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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6168442" data-attributes="member: 27160"><p>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.</p><p></p><p>As an extension to this (in the spirit of being constructive and so on), I would recommend holding a session with all players present where the task is to decide why the characters form a "party". The GM <em>might</em> have a plan for this to be enacted in the first session - in which case it may not be needed - but having up-front agreement to form a group can be helpful. All that is actually <em>needed</em> is an agreed story/montage, but it could be fun to add in things like a shared background (with a minimum investment of 1 point out of 8, this shouldn't impinge on players' build freedom too much - and I might be tempted to give them all an extra point if they chose to go this way).</p><p></p><p>Another possibility would be shared Icon relationships, but I'd be careful, here. If <strong>all</strong> the characters have a relationship to one Icon, then that Icon is going to figure a lot in the relationship roll "hits". This will tend to make that Icon a big focus of the campaign; this should probably be discussed and agreed in advance by all the players (<u>including</u> the GM!)</p></blockquote><p></p>
[QUOTE="Balesir, post: 6168442, member: 27160"] 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. As an extension to this (in the spirit of being constructive and so on), I would recommend holding a session with all players present where the task is to decide why the characters form a "party". The GM [i]might[/i] have a plan for this to be enacted in the first session - in which case it may not be needed - but having up-front agreement to form a group can be helpful. All that is actually [i]needed[/i] is an agreed story/montage, but it could be fun to add in things like a shared background (with a minimum investment of 1 point out of 8, this shouldn't impinge on players' build freedom too much - and I might be tempted to give them all an extra point if they chose to go this way). Another possibility would be shared Icon relationships, but I'd be careful, here. If [b]all[/b] the characters have a relationship to one Icon, then that Icon is going to figure a lot in the relationship roll "hits". This will tend to make that Icon a big focus of the campaign; this should probably be discussed and agreed in advance by all the players ([u]including[/u] the GM!) [/QUOTE]
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