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Blue Rose is a “Roleplaying Game of Romantic Fantasy” by Green Ronin. I initially anticipated “romantic fantasy” to refer to a play style that would include greater attention to personal interaction. While some attention is paid to the topic, in this context “Romantic Fantasy” refers to the style of fantasy characterized by several novel series by authors like Mercedes Lackey, Diane Duane, and Tamora Pierce. The book is written by Jeremy Crawford, John Elliot, Steve Kenson, and John Snead, and published by Green Ronin.
Blue Rose is an OGL product based on the d20 System Reference Document, but not bearing the d20 logo. As such, it has (and uses) the liberty to include variations in fundamental character design details, and does not require a d20 core book to play; the book is effectively stand-alone.
A First Look
Blue Rose is a 224-page perfect bound softcover book priced at $29.95. It is also available at RPGnow.com as a PDF document.
The cover bears an attractive watercolor painting by Stephanie Pui-Mun Law (the book cites her as Stephanie Pui-Min Law) depicting a woman (presumably the Queen in the book’s setting) bearing the titular
blue rose scepter standing in front of a deer. Miss Law has long been one of my favorite fantasy artists, and it is nice to see her talents turn towards RPGs again.
The interior is black and white. The book is nicely laid out, with eye catching border art and background patterns in sidebars. For interior art, the book enlists Elaine “Lilith” Bettocci, Elizabeth Danforth, Eliza Gauger, Jonathan Kirtz, Stephanie Pui-Min Law, Leo Lingas, Jennifer Meyer and Lisa Wood. Law and Meyer (who has illustrated prior Green Ronin d20 books) have a similar, “natural/fey/angelic” style, and their illustrations really set the tone for the book. The other artists all have good contributions. In particular, Leo Lingas, whose work I have not seen before, provides several eye-pleasing illustrations with bold looking characters and lavish city-scapes.
I noticed no immediately apparent grammatical or formatting errors.
A Deeper Look
Blue Rose is divided into 9 chapters, plus an introduction, introductory adventure, appendix (covering conversion of d20 system material) and index. The first chapter is an introduction to the setting, chapters 2-7 are rules material, chapter 8 provides advice on GMing… er,
narrating (a term that makes me nervous), and the 9th chapter is a bestiary (collection of creature statistics.)
The setting of Blue Rose is
Aldea. The history of Aldea is not all that unlike the typical fantasy RPG setting, with a cosmology explaining the nature of magic and the afterlife and divine conflicts, a history including shattered empires and sorcerer kings that brought a dark time upon the land, and a current-day situation including sympathetic and villainous nations.
The central such sympathetic kingdom which PCs are apparently expected to hail from is
Aldis. Aldis is depicted as an enlightened nation that embraces diversity, and its nobility are educated and pulled from educated and benign folk. The ruler of Aldis is chosen by an enchanted creature, the
Golden Hart, and the sovereign wields a relic called the
Blue Rose Scepter which magically confirms the character of would-be nobles.
This all makes Aldis seem like too idyllic a place for adventure, for adventure requires conflict, after all. The book suggest a number of possible sources of strife, including bandits, fallen nobles, shadow cults, and shadowgates (remnants of the ancient sorcerer kings that are a path for allowing darkfiends into the world.)
The world of Aldea does not feature the same assortment of races as typical d20 fantasy. It features humans but the mechanics of even humans differ, taking into account cultural differences, granting them favored skills and feats (allowing more choices in these areas.) Other races also feature favored skills and feats and include nightfolk (brutish results of sorcerous experiments of the past), Rhydan (animals with intelligence and arcane abilities), sea-folk (androgynous creatures at home on land or sea) and vata (humanoid creatures with arcane talents, of the mixed blood of humans and a now extinct race.)
