Showing posts with label 13th age. Show all posts
Showing posts with label 13th age. Show all posts

Tuesday, November 3, 2015

13th Age: 101 Backgrounds

I love 13th Age backgrounds, and players came up with some great ones on the fly for my recent one-shot. I offer a few more I came up with. Many could easily be reworked into One True Things. More than a few would require clarifying boundaries for the GM... 

  1. Ageless Carvaneer
  2. Amateur Cartographer
  3. Assassin of Assassins
  4. Battlefield Scavenger
  5. Beast Whisperer
  6. Beggar Queen’s Scion
  7. Bone-Fortifying Technique
  8. Born at Sea
  9. Calculating Liar
  10. Champion Stitcherman
  11. Child of Exiled Vizier
  12. City Vigilant
  13. Collector of Recipes
  14. Colossal Beast Herder
  15. Covert Infiltrator
  16. Dedicated Scribbler
  17. Deep Diver
  18. Disappointed Ancestral Advisor
  19. Disavowed Squire
  20. Disillusioned Officer
  21. Dungeon Poacher
  22. Emergency Sawbones
  23. Escaped the Purges
  24. Experienced Rabble-Rouser
  25. Expert Gamesman
  26. Fairy Exterminator
  27. Fallen Exorcist
  28. Fashion Paragon
  29. Fearsome Debater
  30. Finder for Hire
  31. Foreign Interpreter
  32. Foremost Etiquette Expert
  33. Former Undead
  34. Freehand Tower Cleaner
  35. Genealogist
  36. Geomatic Architect
  37. Ghost Breaker
  38. God Game Gladiator
  39. Godsmith Apprentice
  40. Heretic Musician
  41. Holy Wrestler
  42. Hunger Artist
  43. Indentured to Elementals
  44. Infamous Trapsmith
  45. Ink-Stained Bookworm
  46. Jailer of the Infamous
  47. Keeper of Lost Tongues
  48. Life in the Rigging
  49. Long-Haul Navigator
  50. Longtime Imposter
  51. Magical Fisherman
  52. Master of Marches
  53. Mercenary Wisdom
  54. Minster of Small Things
  55. Mistress of Revels
  56. Mudlark
  57. Network of Conspirators
  58. Nomadic Herdmaster
  59. Notorious Executioner
  60. Oathbound Courier
  61. Only a Few Survived Being Monster Bait
  62. Outcast by Wicked Step-Parent
  63. Overseer of the Lists
  64. Pearl Diver
  65. Plague Tender
  66. Poison Gardener
  67. Practical Sellsword
  68. Puzzle Master
  69. Raised by Goblins
  70. Recitationist
  71. Recovering Becursed
  72. Reformed Cultist
  73. Royal Statistician
  74. Rubble Runner
  75. Ruthless Observer
  76. Savant of Patterns
  77. Scales like a Mountain Goat
  78. Sentinel of the Books
  79. Seven Evil Masters
  80. Shipwreck Survivor
  81. Siege Survivor
  82. Skyship Raider
  83. Slave Pit Escapee
  84. Smiling Fixer
  85. Soul Vessel
  86. Spirit Speaker
  87. Stalwart Guide
  88. Stoic Bearer
  89. Syndicate Lookout
  90. Taught on the Road
  91. Tempered by Denial
  92. Time in the Circus
  93. Torturer for the God of Healing
  94. Tunnel Rat
  95. Veteran Pillager
  96. Visionary Painter
  97. Wandering Teacher
  98. Ward of the Thieves Guild
  99. Warden of the Dance
  100. Witch Farm Escapee
  101. Years on the Wheel of Woe


Tuesday, April 28, 2015

Avatar Redaction Convergence: A DramaSystem Pitch

The RPG Geek/Pelgrane Press DramaSystem contest announced winners yesterday, you can see the results here. I didn't win, but that's cool since I can repurpose and post my entry here. The contest had some outstanding submissions. My two favorites, in the sense that as I read them I knew they'd work at the table, were Monster's Brawl and Strange Frequencies. I highly recommend you download and check those out. My own submission, as I mentioned in my brainstorming post, presents my attempt to figure out a way to do the "split formula" of weird urban fantasy settings which have a strong dramatic component and a parallel rich action side (Persona, Neon Genesis Evangelion). I'm not sure I've cracked that nut, but I hope it has some material other GMs find useful. 

AVATAR REDACTION CONVERGENCE
When their friends seem to be “written out” of reality, a group of teens search for answers and find themselves caught in the otherworldly Hunger Station.

