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<blockquote data-quote="ruemere" data-source="post: 8372321" data-attributes="member: 5515"><p>The three great things about 13th Age game:</p><p>1. The SRD: <a href="https://www.13thagesrd.com/home/" target="_blank">13th Age SRD</a></p><p>2. 13th Age characters are self-sufficient - you can run 4 different martials and still finish a scenario (I ran a campaign with no clerics or wizards). Mind you, creating subpar heroes is still possible.</p><p>3. Character and monster writeups are short, sweet and simple. And yet bestiaries are incredible.</p><p></p><p>The three bad (read: unfortunate or that hasn't aged all that well) things:</p><p>1. HP inflation. Monsters at 14th level are often big bags of HP.</p><p>2. Default setting is such a gonzo mix of tropes... </p><p>3. Rules could use a lot of clarifications and erratas.</p><p></p><p>The three ugly (read: extremely not to my taste - so your opinion may vary) items:</p><p>1. Improv approach. Way, way too many times players and GMs are invited to have a cup of tea and negotiate specifics.</p><p>2. Pelgrane Press support of the game is about releasing toolkit books. Nothing's ever is ready-to-run. There is no single setting - you're expect to make up your own. While it spurs one's creativity, after a year or two you start to ask yourself - why would I want to buy a book?</p><p>3. Released adventures have often extremely bland combat encounters. Not everyone can be Paizo, but come on, it does not take that much work to add twists, third dimension, developments, NPC agendas...</p><p></p><p>There is also 13th Age Glorantha, a book I would love to use one day, but it came out after I got burnt out (and brought its own bag of issues, like - who are the PCs and what are they supposed to do - or why do we need runes, or how I am supposed to explain them to players without narrative framework to back them up).</p></blockquote><p></p>
[QUOTE="ruemere, post: 8372321, member: 5515"] The three great things about 13th Age game: 1. The SRD: [URL="https://www.13thagesrd.com/home/"]13th Age SRD[/URL] 2. 13th Age characters are self-sufficient - you can run 4 different martials and still finish a scenario (I ran a campaign with no clerics or wizards). Mind you, creating subpar heroes is still possible. 3. Character and monster writeups are short, sweet and simple. And yet bestiaries are incredible. The three bad (read: unfortunate or that hasn't aged all that well) things: 1. HP inflation. Monsters at 14th level are often big bags of HP. 2. Default setting is such a gonzo mix of tropes... 3. Rules could use a lot of clarifications and erratas. The three ugly (read: extremely not to my taste - so your opinion may vary) items: 1. Improv approach. Way, way too many times players and GMs are invited to have a cup of tea and negotiate specifics. 2. Pelgrane Press support of the game is about releasing toolkit books. Nothing's ever is ready-to-run. There is no single setting - you're expect to make up your own. While it spurs one's creativity, after a year or two you start to ask yourself - why would I want to buy a book? 3. Released adventures have often extremely bland combat encounters. Not everyone can be Paizo, but come on, it does not take that much work to add twists, third dimension, developments, NPC agendas... There is also 13th Age Glorantha, a book I would love to use one day, but it came out after I got burnt out (and brought its own bag of issues, like - who are the PCs and what are they supposed to do - or why do we need runes, or how I am supposed to explain them to players without narrative framework to back them up). [/QUOTE]
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