My Review of 13th Age


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What?! I hate it when game companies do this

The PDF comes out in September. They wanted to give FLGS a chance to get the physical book in stock before the PDF hits the street. Plus if the retailer is a partner, or if you order from Pelgrane, I believe you get the PDF when you order the physical book.
 


if the player came up with something fun and cool like that, then they deserve the +5. They have added cool story and flavor to both the game and their PC, and potentially provided future story hooks for the GM. THAT is what 13th Age is all about! :)

Its a completely different mindset than other versions of D&D. Its not about scrutinzing everything the players do, lest they somehow get away with something they aren't supposed to.

13th Age doesn't approach the game that way. Backgrounds are an enabler of story, not necessarily a limiter. Getting to use the bonus in a given situation is the player's reward for thinking of something cool that adds to their character and/or the world. If the players can justify, through cool story and worldbuilding, why they should get a +5 Background bonus in almost every situation, then GREAT! That's really what the game is all about.
I agree with you about the approach. I want to quibble that I don't think it's a completely different mindset from all other versions of D&D. I think plenty of people play 4e, at least, in this style (following advice in the DMG and DMG2), though drawing on race, class, theme etc rather than a mechanical background.
 

Book came yesterday. Only skimmed it a little, but I'm not enthralled with the whole "icons" thing; I like to generate my own world and it feels intrusive.
 

Book came yesterday. Only skimmed it a little, but I'm not enthralled with the whole "icons" thing; I like to generate my own world and it feels intrusive.

Then refluff to your campaign (gods, powerful figures, countries, organizations).. its the narrative conversation that's in important
 

The PDF comes out in September. They wanted to give FLGS a chance to get the physical book in stock before the PDF hits the street. Plus if the retailer is a partner, or if you order from Pelgrane, I believe you get the PDF when you order the physical book.
I still think its dumb, is there any actual evidence that FLGS are actually hurt by pdf sales?
 

Book came yesterday. Only skimmed it a little, but I'm not enthralled with the whole "icons" thing; I like to generate my own world and it feels intrusive.
The Icons in the book are essentially examples; different world settings will have different spins on them, or completely different Icons. In fact, you could say that 13th Age world building is largely creating and describing a set of Icons. I'm pretty sure, for example, that we'll see a different set of Icons for Primeval Thule.

Part of the idea of the Icons, though, is to get the players world building. The "gaps" in the world are filled in during play, rather than in advance, by the GM. This engages both characters and players with the world fiction. I think this is why they give a set of Icons in the core rules; the identities of the actual Icons themselves isn't "Core", but the existence of a set of cool and inspiring Icons is Core, so how they might look and what they need to say has to be included in example so that GMs know how to set them up and why they exist.
 

Part of the idea of the Icons, though, is to get the players world building. The "gaps" in the world are filled in during play, rather than in advance, by the GM. This engages both characters and players with the world fiction. I think this is why they give a set of Icons in the core rules; the identities of the actual Icons themselves isn't "Core", but the existence of a set of cool and inspiring Icons is Core
That sounds right to me.
 

The Icons in the book are essentially examples; different world settings will have different spins on them, or completely different Icons. In fact, you could say that 13th Age world building is largely creating and describing a set of Icons. I'm pretty sure, for example, that we'll see a different set of Icons for Primeval Thule.

Part of the idea of the Icons, though, is to get the players world building. The "gaps" in the world are filled in during play, rather than in advance, by the GM. This engages both characters and players with the world fiction. I think this is why they give a set of Icons in the core rules; the identities of the actual Icons themselves isn't "Core", but the existence of a set of cool and inspiring Icons is Core, so how they might look and what they need to say has to be included in example so that GMs know how to set them up and why they exist.

I agree with the first part of your statement, that the Icons are examples only and that different settings will have different spins or even entirely different Icons.

that said, I'm not sure if I agree that the above is the point of the Icons, since their interaction with and influence over the PC's is, for the most part, determined by the DM. If anything I think the point of the Icons is to give the PC's an anchor in the campaign setting (whether the default world or a homebrew) through the relationships they buy with the Icons... which in turn lets the DM know what type of stories or situations the PC's wish to be a part of. The Icon rolls then let the DM determine whose "stories" will be touched upon or take center stage in this particular adventure.

For example, if a player takes the Lich King as an adversary he/she probably wants to face, fight and thwart the machinations of the undead , while if he takes the Elf Queen as an ally he/she probably wants to explore artifacts, history, aid and be involved in the affairs of the elves. While it's possible for the DM to let the player create content around his relationships with the Icons, the rules for Icons in the book don't really facilitate this. Personally, I think "backgrounds", and "one unique thing"s are much better examples of what you are speaking too as far as players world building and filling in the gaps during play of 13th Age.
 

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