Dungeoneer
First Post
Icons are one of the major new innovations of 13th Age and they are pretty core to the system. I would argue that if you are running 13th Age without Icons you aren't running it at all. I am very interested in running a 13th Age game, icons and all. But I'm not crazy about the Dragon Empire setting and I am already running a game based in Points of Light.
So just pick out some major players in Points of Light to be Icons, right? That was my first thought. After all, 13th Age icons are designed to fit most fantasy worlds. Just make the Dwarf King the Lord of Hammerfast and the High Druid the leader of Harken's Heart.
However as I've delved into the 13th Age system I've realized that the Icons aren't just a random collection of high level NPCs. They have to be actively working towards goals. Their influence has to extend to every corner of the world. They have to have, in short, agency.
You might be deep in the bowels of the deepest dungeon in Thunderspire, but when one of your players roles a six on their 'Elf Queen' relationship you've got to pull an Elf Queen-themed twist out of your butt. That's not hard to do in the Dragon Empire, where every single piece of the setting relates in some way to an icon. But the Nentir Vale is supposed to be sort of an untamed wilderness with scattered, well, points of light. It's harder to see how to reconcile that with omnipresent Icons.
Any ideas about how to do this? Have you integrated Icons into other settings? How did you manage that?
Looking for ideas!
So just pick out some major players in Points of Light to be Icons, right? That was my first thought. After all, 13th Age icons are designed to fit most fantasy worlds. Just make the Dwarf King the Lord of Hammerfast and the High Druid the leader of Harken's Heart.
However as I've delved into the 13th Age system I've realized that the Icons aren't just a random collection of high level NPCs. They have to be actively working towards goals. Their influence has to extend to every corner of the world. They have to have, in short, agency.
You might be deep in the bowels of the deepest dungeon in Thunderspire, but when one of your players roles a six on their 'Elf Queen' relationship you've got to pull an Elf Queen-themed twist out of your butt. That's not hard to do in the Dragon Empire, where every single piece of the setting relates in some way to an icon. But the Nentir Vale is supposed to be sort of an untamed wilderness with scattered, well, points of light. It's harder to see how to reconcile that with omnipresent Icons.
Any ideas about how to do this? Have you integrated Icons into other settings? How did you manage that?
Looking for ideas!