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New 13th Age 'Escalation Edition' Coming Next Year!
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<blockquote data-quote="waderockett" data-source="post: 8732201" data-attributes="member: 6675103"><p>I started using the icon mechanics Rob Heinsoo said he was experimenting with in his home game, and which seem to have inspired the 13th Age Glorantha rune mechanics:</p><ol> <li data-xf-list-type="ol">Players roll their characters' icon relationships at the beginning of each session.</li> <li data-xf-list-type="ol">On a result of a 5 or a 6 they get an icon advantage and I give them a token for that icon. I use the beautiful icon tokens from Campaign Coins because having something shiny in front of them reminds the players that they have a valuable resource they can spend.</li> <li data-xf-list-type="ol">They can spend that icon advantage at any time during the session to automatically succeed at something that would be difficult or impossible for them to do using their normal powers and abilities. It has to be within reason and the player has to tell us how it connects to their experience with, or the power/influence of, that icon.</li> <li data-xf-list-type="ol">When they use that advantage they roll 1d20. On a 1-5 there's a consequence or complication attached.</li> </ol><p>Making the icon advantage a resource controlled by players has worked incredibly well for me and my players. They enjoy using them, I enjoy seeing the creative ways they come up with to overcome challenges, it's super simple, and it gets the players invested in the icons—which lays the groundwork for Epic tier when they start to spend time with the icons in person and take on the campaign's villainous icons directly.</p></blockquote><p></p>
[QUOTE="waderockett, post: 8732201, member: 6675103"] I started using the icon mechanics Rob Heinsoo said he was experimenting with in his home game, and which seem to have inspired the 13th Age Glorantha rune mechanics: [LIST=1] [*]Players roll their characters' icon relationships at the beginning of each session. [*]On a result of a 5 or a 6 they get an icon advantage and I give them a token for that icon. I use the beautiful icon tokens from Campaign Coins because having something shiny in front of them reminds the players that they have a valuable resource they can spend. [*]They can spend that icon advantage at any time during the session to automatically succeed at something that would be difficult or impossible for them to do using their normal powers and abilities. It has to be within reason and the player has to tell us how it connects to their experience with, or the power/influence of, that icon. [*]When they use that advantage they roll 1d20. On a 1-5 there's a consequence or complication attached. [/LIST] Making the icon advantage a resource controlled by players has worked incredibly well for me and my players. They enjoy using them, I enjoy seeing the creative ways they come up with to overcome challenges, it's super simple, and it gets the players invested in the icons—which lays the groundwork for Epic tier when they start to spend time with the icons in person and take on the campaign's villainous icons directly. [/QUOTE]
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