Gundark
Explorer
What?! I hate it when game companies do thisAnyway 13th Age sound really awesome, too bad that you cannot buy it (the PDF) yet.![]()
What?! I hate it when game companies do thisAnyway 13th Age sound really awesome, too bad that you cannot buy it (the PDF) yet.![]()
What?! I hate it when game companies do this
I agree with you about the approach. I want to quibble that I don't think it's a completely different mindset from all other versions of D&D. I think plenty of people play 4e, at least, in this style (following advice in the DMG and DMG2), though drawing on race, class, theme etc rather than a mechanical background.if the player came up with something fun and cool like that, then they deserve the +5. They have added cool story and flavor to both the game and their PC, and potentially provided future story hooks for the GM. THAT is what 13th Age is all about!
Its a completely different mindset than other versions of D&D. Its not about scrutinzing everything the players do, lest they somehow get away with something they aren't supposed to.
13th Age doesn't approach the game that way. Backgrounds are an enabler of story, not necessarily a limiter. Getting to use the bonus in a given situation is the player's reward for thinking of something cool that adds to their character and/or the world. If the players can justify, through cool story and worldbuilding, why they should get a +5 Background bonus in almost every situation, then GREAT! That's really what the game is all about.
Book came yesterday. Only skimmed it a little, but I'm not enthralled with the whole "icons" thing; I like to generate my own world and it feels intrusive.
I still think its dumb, is there any actual evidence that FLGS are actually hurt by pdf sales?The PDF comes out in September. They wanted to give FLGS a chance to get the physical book in stock before the PDF hits the street. Plus if the retailer is a partner, or if you order from Pelgrane, I believe you get the PDF when you order the physical book.
The Icons in the book are essentially examples; different world settings will have different spins on them, or completely different Icons. In fact, you could say that 13th Age world building is largely creating and describing a set of Icons. I'm pretty sure, for example, that we'll see a different set of Icons for Primeval Thule.Book came yesterday. Only skimmed it a little, but I'm not enthralled with the whole "icons" thing; I like to generate my own world and it feels intrusive.
That sounds right to me.Part of the idea of the Icons, though, is to get the players world building. The "gaps" in the world are filled in during play, rather than in advance, by the GM. This engages both characters and players with the world fiction. I think this is why they give a set of Icons in the core rules; the identities of the actual Icons themselves isn't "Core", but the existence of a set of cool and inspiring Icons is Core
The Icons in the book are essentially examples; different world settings will have different spins on them, or completely different Icons. In fact, you could say that 13th Age world building is largely creating and describing a set of Icons. I'm pretty sure, for example, that we'll see a different set of Icons for Primeval Thule.
Part of the idea of the Icons, though, is to get the players world building. The "gaps" in the world are filled in during play, rather than in advance, by the GM. This engages both characters and players with the world fiction. I think this is why they give a set of Icons in the core rules; the identities of the actual Icons themselves isn't "Core", but the existence of a set of cool and inspiring Icons is Core, so how they might look and what they need to say has to be included in example so that GMs know how to set them up and why they exist.