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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6167091" data-attributes="member: 27160"><p>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.</p><p></p><p>Part of the idea of the Icons, though, is to get the <strong>players</strong> 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 <em>is</em> 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.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6167091, member: 27160"] 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 [b]players[/b] 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 [i]is[/i] 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. [/QUOTE]
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