View Profile: waderockett - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
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About waderockett

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Date of Birth
July 6
About waderockett
Introduction:
I do stuff for 13th Age, Kobold Press and Pelgrane Press
Location:
Tacoma, WA
Sex:
Male
Age Group:
Over 40
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If you can be contacted on social networks, feel free to mention it here.

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Wade Rockett
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waderockett
My Game Details

Details of games currently playing and games being sought.

Town:
Tacoma
State:
Washington

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A Mixed Bag Of Horror And Delight In The Fall Of Delta Green Friday, 29th June, 2018 05:24 AM

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Last Activity
Tuesday, 17th July, 2018 06:44 PM
Join Date
Sunday, 17th April, 2011
Home Page
http://rockettscience.com
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My Game Details
Town:
Tacoma
State:
Washington
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Monday, 15th July, 2013

  • 04:30 PM - evilbob mentioned waderockett in post My 13th Age Report
    waderockett may be best suited to answer plans for the future of 13th Age, but I will chime in again to say that conversion may not really be that difficult. I've never tried it, but I imagine that outside of very special adventure-specific mechanics, which you'd always have to come up with something to address, the main thing that you're converting is monsters (assuming a D&D or D&D-like adventure to start with). Given the incredibly open-ended monster rules, it's actually really easy to mix-n-match monster rules and ideas all the time. I was already fiddling with monster stats by two or three sessions in, just to give them more variety (which is part of the rules). So I don't personally think it would take that long to whip something together, once you're comfortable and familiar with how monsters work in 13th Age. Of course, don't forget you can always go the other way: take the best parts of 13th Age and port them over to the original campaign world of the adventure, and just go from the...

Friday, 12th July, 2013


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Tuesday, 24th February, 2015

  • 08:50 PM - GrahamWills quoted waderockett in post 13th Age: what would you like to see next?
    You'll be interested in 13th Age Glorantha, then! The convention adventures are drawn from 13th Age organized play, which will definitely continue once the current season is wrapped up. Kobold Press recently published my convention adventure The Wreck of Volund's Glory, which some of you might have playtested under the title Danger at Deathless Gulch. 13th Age Monthly recently launched, with monthly PDFs that will probably check off some of these wish list items. The first installment, Dragon Riding, is out, and those mechanics are the foundation for future 13th Age mount rules. (Public Opinion has used them to create rules for riding various critters.) I have not read The Wreck of Volund's Glory, but Wade's other work is excellent and I should also mention the Midgard Bestiary which I've mined several times for fun parts, and will play a large part when my players end up in Santa Cora. If you have players around 2nd level, I'd be amazed if you are not happy with it.

Tuesday, 1st April, 2014

  • 07:47 AM - plancktum quoted waderockett in post How to create NPCs?
    I highly, highly recommend reading the Monster Creation chapter of the 13th Age Bestiary, which walks you through the creation of an evil fire wizard. Yeah! Thats the answer. my Problem was how to build Monsters in General. but for non NPCs there are enough Monsters in the Core Book, so that this was not a Problem. so i have to buy the bestiary and use the Information in there :)

Wednesday, 19th February, 2014

  • 04:22 AM - cavalier973 quoted waderockett in post Homebrew Campaign World
    I love this SO much. Thank you for sharing it. Would you mind if I posted it to the 13th Age blog? If I may, let me know how you'd like me to credit you. Feel free. Just post my handle. I pretty much use the same handle whatever board I'm on. I also have a web blog: greymerryfaire.wordpress.com that I've put some of this stuff on. I don't update it often, though.

Tuesday, 28th January, 2014

  • 05:23 PM - Dungeoneer quoted waderockett in post Icon rolls - improv tool or player freebie?
    They do serve as both a player benefit and improv tool. Rob Heinsoo has great advice onusing icon rolls in play in this video interview with Mike Shea. A few things: "Benefit" doesn't usually mean gold or magic items. Icons and their organizations are a resource the players draw on during play -- they're connected to the world's movers and shakers. It COULD mean gold or a magic item, if that's what makes sense in the PC's situation. (The magic item could even be a loan for a particular mission.) But it could also be valuable information, a few low-level minions to provide backup during combat, a map, pulling strings to get the party out of jail or an audience with a powerful local figure. Think of it as if you had connections with Bill Gates, or Bono, or the Pope -- you can't just ring them up anytime you like and ask for thousands of dollars, or a tank. But you can certainly use those connections to make getting things done easier. When using icon rolls as an improv tool, don't struggle to inc...

