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Fantasy AGE Basic Rulebook
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Fantasy AGE Basic Rulebook

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The Fantasy AGE Basic Rulebook is your entry point to tabletop roleplaying. Now you can be the hero in your own sword and sorcery adventures!

This is the game played on Wil Wheaton’s new tabletop RPG show, Titansgrave: The Ashes of Valkana

The Adventure Game Engine (AGE) rules are easy to learn, and feature an innovative stunt system that keeps the action tense and exciting. This Basic Rulebook includes full 20 level advancement for all three classes, a new magic system, advice for players and GMs, and an introductory adventure so you can get started right away. You can use Fantasy AGE to run adventures in the campaign setting of your choice or a world of your own creation. A new AGE is upon us!

Want to know more about how Fantasy AGE works in play? See it in action with Wil Wheaton and friends, in Titansgrave: The Ashes of Valkana, on Geek & Sundry. Preview video linked below.

NOTE: This book is available as part of a print pre-order package on the Green Ronin site and through participating brick and mortar stores. 

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Reviews (14)
Discussions (13)
Customer avatar
Robert L July 09, 2018 4:30 pm UTC
It's a shame this game has been abandoned by Green Ronin. It's a well done system with only a few flaws (biggest being encounter building for the GM).
It just seems that is Green Ronin's way though- make a product with a few supplements and then promptly do nothing with it (FA, DA, T20, etc).
Very unfortunate.
Customer avatar
Sling S September 24, 2019 12:20 pm UTC
I think the encounter building for the GM issues have been covered in their newer Companion and recent Campaign Builder's Guide releases.
Customer avatar
Stephen Y December 30, 2015 2:33 pm UTC
Thankfully, people at Goggle+ and other sites have been doing Green Ronin's job of 'completing' FAGE.
After purchasing FAGE, and reading it, I made my review.
I later wanted to add more. My gripe being:
I could have purchased 2 or more FULL RPGs at this price, considering what you get for the price: a bare framework of rules, a very minor bestiary, etc.
So basically, a frame with little 'covering'. Most RPGs have a background, decent bestiary, etc, to make a full rule set.
The basic rules are 'very lite'. They show promise, but I'm wondering how much GR will make us pay for the 'advanced/full' version.
Rule for crafting your own races would have been good.

The Titansgrave shows have certainly charmed people into getting it.
It's not a bad system, but £10.73/$15.95 seems too much for a bare/basic rulebook, when you can get 2 or more RPGs for the same price.
Perhaps £5 or less would have been OK.

Apart from that gripe; the system is OK,...See more
Customer avatar
Luke G October 28, 2015 2:33 pm UTC
I'm a little disappointed that there is no mention of guidelines to craft your own races either in the core book or in a supplement. As a generic system, it seems like it should be more friendly toward adapting more varied character types. There's also a lack of shapeshifters which is odd given it comes from Dragon Age which includes shapeshifters.
Customer avatar
Stephen Y October 16, 2015 7:50 pm UTC
I'm wondering what's been updated.
Found it.
This seems to be it:
Customer avatar
James L October 12, 2015 9:13 pm UTC
Is this gonna be updated to include the errata in the 2nd printing hardback? Dragon Age Set 1 was never updated on here, so I'm not holding my breath...
Customer avatar
James L October 14, 2015 1:39 pm UTC
Well kiss my grits, it's been updated :)
Customer avatar
Scott P October 12, 2015 9:08 pm UTC
Brilliant rule set with accessible mechanics. Medium level of crunch, and lots of little touches make this one a winner!
Customer avatar
Jay Steven A August 04, 2015 8:08 am UTC
Just kicked off a Let's Study series for this game, will reply with updates to this via replies

First off: the Intro
Customer avatar
Jay Steven A August 04, 2015 8:08 am UTC
Part 2: Character Creation:
Customer avatar
Jay Steven A August 05, 2015 4:34 am UTC
Part 3: Basic Mechanics:
Customer avatar
Jay Steven A August 10, 2015 6:31 am UTC
Part 4: Character Options and Equipment

Part 5: Sample Combat

Part 6: Magic

Part 7: Stunts

Part 8: The Game Master's Guide
Customer avatar
Jay Steven A August 10, 2015 6:56 am UTC
Part 9: Conclusion
Customer avatar
Curt M July 25, 2015 3:17 am UTC
Does it contain waterborne combat rules?
Customer avatar
Dan B July 21, 2015 7:35 pm UTC
Is this a d20 variant?
Customer avatar
Doga E July 21, 2015 8:46 pm UTC
No. As far as I can tell, it doesn't even use any dice other than d3 and d6.
Customer avatar
Paul B July 22, 2015 10:41 am UTC
It's the AGE system. The book provides a generic fantasy version of the system that powers Dragon Age and the Kickstarted Blue Rose.