Other aspects of the rules system are more extreme in their variation from the core d20 rules. The first thing to note is that there is no 3-18 ability score scale. Your ability scores are 0 average and are added directly to rolls as the ability score modifiers are in d20. Players are allotted 6 points to split between their skills, and PCs are allowed to gain extra points by taking negatives in scores.
There are still classes and level progression despite this, but this is altered quite a bit from the d20 standard. Ability scores progress slowly (but are actually quick if you consider that they are twice as significant as in standard d20), but feats progress very quickly, at one per level. These feats must be chosen from a favored list for your characters role (class). Characters also have a role-independent progression in conviction (see below).
The Blue Rose system (which has been dubbed “True20” and is now available sans setting) only features three
roles (classes): adept, expert, and warrior; these classes are good at magical, mundane, and martial skills, respectively. The roles are very general “classes”. A character’s role and level define progressions in a number of areas. Characters receive the traditional attack bonus and three saves; Blue Rose rolls also have a Toughness save bonus (in lieu of hit points, see below), a defense bonus (similar to d20 modern), and a reputation bonus.
Characters of a given roles can only select feats from their favored lists (which consists of the general list and a class-specific list). Since the roles do not get class abilities, but feats come at every level, feats take over the role of class abilities.
In addition to these basic characteristics, each class has a number of “paths”; these paths are basically starting packages for common character types of the given role, with defined starting skills and feats. Paths do not influence a character after 1st level and are more or less example starting characters; paths can help speed up building characters of certain concepts, though. Overall, the heavily feat-driven nature of Blue Rose roles give the player a lot of PC design flexibility.
Skills are simplified a bit from standard d20. Instead of allocating ranks, characters receive the essential equivalent of only having maxed out skills, whether they are favored (class) or normal (cross-class). A character can still expand their skill repertoire by selecting a general feat that gives them more known skills.
This is an adequate simplification for most purposes, and one that I have used myself when running d20 games for my daughter. It does run into some problems when you make multi-role characters since you can’t simply allocate points from your new role level to new skills; if your new role doesn’t have more known skills than your old, you get no skills corresponding to your old role without expending feats (and if your new role does have more skills, you get “credit” for all of your old role levels.)
The alignment system is replaced by one that in simpler when it comes to defining fundamental ethical outlook (replaced by Light, Twilight, and Shadow), but the system provides an avenue to address subtler aspects of a character’s personality. All characters receive a
calling (a goal in life) as well as two natures. The list of natures is split into pairs of generally contradictory character qualities; a character selects one “light” and one “shadow” nature. The lists of callings and natures also has a correspondence to the cards of a tarot deck, allowing you to randomize results with such a deck.
Calling is more than just a character personality detail. It playing into the conviction mechanic.
Conviction points operate a bit like action points or similar mechanics; conviction points allow characters to reroll dice rolls, recover damage, emulate feats, and so forth. A character gains conviction by level, and slowly recovers used conviction.
A character can also recover conviction by following their calling
through one of their natures. So if a character has a calling to gain wealth and has a cruel nature, if they gain wealth by inflicting cruelty, they may regain conviction.
The apparent idea here is to dangle mechanical carrots in front of the players to get them do things that have in-game consequences. I normally disdain intrusive personality mechanics. This one is sort of limited in scope, which may keep it from being too intrusive, but it also seems like that very fact makes its inclusion questionable.
The skills themselves are simmered down a bit from the standard d20 skills breakout. Balance and Jump are combined into Acrobatics, and Hide and Move Silently are combined into sneak. Spot and Listen are combined into Notice, which also covers the other, formerly neglected, senses. This is a functional and logical take on the d20 fantasy skill selection, but is one of many design decisions that make Blue Rose / True20 less compatible with other supporting d20 products.
