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My Review of 13th Age
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<blockquote data-quote="Imaro" data-source="post: 6167163" data-attributes="member: 48965"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6167163, member: 48965"] 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. [/QUOTE]
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