project-image

The Fifth Season RPG Pre-Order Store

Created by Green Ronin Publishing

N.K. Jemisin’s multiple Hugo Award-winning Broken Earth Trilogy comes to tabletop RPGs in The Fifth Season Roleplaying Game!

Latest Updates from Our Project:

Stretch Goal Unlocked! Comm Creation Folio!
over 1 year ago – Wed, Feb 15, 2023 at 08:04:27 AM

We have achieved another stretch goal for the campaign!

"a PDF booklet that guides you through making your Comm and tracking it over time. If your pledge includes any edition of The Fifth Season RPG, the Comm Creation Folio will be included in your rewards for free."

We're already working on our next stretch goal, which will be a collection of 50 ready-made NPCs you can use to quickly populate your game when (inevitably) your players go far afield of your best-laid plans, and suddenly you need names, personalities or even stats. An incredible time-saver for any Game Moderator!

We'll have the next preview article up tomorrow, which will talk a little bit about character creation, and we should also have some exciting new interviews to share with you all soon!


Fifth Season Preview: Comm Creation
over 1 year ago – Thu, Feb 09, 2023 at 10:38:32 AM

While the freely available Fifth Season Quick-start provides a substantial “test-drive” of the Fifth Season RPG the Quick-start necessarily leaves out some things in the interests of space and getting folks up-and-playing the game as quickly as possible. For those interested in the Fifth Season RPG, we’re going to take a tour through some of the features of the full-fledged game that the Quick-start doesn’t touch upon, starting with comm creation.


A Fifth Season campaign also starts with comm creation. As the book itself says:

“The comm is what binds the characters together as a group. Presumably, whatever their personal goals and agendas, the success and survival of their shared comm is foremost in the characters’ minds … In many ways, the comm serves as a kind of “meta-character” within a Fifth Season chronicle, a shared part of the story created and sustained by the entire group. While individual player characters may come and go, survive or perish, prosper or fail, the comm goes on. In a long-running chronicle, the comm may even outlive all of the characters, as future generations come up and take their places and see to the care and growth of the community.”

The game group creates the comm before creating their individual characters. This provides a good basis for character ideas and concepts, ensuring they fit in with the comm and the overall direction of the campaign. That said, players may have certain character ideas in mind while creating the comm, and it’s perfectly valid to guide comm creation in the direction of those concepts as well.

The process of creating the comm has four steps:


Step One: Concept


First, the players as a  group decide on an overall concept for their comm. Where in the Stillness is it? How big is it? How old? What kind of comm is it? This is influenced by the game’s Session Zero and the type of campaign the group wants to run.

It is best to keep the concept loose at this initial step, subject to changes based on the rest of the process, just enough to offer a basic framework for the group to create the comm around. For example, it’s sufficient to say “A small comm in the Nomidlats, probably north of the Tufa Mountains, possibly near a river.” Even that narrows the field of possibilities considerably and offers some direction to the comm creation process.

The comm’s concept can help to direct further decisions about the comm and its traits, people, and qualities, but those things can also affect and change the comm’s concept as they develop.


Step Two: Traits


Like characters in Fifth Season, comms have traits that define them, describing areas where a comm is strong or weak, fortunate or unfortunate. The primary comm traits are related to five of the primary common use-castes of people in the Stillness:

●      Strength: Strongback caste. A combination of the comm’s ability to perform physical labor and their military might in fielding soldiers.

●      Resistance: Resistant caste. The comm’s ability to withstand disease, starvation, and related challenges, both due to the presence of a strong Resistant caste and their skills in caring for others.

●      Innovation: Innovator caste. The comm’s ability to come up with new solutions and ideas and to practice technical skills.

●      Leadership: Leadership caste. The quality of the comm’s leadership and organization and the comm’s ability to handle matters diplomatically.

●      Resilience: Breeder caste. The comm’s resilience and ability to recover from setbacks and losses.

Comms also have the secondary traits of Size, Cache, and Stability. The players assign values to the comm’s traits as a group, as well as choosing focuses for them, similar to the ability focuses AGE system characters have.


Step Three: Qualities


Traits provide quantitative values for the comm. This step looks at the comm’s qualities. It poses a series of questions to the players (chosen or randomly rolled from a table) wherein each player answers something about the comm: Qualities include Status, Geography, History, Features, Culture, and Secrets. You can use the prompts provided in the game or make up your own using those categories. Each player gets input into what the comm is like, and ideas about the comm may develop and change as different qualities are applied.


Step Four: The Year Before


To complete the comm creation process and move on to the creation of the primary characters the players will portray, the group plays through one year (four seasons) of comm level game play as defined in the rules. This defines the kind of year the comm has had just before the campaign begins.

Some groups might want to play out a longer or shorter time, anywhere from just a season or two to multiple years, but the year before is the minimum recommended time. Play out this time before creating the player characters, as the events in the year before might well spark some ideas for characters and their own stories.

Next: Character creation in Fifth Season, including use castes and specializations, along with talents and some possible secrets… 

Another Stretch Goal Unlocked!
over 1 year ago – Tue, Feb 07, 2023 at 07:54:53 AM

We keep on knocking out those stretch goals!
 
 This morning we have unlocked a 2nd adventure for the Core Rulebook! It's called Miroq Festival by Alice Rendell.
 
That brings us up to four ready-to-go adventures when the book releases!
 
Here are all the adventure titles and their authors so far:
 
· Stress Fractures by Hiromi Cota - appearing in the Free Quickstarter
· False Season by Eugenio Vargas - appearing in the Core Rulebook
· Ruin-Under by Nell Raban - appearing in the Game Moderator's Kit
· Miroq Festival by Alice Rendell - a second adventure in the Core Rulebook!

 Our next stretch goal is already in sight! At $150,000, we will produce a PDF booklet that guides you through making your Comm and tracking it over time. If your pledge includes any edition of The Fifth Season RPG, the Comm Creation Folio will be included in your rewards for free.
 
Stay tuned, we have more surprises and updates on the way!

Stretch Goal Unlocked! Comms of the Stillness
over 1 year ago – Sat, Feb 04, 2023 at 04:48:45 PM

We have unlocked another stretch goal!

Any pledge that includes a copy of the rulebook, will now receive a short PDF that details 8 ready-made comms that can be used as neighbors, allies, or rivals of the Player Characters' comm.

Next week we'll start rolling out a series of articles as updates to the campaign (as well as posting to our blog at greenronin.com), that will talk about some things that were left out of the Quickstart PDF, but are key elements of the rulebook, such as Comm/Character creation, game play, and even when your games are likely to take place with regards to the events of the novels. 

Thanks again for helping us make this campaign such a success!

Stretch Goal Unlocked! A New Adventure for the GM Kit!
over 1 year ago – Mon, Jan 30, 2023 at 11:10:24 AM

That's THREE Adventures available from the start! (Core Rulebook, GM Kit and the Quickstart)

We'll have another update soon with the next stretch goal! Thank you so much, everyone!