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My Review of 13th Age
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<blockquote data-quote="Imaro" data-source="post: 6167207" data-attributes="member: 48965"><p>I can see this at a very high level (and even then IMO it's a bit of a stretch and not really facilitated by the rules) since you choose how many relationship points you invest with each one... but it is still random rolls that actually determine which (if any) Icons appear in a particular adventure... and leaving it up to a random roll, even one you have some power to tilt in your favor, just doesn't strike me as the player having actual control over the focus of the story (they either roll high enough or don't)... especially since again the DM decides what form those rolls (if any) take in the course of the adventure, there are no rules set in place that allow the players to do this. I think you are drawing conclusions that don't necessarily (thought they may) arise from certain actions. Me choosing the Lich King so I can fight undead does not in any way mean I will contribute more to the fiction... since </p><p></p><p>1.) It's possible I never roll high enough for him to be involved </p><p>2.) Even if I roll high enough there is no mechanism in place to allow a player to define any of the fiction surrounding an Icon in the setting, If a DM allows this, it is purely in the realm of playstyle or house rule and is not a function of the game.</p><p></p><p>In contrast when I create a one unique thing I can (though I don't necessarily have to) define something about the world. As an example... "I am Korad the reincarnated hero who defeated the nine-headed dragon, Annihilation, during the 2nd Age"... My one unique thing just created history, and NPC and established that beings can be reincarnated in this version of the 13th Age setting. </p><p></p><p></p><p></p><p>I think an easier way, at least for me, is just to make sure the situations are varied enough that they aren't able to call on their "+5" background all the time. It keeps me interested and engaged with the adventure since I have to think of these things... Personally I don't think I'll mind if there is a particular skill they fall back on more than others, since I think this then also helps to define the character (I mean should I penalize the Rogue player if he uses his "Master Thief of the Shadow Guild" skill more than the others while doing rogue stuff?)... however I'll reserve actual judgement until I see how it plays out in a real game.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6167207, member: 48965"] I can see this at a very high level (and even then IMO it's a bit of a stretch and not really facilitated by the rules) since you choose how many relationship points you invest with each one... but it is still random rolls that actually determine which (if any) Icons appear in a particular adventure... and leaving it up to a random roll, even one you have some power to tilt in your favor, just doesn't strike me as the player having actual control over the focus of the story (they either roll high enough or don't)... especially since again the DM decides what form those rolls (if any) take in the course of the adventure, there are no rules set in place that allow the players to do this. I think you are drawing conclusions that don't necessarily (thought they may) arise from certain actions. Me choosing the Lich King so I can fight undead does not in any way mean I will contribute more to the fiction... since 1.) It's possible I never roll high enough for him to be involved 2.) Even if I roll high enough there is no mechanism in place to allow a player to define any of the fiction surrounding an Icon in the setting, If a DM allows this, it is purely in the realm of playstyle or house rule and is not a function of the game. In contrast when I create a one unique thing I can (though I don't necessarily have to) define something about the world. As an example... "I am Korad the reincarnated hero who defeated the nine-headed dragon, Annihilation, during the 2nd Age"... My one unique thing just created history, and NPC and established that beings can be reincarnated in this version of the 13th Age setting. I think an easier way, at least for me, is just to make sure the situations are varied enough that they aren't able to call on their "+5" background all the time. It keeps me interested and engaged with the adventure since I have to think of these things... Personally I don't think I'll mind if there is a particular skill they fall back on more than others, since I think this then also helps to define the character (I mean should I penalize the Rogue player if he uses his "Master Thief of the Shadow Guild" skill more than the others while doing rogue stuff?)... however I'll reserve actual judgement until I see how it plays out in a real game. [/QUOTE]
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