Thursday, 7th November, 2013

  • 06:08 PM - Dungeoneer quoted waderockett in post Using 13th Age Icons in other settings
    I recommend you watch this interview with Rob Heinsoo just posted by Sly Flourish. The first question is about icon relationships, and Rob says: Thanks for pointing me at that interview! I hadn't seen it before. Really great ideas in there. Based on that interview and my own thoughts, here are a few ways to incorporate Icon rolls into a session: On the roll, give the player an immediate boon. Seed the dungeon with NPCs who can be given allegiances based on Icon rolls. Players receive spirit communiques from their associated Icon. Offer the player to reinterpret a past event in the light of new, Icon-related information. This could give them a boon or simply open up new possibilities. When a player fails a critical roll, offer them a chance to leverage their Icon relationship to gain a success or partial success. Use 5's as a chance to negotiate with the player. When in doubt, just ask the player how their Icon relationship affects this situation. Don't feel that you have to resolve ev...

Monday, 26th August, 2013


Friday, 9th August, 2013


Thursday, 1st August, 2013

  • 06:39 PM - innerdude quoted waderockett in post What's cooking for 13th Age?
    Heh. The IP is fine -- creator-owned FTW! I just need to figure out how I'll keep everyone up to date on what's cooking, regardless of who it's coming from. We'll work it out somehow. My first suggestion --- DITCH WORDPRESS, and get a true Web content management system. If you haven't looked at MODX, do so now. For the kind of site you're looking to run, it's a much better fit.

Tuesday, 16th July, 2013

  • 02:18 PM - JeffB quoted waderockett in post My 13th Age Report
    There are! We've announced Rob Heinsoo's Shards of the Broken Sky adventure, and I know that more adventures are being pitched to Pelgrane. Also, because the game is released under the OGL, there's an opportunity for strong third-party support. I've been working on a series of icon conversions for Kobold Press. The thing to keep in mind about converting adventures is that those adventures are designed with a different set of assumptions than 13th Age has. To really get the most out of the game you'll want to figure out how the adventure can be customized based on the PC's uniques, backgrounds and icon rolls. For example: I'm converting my Midgard convention adventure Danger at Deathless Gulch to be 13th Age compatible, and I'm strongly considering making all the encounters dependent on the PC's icon relationships. If you have a negative relationship with the Ghoul Emperor, the darakhul are after the prize. If your foe is the Sultana, you run into the dragonkin. If you have a positive relati...

Monday, 15th July, 2013

  • 06:28 PM - JeffB quoted waderockett in post Exclusive 13TH AGE BESTIARY Preview: The Redcap!
    Those things are specifically written for the redcaps to give you a feel for how to run them in your game -- as demented, giggling, horrible little fairy tale creatures. By contrast, lizardmen don't have "stabby spears" and "smashy clubs" because that's not the flavor of the monster. Also, the Bestiary is WAYYYY heavier on flavor text than the core rulebook is. You may want to check that out once it's on shelves and see if it's more to your taste. Okey doke. This is good to hear. I should clarify I do not MIND lots of flavor text, if it is done in a style that grabs me, and suits my needs for the setting (e.g. the old SAGA Dragonlance Bestiary, or any number of Chaosium RQ supplements like Cults of Prax). But a whole book of monsters with stuff like ridey horsey, smashy facey, ugly wuggly would drive me nuckin futsy! ;) The only thing I have seen for 13th Age is the 2 hour demo stats, and the pre gens. I did not do any play-testing and I avoid PDF copies of game books if at all possib...

Monday, 24th June, 2013

  • 06:23 PM - Morrus quoted waderockett in post My 13th Age Report
    You can find an overview of the game, pregen characters, the 2-hour demo adventure, quick reference sheets and more on the Resources page. I can't post links yet, but if you go to Pelgrane Press' website, click 13th Age in the right sidebar, and click Resources on the sidebar, you'll see it. If you make just two more posts being awesome and answering folks' questions about 13th Age, you'll be able to post links to your heart's content! (I'd override it for you, but I only have a master on/off switch for the setting).
  • 06:22 PM - Ahnehnois quoted waderockett in post My 13th Age Report
    You can find an overview of the game, pregen characters, the 2-hour demo adventure, quick reference sheets and more on the Resources page. I can't post links yet, but if you go to Pelgrane Press' website, click 13th Age in the right sidebar, and click Resources on the sidebar, you'll see it.Link

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