SET UP
In a near-future Neo-Kyoto (or insert other suitably anime city) strangeness grips the city. Hallucinatory visions, panic-inducing rumors, and a mysterious illness that only seems to target those with green eyes. As fear and unease takes hold, a group of students of the Yojinbukai International Institute discover a stranger pattern. Classmates, teachers, and staff have begun to vanish- with no one recalling them…except this handful of teens.
When their questions fall of deaf ears, this group reluctantly bands together. But these leads only further down the rabbit hole. Touched by the secret forces working behind the scenes, they find themselves thrust into Hunger Station. Granted strange powers they must battle through this nightmarish metropolis to rescue their vanished friends, uncover the source of these events, and simply survive.

Now they have to balance the demands of these adventures with their daily life: navigating the world of high school relationships, parental demands, and adult disbelief even as they try to puzzle together what’s happening to them.

TWO WORLDS COLLIDE
Avatar Convergence Redaction splits into two parts. The first is the day-to-day life of the PCs in Neo-Kyoto trying to reconcile the strange with their ambitions, desires, and personal conflicts. We use DramaSystem to simulate this. The second is their exploration of Hunger Station, armed with unique powers. We will use the 13th Age’s “Archmage Engine” for this. I cover each in their own section below, along with notes on the transition between them.

SOURCES
Avatar Convergence Redaction is a love-letter to the Shin Megami Tensei series (including Nocturne, Persona, Soul Hackers, Devil Survivor, and Digital Devil Saga). At the same time it borrows from anime and manga stories combining relationships with high strangeness (Stein’s Gate, Utena, Alien Nine, Volcano High, and Tomie among others). Two works especially shape my vision of this setting: Boogiepop Phantom and Paranoia Agent. A couple of rpgs could serve as useful resources for the high strangeness of Hunger Station: Itras By and Don’t Rest Your Head.

SIDEBAR: THE LOST PROBLEM
Drama System stories build on collaboration between the players and the GM. The players call most of the scenes and establish most of the relevant details. The GM helps to adjudicate, handles the challenges of procedural moments, and throws twists from time to time. But generally the players control the direction of the plot. So how do we add in Big Mysteries to a plot? Shows such as Lost, Cult, and The Flash set up big season-long problems for revelation. The ACN set-up has some of that built in, so how do we handle that?

It’s important to talk with your group when you start a campaign, ask them if they want a big mystery running through things. Talk about the options, either one of those presented below or another variation. Some groups may not want a distraction from the dramatic interplay of their characters. GMs will also want to consider how their group has handled mysteries (big or little) in other games. Were some players engaged, but not others? Did they give up on the mystery?

Player Created “Puzzle Pieces”
Once the group has established the setting, the big mystery should be evident- to the players if not to the characters. Usually that’s some version of “What’s Really Going On?” In the case of Avatar Redaction Convergence, we have sub-questions about that:
  • Why are their fellow students being “edited out” of the world? How is this being done and how can it be reversed?
  • What is the nature of Hunger Station and the powers they have there?
  • What’s the connection between this and other strangeness happening?
  • Who or what is behind this and how can it be stopped?

Naturally scenes during play will touch on this, and facts will be established. But each session one player gets to offer a big puzzle piece through a narrated scene- usually as a coda on the session. The group should rotate this responsibly and establish each session who will handle it for the next. This coda scene can involve secondary characters and incidents outside the view of the PCs. The player may include their own character is they wish. But usually these scenes introduce a new twist into the larger story.

Puzzle Piece scenes show us some new element: X is actually a robot, Y destroys evidence, a hidden figure sets a prisoner free, an strange object is buried or revealed in the dark of night. You may have seen these kinds of scenes in Fringe, X-Files, and Arrow. The player’s under no obligation to explain the meaning of these bits. By making the usual coda explicitly about these, the group keeps the mystery in a more limited space. Players may bounce of elements of that coda in the following session, perhaps to reveal more about it and bring it into the dramatic tension (mutual suspicion over who freed the prisoner, stole the object, destroyed the evidence).

These twists establish a canon for the mystery. Later elements should be careful not to negate these facts. They can reframe them, reveal additional information about them, or show why they weren’t exactly as we imagined them to be. (i.e. “It was actually his twin brother”). Avoid gonzo versions of this unless you want a fully anime feel.

GM Drive “The Twist”
On the other hand, the players may place responsibility for these twists in the hands of the GM. This gives the GM a little more responsibility and chance for improvisation. The GM should avoid sketching everything out about “The Big Picture”. Instead they should follow the methods of The Armitage Files where the GM improvises and adjusts the mystery in response to the characters’ actions and the players’ interests.

Off-Script
While the secret should be engaging and interesting, GMs should keep a couple of things in mind. That mystery and the process of discovery shouldn’t dominate a session. Keep it small, usually to one or two scenes. Where possible connect those revelations with dramatic incidents- sparking changes or coming out of a clash between characters. Importantly, the secret’s revelation shouldn’t undercut or negate the character’s choices. That’s more fuzzy, but if the group’s been playing towards particular dramatic stakes, they should be tied to the secret.

