Fantasy AGE

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Overview

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)
Adventure Game Engine (AGE)The Adventure Game Engine (AGE) is a tabletop roleplaying game system designed by Chris Pramas and p...High-FantasyRules-medium
that Pramas built for the
Dragon Age Roleplaying Game
Dragon Age RPGGreen Ronin Publishing brings fantasy roleplaying back to its dark and gritty roots with the Dragon...High-FantasyDark Fantasy
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
Dragon Age RPGGreen Ronin Publishing brings fantasy roleplaying back to its dark and gritty roots with the Dragon...High-FantasyDark Fantasy
,
Modern AGE
Modern AGEModern AGE is a genre-toolkit tabletop roleplaying game covering everything from the Industrial Revo...Sci-fiRules-mediumModern
, and
Blue Rose
Blue Rose RPGBlue Rose: The AGE RPG of Romantic Fantasy is a tabletop roleplaying game of heroism, intrigue, and...High-FantasyRules-mediumHeroic
.

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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