Magic and psychic powers, or
Arcana operate by a skills-and-feats system fundamentally similar to the one presented in Green Ronin’s Psychic’s Handbook (see my review
here.) The character can select
Talent feats corresponding to the six
arts: animism, healing, meditative, psychic, shaping, and visionary. Having the appropriate talent feat gives the character access to a number of associated
arcana skills. These skills perform functions similar to spells in core d20 fantasy, but higher skill result totals allow the character to perform greater feats of magic. Unlike the
Psychic’s Handbook, saving throws stem from the character’s adept class level rather than the skill ranks in the arcana skill. This makes the arcana system a bit more class/role dependant.
As there is no nonlethal damage in the game, but damage rolls, there must be a different mechanic to limit the use of arcana than that presented in the
Psychic’s Handbook. As you might suspect, this is translated to a saving throw as the damage mechanic is. However, it does not translate to a Toughness save, but instead to a will save; certain fatiguing arcana, if this save is failed, result in a fatigued (or worse) condition for the character.
A special subset of the arcana mechanic is the sorcery and corruption mechanic. Some arcana are defined as
sorcery when used for certain purposes (primarily harming others, making this very similar to the nature of darkside force usage in
Star Wars). Uses of sorcery have the potential to corrupt character (some corrupted places or items can cause corruption if a character performs evil (ahem,
shadow natured) acts while in a corrupt place or in possession of a corrupt item.)
In situations like this, a character is required to make a saving throw or accumulate corruption, which applies as a penalty to their wisdom and constitution score. A player may choose to have their character embrace this corruption, which lets them use their corruption score in the place of all of their ability scores for arcana, but changes their alignment to shadow. This is a very moody and mechanically compelling magical corruption mechanic, better than those that appear in
Star Wars and
Rokugan.
As alluded to earlier,
Blue Rose does not use a hit point mechanic for damage. Instead, it uses a
Toughness save mechanic similar to the damage save mechanic of
Mutants & Masterminds. A character who is struck by an attack must make a toughness save with a DC whose severity is determined by the damage modifier of the attack. A damage track is used to track the effects of hits; higher rolls result in more severe effects.
A
N arrating chapter provides advice and GM-related rules for running the game. As with the rest of the book, there are some stark differences between
Blue Rose and standard d20 fantasy. The most significant of these is the advancement system, which can be summed up as “advance characters when you feel like”. Advice sections discuss romance and intrigue, topics neglected in the core d20 rules.
A bestiary chapter provides statistical translations of many standard d20 creatures appropriate to the setting, such as hags, animals, and will-o-wisps, stirges, ogres, and vampires. A few new creatures are featured, including rhydan (intelligent animals) and darkfiends.
The book features a standard d20 conversion appendix, an index, and a character sheet.
Conclusion
The
Blue Rose game system is an intriguing take on the d20 system. The roles are very flexible, but still provide the player with a good degree of guidance in creating characters. The major drawback I see in the
Blue Rose character generation is the simplification of the skill system; while it does simplify the task of advancing character skills, it removes flexibility from the system where other changes acted to improve it.
The arcana system is interesting. I feel that the system stands better on its own than alongside the core d20 magic system as was the case in the
Psychic Handbook. Adapting the system to the Blue Rose system also improved the system, making casters more reliant on their will save instead of the somewhat odd dependance on physical toughness in the prior system that used nonlethal damage (and thus caused a strange synergy with physical classes.) The sorcery mechanic is also a valuable component of the magic systems, a compelling take on the concept of magical corruption.
The setting left me less impressed. Though the backstory is interesting, it’s not at all nonstandard for a fantasy setting; it features an idealized enlightened monarchy surrounded by less sympathetic foes. Considering the depths that some other parts of the book go to in emphasizing roleplaying and intrigue, I would have thought that a more morally complex tapestry of nations and locales (something that settings written to more tradition d20 fantasy have accomplished.)
Fortunately, the system is available seperately as the True20 system (unfortunately, I understand it lacks the sorcery system.) The Blue Rose system could be used to support settings more like fantasy literature (and not just the ones listed in the inspiration), an ability that the d20 system is commonly lamented for lacking.
Overall Grade: B+
-Alan D. Kohler