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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6169272" data-attributes="member: 27160"><p>Sure - I was just expressing that I came to broadly similar views about 13th Age as you did despite us having quite disparate views on previous editions' systems. The other points about 4E items are getting really off topic so I'll take that elsewhere.</p><p></p><p>This is a valid point, but I did say maguffins/<strong>tools</strong>, and in the sense that they are a way for the GM to give the characters specific capabilities and "toys to play with" and see what their responses are, I would stand by this expanded description. To be clear, I don't regard it as any sort of bad thing to have such an artefact (as opposed to artifact!) in the game.</p><p></p><p>Sure - I may not have been clear enough, but I assume that the player will be wholly responsible for expressing their character's items' quirks as long as they are within the "chakra limit" (horrible terminology, IMO, but I'll survive it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>Yeah, I can see this concern as totally reasonable. It would be something to find out through play, I think.</p><p></p><p>My experience with Fiasco is that these determinations actually happen pretty quickly, but maybe that would work differently in 13th Age - I don't know. Fiasco has a similar system where a player leading the narration of a scene can have a "bad outcome" die imposed on them; they are then expected to lead the scene to a bad outcome for their character. If they offer an outcome that the other players, collectively, don't think is bad enough they just get an array of shaking heads/thumbs down to say "not bad enough, dude - make it worse!" If it worked that way with item influence in 13th Age I could see it working well and being fun; if for some reason it doesn't work out that way then I'd look for some other way to handle it.</p><p></p><p>Well, I would think/hope that players overburdening their characters with magic items will be relatively uncommon, but I guess we'll see when we start playing in earnest!</p></blockquote><p></p>
[QUOTE="Balesir, post: 6169272, member: 27160"] Sure - I was just expressing that I came to broadly similar views about 13th Age as you did despite us having quite disparate views on previous editions' systems. The other points about 4E items are getting really off topic so I'll take that elsewhere. This is a valid point, but I did say maguffins/[B]tools[/B], and in the sense that they are a way for the GM to give the characters specific capabilities and "toys to play with" and see what their responses are, I would stand by this expanded description. To be clear, I don't regard it as any sort of bad thing to have such an artefact (as opposed to artifact!) in the game. Sure - I may not have been clear enough, but I assume that the player will be wholly responsible for expressing their character's items' quirks as long as they are within the "chakra limit" (horrible terminology, IMO, but I'll survive it ;) ). Yeah, I can see this concern as totally reasonable. It would be something to find out through play, I think. My experience with Fiasco is that these determinations actually happen pretty quickly, but maybe that would work differently in 13th Age - I don't know. Fiasco has a similar system where a player leading the narration of a scene can have a "bad outcome" die imposed on them; they are then expected to lead the scene to a bad outcome for their character. If they offer an outcome that the other players, collectively, don't think is bad enough they just get an array of shaking heads/thumbs down to say "not bad enough, dude - make it worse!" If it worked that way with item influence in 13th Age I could see it working well and being fun; if for some reason it doesn't work out that way then I'd look for some other way to handle it. Well, I would think/hope that players overburdening their characters with magic items will be relatively uncommon, but I guess we'll see when we start playing in earnest! [/QUOTE]
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