LIFE IN NEO-KYOTO
The basic tension of the “real world” side lies high school dramatics: rivalries, infatuations, ambitions, and a desperate search for identity. Players should discuss tone: realistic, more anime, or somewhere in-between (ala Buffy). The paranormal elements should complicate these things: straining relationships, labeling the PCs as troublemakers, and creating misunderstandings.

The characters know that a handful of persons (students, teachers, staff) have vanished—but no one they talk to recalls them. Physical evidence still exists for these persons, but authority figures hand wave these away or rationalize them as something else. Each player should come up with the name, background, and their connection to one of the missing persons.

The group should decide if they want to begin with the characters already linked by their shared knowledge or if that should be played out in session one. Regardless, that first session will revolve around the characters connections with each other and their ties to the vanished.

IMPORTANT EXPOSITION QUESTIONS
  • Where is Neo-Kyoto (or other name)? America? Japan? England?
  • What’s unique about the city? Is it a highly automated or a rustbelt? Is it a crossroads?
  • What unique natural features or locations define it?
  • What’s the Institute like? Is it advanced and layered with shining chrome? Old, storied, and gothic?
  • Is the institute managed by exacting taskmasters or by an apathetic administration?
  • What kinds of students go there? Luck-of-the-draw assignees? Children of the elite? Cast off problem students?

CHARACTERS
Characters can be classic high-school tropes- American or anime.
  • Foreign “Fish Out of Water” Student
  • Silent Athlete
  • Military Obsessed Otaku
  • Computer Nerd
  • Student Council President
  • Aspiring Musician
  • Latchkey Wallflower
  • Tragic Orphan
  • Misunderstood Bully
  • Gifted Natural Who Secretly Struggles
  • Mysterious Transfer
  • Middle Sibling
  • Club Manager
  • Duty-Bound Daughter
  • Fragile Survivor
  • Secret Celebrity
  • Cynical Diva
  • Uncertain Psychic
  • Family Caretaker
  • Enthusiastic Booster

THEMES
Outsider/Insider: Characters desperately want to be on one side the other. The new weirdness and their knowledge may push characters away from their moorings.
Absent Friends: The vanished may have been important- how do they fill that gap.
Stupid Authorities: No one will believe them. And even talking about the strangeness may get them label as a troublemaker or in need of medication.
Adult Supervision: The incidents strain the relationship between characters and their parents or caretakers. How do they evade control and the watchful eyes.
Denial: Ignoring what’s happening may seem like a ready solution.
Infatuation and Confession: Love can be keenly felt, hidden, expressed, and rejected. Each of these will feel like the end of the world.
Bad For You: Your peers and romantic interests often are your worst enemies.
Whispering Campaigns: Rumors may or may not have a supernatural power, but they possess a destructive force in high school.
Ambitions: These mysteries are a roadblack and distraction for those who have their future already mapped out.
The Wrong Crowd: You didn’t choose these companions. What will your friends say?
School Days: They’re still going to school, meaning Group Projects, Field Trips, Festival Days, Clubs, and High-Stakes Tests.

TIGHTENING THE SCREWS
Revelations and secrets exposed will increase the tension. But additional twists can make things even more scary and raise the stakes.

...The parent or caretaker of one of the PCs vanishes and no one remembers them.
...They're spotted in their investigations, making life more difficult through grounding, house arrest, or other limitations.
....A target of affection begins to behave oddly or irrationally- indicating a hidden secret.
....They encounter rivals from another school who seem to share their talents but have other agendas.
....One of the Vanished returns, and once again no one seems to notice it. But the returnee doesn’t behave as they did before.
...They see creatures from Hunger Station in the real world.
...The vanishings accelerate as the city slowly becomes an unreal ghost-town.

ADVENTURING IN HUNGER STATION
Hunger Station is a phantasmal otherworld of darkness and nightmares the players will enter. It looks like a half-built modern city, with the unfinished sections echoing the architecture and state of endless other places- some decaying, some futuristic, others incomprehensible. The city has other analogues- a ghost tram system, amusement plazas filled with masked figures, and strange hooded sanitation workers rolling silently along the streets.

When the players enter into Hunger Station, the game switches to a dungeon crawler. This uses a variation of 13th Age as mentioned above. In Hunger Station, the PCs will see signs and echoes of the Vanished they know. In order to rescue them, the party must enter into the prisons holding them. There they will fight unnatural creatures and try to overcome the self-inflicted bonds used to restrain the Vanished.

But the players are not simply helpless, instead they possess powers gifted to them, called Avatars.

AVATARS
When the players first enter Hunger Station, they will be contacted by a mysterious force calling itself Arcana. It will draw out from the characters an inner vision of their own heroic nature. While hunting for their missing friends and loved ones in the dungeons, these Avatars grant them powers and a unique appearance.

In practical terms, each player will build a 13th Age character, with a few changes. There are no racial options or feats. