the same tropes as the video games. Modern AGE drops the classes in favor of a freeform, contemporary or near-future toolkit for playing civilians, agents, or specialists; The Expanse puts players on a scraping-by crew in a hard-edged solar system where violence is fast and often permanent; Blue Rose asks for heroes of a deliberately hopeful, consent-based fantasy nation. The Game Master narrates outcomes and calls for rolls, and underneath every one of those settings sits the same rhythm: roll, hope for doubles, and spend what's earned on a stunt table built for the scene in front of you.

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Fantasy AGE
Tabletop Roleplaying Games

Fantasy AGE

High-Fantasy
English
Fantasy AGE is a tabletop roleplaying game of class-based sword-and-sorcery adventure, designed by Chris Pramas and published by Green Ronin Publishing. It first released as the Fantasy AGE Basic Rulebook in 2015, adapting the Adventure Game Engine (AGE) that Pramas built for the Dragon Age Roleplaying Game into a standalone, setting-neutral fantasy toolkit rather than a licensed tie-in. A second edition followed in February 2023, staying roughly 90% compatible with the original while folding in years of supplement material and adding two new subsystems, Peril and Daring. The system is built on the Adventure Game Engine (AGE), the same engine Green Ronin uses for Dragon Age, Modern AGE, and Blue Rose. Description Players build adventurers from one of four classes - Envoy, Mage, Rogue, or Warrior, covering the social, magical, sneaky, and fighty corners of a party respectively - and one of nine Ancestries (Draak, Dwarf, Elf, Gnome, Goblin, Halfling, Human, Orc, or Wildfolk), a term Green Ronin adopted across its AGE games to sidestep the baggage "race" carries in older fantasy RPGs. The Game Master (GM) runs a setting of the table's own choosing rather than a fixed world. Fantasy AGE was built from the start as a toolkit for running any sword-and-sorcery campaign rather than one specific IP. Sessions lean on the AGE system's stunt-heavy combat to keep fights fast and cinematic, while the optional Peril and Daring systems ask a table to decide up front how much extra swing they want between a party's best and worst moments.

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