Tonight was the second night of the 13th Age game we started last week. I put some of my issues about the first session over in http://www.enworld.org/forum/showth...immersion-question-and-5e-13thA-DoaM-question (but it mentioned the un-nameable and is in exile).
One of the problems I mentioned there was that my gnome cleric had a lot of buff powers that distracted me from getting in character during combat. So, before this session I put together index cards with the various powers and spells, and altered my spell selection a bit. The only potential combat situation was nicely defused without resorting to fisticuffs or bloodshed though so we'll have to wait til later to see if the cards and altered selection helped.
Near the beginning of the session I learned that I had missed the part where "daily" means "roughly four encounters". I can see that idea's use for avoiding the five minute work day, and can ignore how it seems really artificial. But it seems odd to have traveled and slept many times and still not have recovered a "daily". I wish they'd given it another name (chapter? episode? karma recharge?).
Maybe the most interesting part was that the GM broke out the montage mechanic (I think it's called) for the long journey. Only one of the five of us players seemed like we had ever seen something like that before or knew it was coming. So at different points on the long trek, he'd pick one of us to come up with an obstacle the party ran across and narrate it. Sometimes a different person was selected to narrate the solution and sometimes it was the same person. Sometimes the DM asked for a die roll (did we all wade successfully across the washed out part? did he manage to react quick enough to avoid being hit by lighting?) to see how it worked out, and for others he just let the narration go to its conclusion (the flashy spell scared off the giant snake).
We (the players) got better at coming up with things quickly once we knew we might be called on to do so, but could certainly use more practice. I can see it being a nice chance for everyone to show something about our characters or the world and add it to the story as we're going. It just felt very strange to just get to just narrate the solution though.
In any event, there was some good character interaction, lots of humor we'd be ashamed of 12-year olds for, and good beer - so an all around great evening.
Next week's session - our first icon rolls.
One of the problems I mentioned there was that my gnome cleric had a lot of buff powers that distracted me from getting in character during combat. So, before this session I put together index cards with the various powers and spells, and altered my spell selection a bit. The only potential combat situation was nicely defused without resorting to fisticuffs or bloodshed though so we'll have to wait til later to see if the cards and altered selection helped.
Near the beginning of the session I learned that I had missed the part where "daily" means "roughly four encounters". I can see that idea's use for avoiding the five minute work day, and can ignore how it seems really artificial. But it seems odd to have traveled and slept many times and still not have recovered a "daily". I wish they'd given it another name (chapter? episode? karma recharge?).
Maybe the most interesting part was that the GM broke out the montage mechanic (I think it's called) for the long journey. Only one of the five of us players seemed like we had ever seen something like that before or knew it was coming. So at different points on the long trek, he'd pick one of us to come up with an obstacle the party ran across and narrate it. Sometimes a different person was selected to narrate the solution and sometimes it was the same person. Sometimes the DM asked for a die roll (did we all wade successfully across the washed out part? did he manage to react quick enough to avoid being hit by lighting?) to see how it worked out, and for others he just let the narration go to its conclusion (the flashy spell scared off the giant snake).
We (the players) got better at coming up with things quickly once we knew we might be called on to do so, but could certainly use more practice. I can see it being a nice chance for everyone to show something about our characters or the world and add it to the story as we're going. It just felt very strange to just get to just narrate the solution though.
In any event, there was some good character interaction, lots of humor we'd be ashamed of 12-year olds for, and good beer - so an all around great evening.
Next week's session - our first icon rolls.
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