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Pre-Release Review of 13th AGE (Part 2) by Pelgrane Press
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<blockquote data-quote="Alphastream" data-source="post: 7648843" data-attributes="member: 11365"><p>I find myself agreeing with just about everything but the final rating. I think docking an in-development copy for presentation isn't particularly fair. </p><p></p><p>I've playtested 13th Age both as a DM and player and we had a really good time. I also recently was treated to a session at PAX run by Rob Heinsoo. It was a fantastic time. </p><p></p><p>I like that 13th Age has a hefty dose of crunch and is intended for experienced RPG gamers. I really like how easy it is to DM on the fly. When we playtested, nearly all the monsters were done on the fly or with very little preparation. That gives the game enormous flexibility. PCs gain 4E-style powers, but the backgrounds, One Unique Thing, and suggested gridless play make this a really nice combination of story, crunch, and RP. We had not trouble at all playing on a grid, converting classic AD&D adventures, or bringing PC backstory to life. </p><p></p><p>The icon concept is just incredible. In our game run by Rob he used icons and the One Unique Thing as the focus of the story. That gave it almost an indie game feel while still giving us these fun meaty characters. It is a really nice game. </p><p></p><p>I encourage folks to check out the Kickstarter. You can pledge and receive the rules and keep them even if you back out!</p></blockquote><p></p>
[QUOTE="Alphastream, post: 7648843, member: 11365"] I find myself agreeing with just about everything but the final rating. I think docking an in-development copy for presentation isn't particularly fair. I've playtested 13th Age both as a DM and player and we had a really good time. I also recently was treated to a session at PAX run by Rob Heinsoo. It was a fantastic time. I like that 13th Age has a hefty dose of crunch and is intended for experienced RPG gamers. I really like how easy it is to DM on the fly. When we playtested, nearly all the monsters were done on the fly or with very little preparation. That gives the game enormous flexibility. PCs gain 4E-style powers, but the backgrounds, One Unique Thing, and suggested gridless play make this a really nice combination of story, crunch, and RP. We had not trouble at all playing on a grid, converting classic AD&D adventures, or bringing PC backstory to life. The icon concept is just incredible. In our game run by Rob he used icons and the One Unique Thing as the focus of the story. That gave it almost an indie game feel while still giving us these fun meaty characters. It is a really nice game. I encourage folks to check out the Kickstarter. You can pledge and receive the rules and keep them even if you back out! [/QUOTE]
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Pre-Release Review of 13th AGE (Part 2) by Pelgrane Press
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