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13th Age pros and cons?
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<blockquote data-quote="demoss" data-source="post: 6255101" data-attributes="member: 6690191"><p>My group is three sessions in now. I would link to my blog for session summaries, but my postcount is too low. See rpgist dot wordpress dot com. (Unfortunately the summaries are a bit vague due to playtesting).</p><p></p><p>I <em>really </em>like, and find completely unproblematic:</p><ul> <li data-xf-list-type="ul">One Unique Thing.</li> <li data-xf-list-type="ul">Backgrounds and skill check rules.</li> <li data-xf-list-type="ul">Gridless movement mechanics.</li> <li data-xf-list-type="ul">Mook rules.</li> <li data-xf-list-type="ul">The gonzo default setting.</li> <li data-xf-list-type="ul">Icons in general, and their connections to characters.</li> <li data-xf-list-type="ul">Liveliness of combat in general.</li> <li data-xf-list-type="ul">The escalation die.</li> <li data-xf-list-type="ul">Great many small things in presentation: it's a Recovery, not a Healing Surge. It's shrugging off fatigue, not magically sealing wounds -- unless it happens that the latter makes more sense for the character in question! (I'm an advocate of not narrating HP loss of a PC as a notable wound unless they're taken down for the count; that is for me enough to remove all cognitive dissonance of fast healing.)</li> <li data-xf-list-type="ul">The hackability of the system.</li> </ul><p></p><p>I mostly like, but don't yet feel have a handle on:</p><ul> <li data-xf-list-type="ul">Icon relationship roll rules in detail. It's not the improvisation that throws me -- that I'm fine with. It's the dual nature of the relationship roll results: they're sort of both player currency and GM story seeds. It's the frequency: the guideline is to roll once per session, and I'm finding that is way too often given the leisurely pace at which our game is moving.</li> <li data-xf-list-type="ul">Low mortality. My last D&Dish game was ACKS (and old-school retroclone) and I haven't yet quite adjusted my expectations.</li> </ul><p></p><p>I'm not quite happy with:</p><ul> <li data-xf-list-type="ul">Length of combat, though again, my expectations here are based on OSR experience and I think 30minutes is a long drawn-out fight... Also, our fights have been fairly narration heavy and bunch of rule-learning has been involved; still, I do want to shorten them a bit more.</li> </ul></blockquote><p></p>
[QUOTE="demoss, post: 6255101, member: 6690191"] My group is three sessions in now. I would link to my blog for session summaries, but my postcount is too low. See rpgist dot wordpress dot com. (Unfortunately the summaries are a bit vague due to playtesting). I [I]really [/I]like, and find completely unproblematic: [LIST] [*]One Unique Thing. [*]Backgrounds and skill check rules. [*]Gridless movement mechanics. [*]Mook rules. [*]The gonzo default setting. [*]Icons in general, and their connections to characters. [*]Liveliness of combat in general. [*]The escalation die. [*]Great many small things in presentation: it's a Recovery, not a Healing Surge. It's shrugging off fatigue, not magically sealing wounds -- unless it happens that the latter makes more sense for the character in question! (I'm an advocate of not narrating HP loss of a PC as a notable wound unless they're taken down for the count; that is for me enough to remove all cognitive dissonance of fast healing.) [*]The hackability of the system. [/LIST] I mostly like, but don't yet feel have a handle on: [LIST] [*]Icon relationship roll rules in detail. It's not the improvisation that throws me -- that I'm fine with. It's the dual nature of the relationship roll results: they're sort of both player currency and GM story seeds. It's the frequency: the guideline is to roll once per session, and I'm finding that is way too often given the leisurely pace at which our game is moving. [*]Low mortality. My last D&Dish game was ACKS (and old-school retroclone) and I haven't yet quite adjusted my expectations. [/LIST] I'm not quite happy with: [LIST] [*]Length of combat, though again, my expectations here are based on OSR experience and I think 30minutes is a long drawn-out fight... Also, our fights have been fairly narration heavy and bunch of rule-learning has been involved; still, I do want to shorten them a bit more. [/LIST] [/QUOTE]
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