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<blockquote data-quote="EzekielRaiden" data-source="post: 6674854" data-attributes="member: 6790260"><p>I can definitely appreciate both sides of this. A lot of my play experience has been with very light systems, often from the more "indie" side--a Dogs in the Vineyard take on Exalted (the DM got impatient waiting for Exalted 3e!) and a couple long-running Dungeon World campaigns. One of my DW co-players can never keep down character sheet details--even with the 'single page' nature of DW character sheets, it took a good 6 months to make sure the player remembered how the Thief's sneak attack works, to say nothing of the variety of level-up moves the character has gained. I can deeply appreciate why the "casual" or "no memory for this sort of thing" player would blanch at seeing a 4e character of anything beyond 3rd or 4th level--that many discrete elements with specific hooks to them would be awful.</p><p></p><p>On the other hand, though, DW leaves me constantly hungry for <em>more</em>. I've worked out a Compendium Class with my DM that helps, but only so much. It would be totally broken in a general campaign, but when we only have 3 players <em>and</em> I'm the kind of player to put roleplay before effectiveness, it's not so bad. (The "opening move" was +CHA to Last Breath, with some deity shenanigans involved; in a different kind of campaign that would've been difficulty-shattering, but I've only had to roll a Last Breath once, and that was technically kinda-sorta on behalf of someone else--Paladin healing stuff was involved.) 4e is of course my preferred game, so straining against the confines of the comparatively ultra-light DW has led to interesting results. Fortunately, in the other campaign (technically Dungeon Planet), I play a Technician, which makes that character essentially a techno-cleric-wizard, so I'm less starved for mechanics there (but still not satiated).</p><p></p><p></p><p></p><p>Hear, hear. To be fair, though, there is a 13th Age SRD. While not <em>quite</em> as easily searched as the Compendium, and not an exhaustive listing of all official stuff, it's a good help if you want to search through the base game.</p><p></p><p></p><p></p><p>Some of them could probably be carried over without too much issue. I imagine the Great Gold Wyrm wouldn't be hard, from what little I've read. In fact, the Icons might be really nice, because they give you a way to have important movers and shakers that *aren't* the gods. Obviously the fallen ex-god of corruption etc. would need to be an Icon (possibly a reskinned, triumphant Lich King), but there's a lot you can do with the base Icons. Perhaps some are dead; the Priestess might be a good example, since the gods are out of reach, as well as the Archmage, since the Shadow has nigh-unquestioned control of magic. Others are wholly under the Shadow's thumb, e.g. the Diabolist is given free rein as long as its actions serve the Lich King's purposes, and the Orc Lord is clearly allied with him rather than opposed. The Elf Queen could go a variety of ways--dead, sleeping, wounded--but would make a lot of sense because of Midnight's history. The Emperor expressly <em>doesn't</em> fit, but he could be turned around--rather than representing the august and well-established ruler, he could be the young conqueror and far-sighted statesman, perhaps his Draconic Seals being some form of not-yet-well-known force that can oppose the Shadow. You probably don't need all 13 Icons anyway, unless you get a really heterogeneous group.</p><p></p><p>On the one hand, I'd like to get some hands-on experience with 13A, because it sits somewhere between two games I like (that is, 4e and DW). On the other, I have some doubts and reservations about it, and how it implements certain classes (especially the Paladin, and not just because it's so deeply passive in nature). It also sounds like Midnight is a tough setting to play in, for someone with my sensibilities (I love Paladins)--sort of a more "traditional fantasy" parallel of <em>Dark Sun</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6674854, member: 6790260"] I can definitely appreciate both sides of this. A lot of my play experience has been with very light systems, often from the more "indie" side--a Dogs in the Vineyard take on Exalted (the DM got impatient waiting for Exalted 3e!) and a couple long-running Dungeon World campaigns. One of my DW co-players can never keep down character sheet details--even with the 'single page' nature of DW character sheets, it took a good 6 months to make sure the player remembered how the Thief's sneak attack works, to say nothing of the variety of level-up moves the character has gained. I can deeply appreciate why the "casual" or "no memory for this sort of thing" player would blanch at seeing a 4e character of anything beyond 3rd or 4th level--that many discrete elements with specific hooks to them would be awful. On the other hand, though, DW leaves me constantly hungry for [I]more[/I]. I've worked out a Compendium Class with my DM that helps, but only so much. It would be totally broken in a general campaign, but when we only have 3 players [I]and[/I] I'm the kind of player to put roleplay before effectiveness, it's not so bad. (The "opening move" was +CHA to Last Breath, with some deity shenanigans involved; in a different kind of campaign that would've been difficulty-shattering, but I've only had to roll a Last Breath once, and that was technically kinda-sorta on behalf of someone else--Paladin healing stuff was involved.) 4e is of course my preferred game, so straining against the confines of the comparatively ultra-light DW has led to interesting results. Fortunately, in the other campaign (technically Dungeon Planet), I play a Technician, which makes that character essentially a techno-cleric-wizard, so I'm less starved for mechanics there (but still not satiated). Hear, hear. To be fair, though, there is a 13th Age SRD. While not [I]quite[/I] as easily searched as the Compendium, and not an exhaustive listing of all official stuff, it's a good help if you want to search through the base game. Some of them could probably be carried over without too much issue. I imagine the Great Gold Wyrm wouldn't be hard, from what little I've read. In fact, the Icons might be really nice, because they give you a way to have important movers and shakers that *aren't* the gods. Obviously the fallen ex-god of corruption etc. would need to be an Icon (possibly a reskinned, triumphant Lich King), but there's a lot you can do with the base Icons. Perhaps some are dead; the Priestess might be a good example, since the gods are out of reach, as well as the Archmage, since the Shadow has nigh-unquestioned control of magic. Others are wholly under the Shadow's thumb, e.g. the Diabolist is given free rein as long as its actions serve the Lich King's purposes, and the Orc Lord is clearly allied with him rather than opposed. The Elf Queen could go a variety of ways--dead, sleeping, wounded--but would make a lot of sense because of Midnight's history. The Emperor expressly [I]doesn't[/I] fit, but he could be turned around--rather than representing the august and well-established ruler, he could be the young conqueror and far-sighted statesman, perhaps his Draconic Seals being some form of not-yet-well-known force that can oppose the Shadow. You probably don't need all 13 Icons anyway, unless you get a really heterogeneous group. On the one hand, I'd like to get some hands-on experience with 13A, because it sits somewhere between two games I like (that is, 4e and DW). On the other, I have some doubts and reservations about it, and how it implements certain classes (especially the Paladin, and not just because it's so deeply passive in nature). It also sounds like Midnight is a tough setting to play in, for someone with my sensibilities (I love Paladins)--sort of a more "traditional fantasy" parallel of [I]Dark Sun[/I]. [/QUOTE]
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