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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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<blockquote data-quote="Manbearcat" data-source="post: 6194126" data-attributes="member: 6696971"><p>@<a href="http://www.enworld.org/forum/member.php?48965-Imaro" target="_blank"><strong>Imaro</strong></a> Going to digest and comment/question in pieces.</p><p></p><p>1 - Your usage of mandated story for deployment of Backgrounds in non-combat conflict resolution was absolutely excellent. The perfect marriage of system and refined GMing technique. Great stuff. You mention concern about the length of time required for your players to accomplish this. Couple thoughts here:</p><p></p><p>A - Do you think it likely that they will hone their proficiency at impromptu Background justification as story with time/practice/experience? I suspect you'll see the story:unit of time ratio contract and they'll likely create better stories to boot.</p><p></p><p>B - If it doesn't improve appreciably, do you think the backstory they create while doing so (and thus the content/cues for you to engage with in the future) is worth the time investment (whatever it turns out to be) or do you feel that the pacing ramifications will be too punitive.</p><p></p><p></p><p>2 - Mook rules in 13th Age seem to functionally serve much the same mechanical (but not fully) and fully the same narrative space as swarms in 4e. Free descriptor Mook slaying per attack is how 4e swarm combat works out in play. Did you play with many swarms when you played 4e and is that pretty much the sense that you got (that within the fiction they map 1:1).</p><p></p><p></p><p>3 - I'm assuming you used stock monsters from the book. If so, have you considered a random encounter paradigm whereby you could just have a pool of stock features for various antagonists (1 feature per Race and 1 feature that facilitate various Combat Roles; eg controller, leader, skirmisher, soldier) and try out the of-level Monster Math, bolt on 2 features (one for Race, 1 for Role), fill out the encounter budget and give that a go? I'm curious how the "off the cuff" monster creation/math functions.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6194126, member: 6696971"] @[URL="http://www.enworld.org/forum/member.php?48965-Imaro"][B]Imaro[/B][/URL] Going to digest and comment/question in pieces. 1 - Your usage of mandated story for deployment of Backgrounds in non-combat conflict resolution was absolutely excellent. The perfect marriage of system and refined GMing technique. Great stuff. You mention concern about the length of time required for your players to accomplish this. Couple thoughts here: A - Do you think it likely that they will hone their proficiency at impromptu Background justification as story with time/practice/experience? I suspect you'll see the story:unit of time ratio contract and they'll likely create better stories to boot. B - If it doesn't improve appreciably, do you think the backstory they create while doing so (and thus the content/cues for you to engage with in the future) is worth the time investment (whatever it turns out to be) or do you feel that the pacing ramifications will be too punitive. 2 - Mook rules in 13th Age seem to functionally serve much the same mechanical (but not fully) and fully the same narrative space as swarms in 4e. Free descriptor Mook slaying per attack is how 4e swarm combat works out in play. Did you play with many swarms when you played 4e and is that pretty much the sense that you got (that within the fiction they map 1:1). 3 - I'm assuming you used stock monsters from the book. If so, have you considered a random encounter paradigm whereby you could just have a pool of stock features for various antagonists (1 feature per Race and 1 feature that facilitate various Combat Roles; eg controller, leader, skirmisher, soldier) and try out the of-level Monster Math, bolt on 2 features (one for Race, 1 for Role), fill out the encounter budget and give that a go? I'm curious how the "off the cuff" monster creation/math functions. [/QUOTE]
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Imaro's First 13th Age Session: "Six Months and a Day" Campaign
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