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<blockquote data-quote="WhatGravitas" data-source="post: 6273200" data-attributes="member: 33132"><p>There are several ways to spin it:</p><p></p><p></p><ul> <li data-xf-list-type="ul">First of all, embrace the improvisation but don't feel forced by it. If you use the icons, just build in smaller flavour elements - perhaps an opponent or two are tainted by the lower planes after rolling 5s for the Diabolist - but you find an useful magic item on them. It doesn't need to shape the plot, it can colour it.</li> <li data-xf-list-type="ul">Roll at the end of the session, meaning you can use the rolls to prepare for the next session, then use that to inform your plotting. Unless you pre-plot adventures several sessions in advance, that allows you weave them into the plot without having to improvise (mix-and-match with the point above).</li> <li data-xf-list-type="ul">Record the rolls and tell the players that they can effectively call in favours from the icons... if they manage to contact them. That's a springboard for interesting mini-adventures, too.</li> <li data-xf-list-type="ul">Use them as relationship indicators... roll them when the players try to call in a favour, request things and so forth.</li> </ul><p></p><p>Of course, it's possible to mix all of them. One thing I've seen repeated in the 13th Age Google+ community is: the icon rolls should serve as tool, not become a constraint, i.e. (if the players are happy with it), ignore rolls that don't fit the story, don't force every 5 and 6 into your plot. Instead use them as indicator for things that could happen and plan your adventures accordingly (i.e. leave a loose end or two that you can spontaneously change, a bit like the example adventure in the back).</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 6273200, member: 33132"] There are several ways to spin it: [LIST] [*]First of all, embrace the improvisation but don't feel forced by it. If you use the icons, just build in smaller flavour elements - perhaps an opponent or two are tainted by the lower planes after rolling 5s for the Diabolist - but you find an useful magic item on them. It doesn't need to shape the plot, it can colour it. [*]Roll at the end of the session, meaning you can use the rolls to prepare for the next session, then use that to inform your plotting. Unless you pre-plot adventures several sessions in advance, that allows you weave them into the plot without having to improvise (mix-and-match with the point above). [*]Record the rolls and tell the players that they can effectively call in favours from the icons... if they manage to contact them. That's a springboard for interesting mini-adventures, too. [*]Use them as relationship indicators... roll them when the players try to call in a favour, request things and so forth. [/LIST] Of course, it's possible to mix all of them. One thing I've seen repeated in the 13th Age Google+ community is: the icon rolls should serve as tool, not become a constraint, i.e. (if the players are happy with it), ignore rolls that don't fit the story, don't force every 5 and 6 into your plot. Instead use them as indicator for things that could happen and plan your adventures accordingly (i.e. leave a loose end or two that you can spontaneously change, a bit like the example adventure in the back). [/QUOTE]
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