The system uses three 6-sided dice for resolution, and 6-sided dice in general for any other rolls.
Customer avatar
Doga E July 22, 2015 3:37 pm UTC
Well, True20 was its own system, and so is Mutants & Masterminds, but they were still d20 variants (the 3rd Edition less so than the others), so it's still a valid question, but either way, it's not a d20 variant.
Customer avatar
Benjamin B July 21, 2015 2:16 am UTC
Fantasy AGE ** BASIC ** Rulebook...

Does that mean a more comprehensive version is in the works?
Customer avatar
Doga E July 21, 2015 11:38 am UTC
As far as the ruleset standards go, I doubt it. But there is always room for more material, be it settings, adventures, monsters, races or class abilities.
Customer avatar
Tamás I July 22, 2015 4:24 pm UTC
No, it means these are the core rules. I'm pretty sure there will be expansion later, other than the Titansgrave setting book.
Customer avatar
Declan F July 18, 2015 9:34 am UTC
Anything in here I wouldn't get by buying the Dragon Age RPG Core Rulebook?
Customer avatar
Doga E July 18, 2015 1:38 pm UTC
In terms of basics, no. That said, the specifics, the race and class options and such, are different, as well as the magic system being a bit more generic fantasy.

((Of course, this is going solely on the Dragon Age quick start. I didn't actually get the full book for that one.))
Customer avatar
Steven J August 30, 2015 4:43 am UTC
There are some differences mainly with how magic works and the inclusion of the Accuracy stat
Customer avatar
Thomas S July 13, 2016 3:01 am UTC
Accuracy and Fighting both; while having both has some problems, the changes with using Fighting for hitting with Heavy Weapons, and having Intelligence be used for casting while Willpower is used for Spellpower and mana addresses some balance issues with how overattractive Strength was for Warriors in DAGE and Magic for Mages.
Customer avatar
Robyn C July 17, 2015 6:45 am UTC
Mor importantly for me, does it provide advice on creating more mundane creatures? My bias is towards a pulp S & S campaign with mundane creatures and of course the odd eldritch horror.
Customer avatar
July 26, 2015 4:04 am UTC
They don't give much advice on creating adversaries. At the same time creatures are incredibly easy to create.
1) Choose stats (9 stats which helps create a lot of creature variation)
2) Choose hit points (this is the toughest since you just have to wing it)
3) Decide what armor they are wearing or if they have natural armor.
4) Decide what weapons they use (sword, claw/XXX)
This gives you the core of the creature if it is generic you could stop there
5) Note favorite stunts: Mostly just flavor to show personality though you can let them use some stunts more cheaply than the norm
6) List talents if they have any
7) List anything else that is unique to the creature (Perhaps dogs get special pack attack stunts for example)
Customer avatar
Tristan U July 30, 2015 12:00 am UTC
My issue I have with creating adversaries is making it balanced. Any tips?
Customer avatar
August 11, 2015 3:50 pm UTC
Still working on balance myself. In Dragon-Age shied away from heavy armor since it can sometimes leave rogues out of the fight. I think that the Rouge's pin point attack (forget the exact name) is probably designed to fix that, so it might be less of an issue. Still lower armor values are more predictable. I always felt that one of the worst things to do in combat is turn a hit into an effective miss just because the PC can't generate enough damage to get through especially if the adversary has a decent amount of hit points.
Customer avatar
Crista B July 16, 2015 6:03 pm UTC
Worth buying, I highly recommend what the AGE system does and this introduction to it as a universal system.
Customer avatar
Jeremy H July 17, 2015 6:02 am UTC
It looks interesting in the preview and the gameplay examples on YouTube. But, I'm wondering how the "Adversary" section is for creating monsters. Does it offer any advice on re-creating classic monsters from the D20/OGL games?
Customer avatar
Crista B July 17, 2015 5:47 pm UTC
I don't think it's really necessary to have that sort of advice in the book, but the rules do provide a framework for making any sort of threat you might need. In terms of OGL Encounter Level and their AGE Threat equivalent, there is a small table that gives a general idea of what level a character should be to deal with a particular threat.

Conversion isn't discussed, so the small table is more of a guide than a strict rule.

Customer avatar
Jonathan K July 27, 2015 7:51 pm UTC

What does the AGE system do, that you highly recommend it? Mostly curious; I was very turned off by Dragon Age's level bracket-per-book model; despite being a fanboy of the series, I couldn't bring myself to spend money on that product line. I backed the new Blue Rose because the setting looks amazing, though I had been expecting to ignore the mechanics.

Curious as to people's thoughts on this. :)
Customer avatar
Steven J August 30, 2015 4:46 am UTC
This and the new DragonAge book have rules for levels 1-20 in it.
Customer avatar
Jonathan K September 03, 2015 9:27 pm UTC
Which is why I'm poking at this again :)

I may wind up getting the new DA book, primarily due to the aforementioned fanboyishness.
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