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<blockquote data-quote="Rel" data-source="post: 6218327" data-attributes="member: 99"><p>I've become a huge fan of this system for a whole variety of reasons, most of which have been discussed here. But one thing I haven't seen mentioned much is how the game emphasizes cultivation of a really positive relationship between players and GM. It is something that many of us have picked up on in different places along the way but 13th age pulls a great deal of that wisdom into one package.</p><p></p><p>Things like finding ways to say "yes" whenever possible. The fact that Backgrounds are a great way for players to tell a small story to get a small bonus to a roll. The game urges both players and GM to broadcast their intentions with the intent of empowering others to take your idea and run with it rather than play your cards close to the vest and then say, "gotcha!" It promotes the "fail forward" concept of a bad roll not stopping the story but instead making it more complicated (hopefully in ways that are really fun). The players get to describe how and why they related to the Icons. Then characters become tied deeper into the setting through the use of Icon Rolls. And of course the One Unique Thing is a way for player and GM to agree on a powerful hook for plot lines specific to that character.</p><p></p><p>This is a game where I not only find the mechanics appealing for the most part, but also one that puts a smile on my face and that of my players. We know we're going to have fun cooperatively because the game makes that cooperation a big part of the design.</p><p></p><p>I dig it. A lot.</p></blockquote><p></p>
[QUOTE="Rel, post: 6218327, member: 99"] I've become a huge fan of this system for a whole variety of reasons, most of which have been discussed here. But one thing I haven't seen mentioned much is how the game emphasizes cultivation of a really positive relationship between players and GM. It is something that many of us have picked up on in different places along the way but 13th age pulls a great deal of that wisdom into one package. Things like finding ways to say "yes" whenever possible. The fact that Backgrounds are a great way for players to tell a small story to get a small bonus to a roll. The game urges both players and GM to broadcast their intentions with the intent of empowering others to take your idea and run with it rather than play your cards close to the vest and then say, "gotcha!" It promotes the "fail forward" concept of a bad roll not stopping the story but instead making it more complicated (hopefully in ways that are really fun). The players get to describe how and why they related to the Icons. Then characters become tied deeper into the setting through the use of Icon Rolls. And of course the One Unique Thing is a way for player and GM to agree on a powerful hook for plot lines specific to that character. This is a game where I not only find the mechanics appealing for the most part, but also one that puts a smile on my face and that of my players. We know we're going to have fun cooperatively because the game makes that cooperation a big part of the design. I dig it. A lot. [/QUOTE]
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