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13th Age: Our first session report
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<blockquote data-quote="EvilDwarf" data-source="post: 6176972" data-attributes="member: 46843"><p>Hey, thanks for the feedback. this all sounds great, but here are the problems I'm seeing, or at least that don't make any sense to me. </p><p></p><p>First, and I'm not trying to be a wise-guy, but having a structure--isn't that called having an adventure ready? Trying not to sound too full of myself, but I'm pretty good at improv. I once improved an entire 6 hour session using Warhammer RPG where a character was trying to get a replacement arm for one that had been mangled in combat. The party didn't know it, but they were running afoul of dark magic. Anyway, it was one of our best nights and it was all off the top of my head. But back to the point--having preset encounters and locations is called being prepped for an adventure. I guess I'm trying to figure out the balance between what I bring to the table and what I should be expected to just make up in 13th Age depending on some die rolls??</p><p></p><p>I gave out the magic item for two reasons: the 6, plus the adventure in the 13th Age book gives out a magic item, so it wasn't entirely because of the 6, although if I'm not misreading, the rules do strongly suggest that, but maybe a one shot item.</p><p></p><p>I could do the rolls at the end of the session, but if the first suggestion in the rules is to make them at the start, then I want to test the system to see if that's manageable, and so far, it doesn't seem to be, but hey, it's only our first session!! And like I point out, some things did work well.</p><p></p><p>Your idea about the woods is great, but that brings me back to sort of my first point--so, because of a random couple of 6s, I'm suddenly supposed to improv a set of woods PLUS a set of NPC elf guards that I get from...where? I mean, they must have at least a leader, so I'm forced now to make up an Elf NPC Warden of the Woods off the top of my head and to give her a narrative that makes sense and fits in with the overall trajectory of the adventure and doesn't inadvertently introduce any red herrings or misinformation?</p><p></p><p>I'm still not getting it, I guess. I understand what you're saying, but I don't know...</p><p></p><p>I know I could play the game however I want, and just remove the Relationship Rolls or make them something else (player-story-interrupts or something: "Wait! I don't die because my 6 on the Relationship Roll lets me beseech the Priestess for healing!") and I appreciate that about about the overall attitude of the rules. But I want to see if the system works as is, too, and right now I think the Icons and these Relationship Rolls didn't work well. I'd love to hear some other input, and especially read more about other play sessions with adventures other than the one in the book!</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 6176972, member: 46843"] Hey, thanks for the feedback. this all sounds great, but here are the problems I'm seeing, or at least that don't make any sense to me. First, and I'm not trying to be a wise-guy, but having a structure--isn't that called having an adventure ready? Trying not to sound too full of myself, but I'm pretty good at improv. I once improved an entire 6 hour session using Warhammer RPG where a character was trying to get a replacement arm for one that had been mangled in combat. The party didn't know it, but they were running afoul of dark magic. Anyway, it was one of our best nights and it was all off the top of my head. But back to the point--having preset encounters and locations is called being prepped for an adventure. I guess I'm trying to figure out the balance between what I bring to the table and what I should be expected to just make up in 13th Age depending on some die rolls?? I gave out the magic item for two reasons: the 6, plus the adventure in the 13th Age book gives out a magic item, so it wasn't entirely because of the 6, although if I'm not misreading, the rules do strongly suggest that, but maybe a one shot item. I could do the rolls at the end of the session, but if the first suggestion in the rules is to make them at the start, then I want to test the system to see if that's manageable, and so far, it doesn't seem to be, but hey, it's only our first session!! And like I point out, some things did work well. Your idea about the woods is great, but that brings me back to sort of my first point--so, because of a random couple of 6s, I'm suddenly supposed to improv a set of woods PLUS a set of NPC elf guards that I get from...where? I mean, they must have at least a leader, so I'm forced now to make up an Elf NPC Warden of the Woods off the top of my head and to give her a narrative that makes sense and fits in with the overall trajectory of the adventure and doesn't inadvertently introduce any red herrings or misinformation? I'm still not getting it, I guess. I understand what you're saying, but I don't know... I know I could play the game however I want, and just remove the Relationship Rolls or make them something else (player-story-interrupts or something: "Wait! I don't die because my 6 on the Relationship Roll lets me beseech the Priestess for healing!") and I appreciate that about about the overall attitude of the rules. But I want to see if the system works as is, too, and right now I think the Icons and these Relationship Rolls didn't work well. I'd love to hear some other input, and especially read more about other play sessions with adventures other than the one in the book! [/QUOTE]
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