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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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<blockquote data-quote="Imaro" data-source="post: 6190984" data-attributes="member: 48965"><p>Yeah I can see this, I think I agree that Icons do grant the players narrative power though it's a subtle and slightly random narrative power. It definitely gives the GM signals about what antagonists and allies the players want in the sessions. At this point we are 3 sessions in and I have 3 players that want the Orc Lords head (and one who has hinted at wanting to usurp his place as an icon) I also see a conflict arising as 2 players have strongly hinted at the fact that their loyalty to the Elf Queen is above their loyalty to the legions... one of which has informed me in private that he is actually a spy for the Elf Queen.</p><p></p><p></p><p></p><p></p><p>Hey how'd your first session go? Yeah in full disclosure we have finished our third session and the player of Quinnton still hasn't decided on his OUT. In his defense he is one of our youngest players so I'll probably sit down with him and go over some ideas with him before our fourth (and final intro session next week). The group also decided that during this first adventure (multiple sessions) people would be allowed to refine or even change their OUT since this is our first time playing this game and we are still learning the ropes. </p><p></p><p></p><p></p><p></p><p>Well my plan after this initial intro arc, which we should be finishing up next weekend is to have everybody create a goal concerning their OUT that is appropriate for their level and, since this is a round robin game, whichever GM is running the game will randomly select 1-2 player's goals the week before so that they can give the players a chance to attain those goals during the game session they run. I think doing this at each level would help to make sure the OUT's are integrated and impact the campaign... while still giving whichever GM is running the latitude and creative freedom in deciding the situations and adventures around those goals. One thing I'm already considering is how to handle transitioning OUT's if the player becomes bored or resolves whatever things he wanted to explore with his OUT before the campaign ends. I have some thoughts but nothing concrete yet.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6190984, member: 48965"] Yeah I can see this, I think I agree that Icons do grant the players narrative power though it's a subtle and slightly random narrative power. It definitely gives the GM signals about what antagonists and allies the players want in the sessions. At this point we are 3 sessions in and I have 3 players that want the Orc Lords head (and one who has hinted at wanting to usurp his place as an icon) I also see a conflict arising as 2 players have strongly hinted at the fact that their loyalty to the Elf Queen is above their loyalty to the legions... one of which has informed me in private that he is actually a spy for the Elf Queen. Hey how'd your first session go? Yeah in full disclosure we have finished our third session and the player of Quinnton still hasn't decided on his OUT. In his defense he is one of our youngest players so I'll probably sit down with him and go over some ideas with him before our fourth (and final intro session next week). The group also decided that during this first adventure (multiple sessions) people would be allowed to refine or even change their OUT since this is our first time playing this game and we are still learning the ropes. Well my plan after this initial intro arc, which we should be finishing up next weekend is to have everybody create a goal concerning their OUT that is appropriate for their level and, since this is a round robin game, whichever GM is running the game will randomly select 1-2 player's goals the week before so that they can give the players a chance to attain those goals during the game session they run. I think doing this at each level would help to make sure the OUT's are integrated and impact the campaign... while still giving whichever GM is running the latitude and creative freedom in deciding the situations and adventures around those goals. One thing I'm already considering is how to handle transitioning OUT's if the player becomes bored or resolves whatever things he wanted to explore with his OUT before the campaign ends. I have some thoughts but nothing concrete yet. [/QUOTE]
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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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