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13th Age: Our first session report
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<blockquote data-quote="Rel" data-source="post: 6179514" data-attributes="member: 99"><p>As somebody running a new 13th Age campaign, this writeup was interesting and informative. I look forward to any further information you wish to share about these adventures.</p><p></p><p>For my part, I've found it relatively easy and fun to include the Icon Relationship dice rolls into our games. Granted, my gaming group is relatively small with only 3 players right now so it is a bit easier to juggle. I've found that my techniques mirror those of GrahamWills quite a bit. The effects tend to be small and/or flavorful rather than something that needs to have a major impact on the story. I further note that my players decided to really spread it around and none of them has more than one die in a single Icon.</p><p></p><p>I've been running Savage Worlds for about 2.5 years now and I'm used to handing out VERY few magic items compared to 3e/4e D&D. So having the Icon rolls in there also helps me remember to throw those in the mix sometimes. Doing so as the result of Icon dice also reminds me that these items will be more interesting and meaningful if they are tied to the PC's Icons.</p><p></p><p>I had very similar feelings about the flow of combat in that it went quickly but not quite as quickly as I'd have guessed. I think most of that is due to learning curve and the rules being in a bit of an uncanny valley between 3e and 4e. They are just different enough that we're having to look up stuff but I think that will quickly fall away and things will pick up speed. </p><p></p><p>Regardless, any extra time we spend adapting to the slight variations on combat rules are more than paid for by the flavor dripping from all of the roleplaying aspects of the game. Everybody is grooving on the various ways that the system encourages their characters to be unique and alive.</p></blockquote><p></p>
[QUOTE="Rel, post: 6179514, member: 99"] As somebody running a new 13th Age campaign, this writeup was interesting and informative. I look forward to any further information you wish to share about these adventures. For my part, I've found it relatively easy and fun to include the Icon Relationship dice rolls into our games. Granted, my gaming group is relatively small with only 3 players right now so it is a bit easier to juggle. I've found that my techniques mirror those of GrahamWills quite a bit. The effects tend to be small and/or flavorful rather than something that needs to have a major impact on the story. I further note that my players decided to really spread it around and none of them has more than one die in a single Icon. I've been running Savage Worlds for about 2.5 years now and I'm used to handing out VERY few magic items compared to 3e/4e D&D. So having the Icon rolls in there also helps me remember to throw those in the mix sometimes. Doing so as the result of Icon dice also reminds me that these items will be more interesting and meaningful if they are tied to the PC's Icons. I had very similar feelings about the flow of combat in that it went quickly but not quite as quickly as I'd have guessed. I think most of that is due to learning curve and the rules being in a bit of an uncanny valley between 3e and 4e. They are just different enough that we're having to look up stuff but I think that will quickly fall away and things will pick up speed. Regardless, any extra time we spend adapting to the slight variations on combat rules are more than paid for by the flavor dripping from all of the roleplaying aspects of the game. Everybody is grooving on the various ways that the system encourages their characters to be unique and alive. [/QUOTE]
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