Geez. Book has not been out a week and we are already getting multiquote multipage arguments about rules and fluff.
You say that like it's a bad thing.
The game that doesn't get multiquote multipage arguments about rules and fluff is the game that nobody cares about.
I understand your point Russ.
As I am very interested in the game but on the fence about the purchase,.seeing a review thread devolve into 2 posters arguing back and forth for a few pages about differing interpretations of something trivial, really ruins any enthusiasm or excitement I had coming into the thread.
I know it happens all the time on the internet,.and I have been part of such arguments before, and I should just suck it up, but it still annoys the crap out of me when everyone could be discussing the game in a more constructive way, that educates the people who are interested in this new product.
Jumping Jehosaphat - if you want to get triumphalist about it, fine - I submit.So we're in agreement... nothing in the book assumes or even implies that OUT's have to be connected to Icons, that is in fact something you prefer even though you stated it as if it were an assumption in the actual rule book... Cool, that was my point in the first place, not sure why it took numerous pages for you to admit that.
Jumping Jehosaphat - if you want to get triumphalist about it, fine - I submit.
All I wrote initially was this:
"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."
If that's stating an overinflated and immoderate viewpoint, then mea culpa. Sheesh.
Having the Icon relationships fleshed out with a line or two of explanation is certainly a good idea. I probably wouldn't insist on it from the very start, but, like OUTs, it should be firmed up within the first few runs. Some folks only really get a feel for "who their character is" after playing them for a bit, so a bit of leeway is probably helpful.In an effort to be more productive (and less antagonistic) in this thread, In the vein of @Balesir 's take on icons but also in the vein of my own preference to keep the OUT separate if desired... I was thinking why not have PC's work with the DM to write a short (one or two liner) explanation of what their relationship entails concerning the particular icons they select. This can in turn be guided by whether they have a positive, negative or conflicted relationship along with the number of points. this seems to get exactly what you want for the players (to world build and connect to the campaign/setting through the icon relationships without it imposing on the OUT). In fact I think I may try this out with my first run of 13th Age...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.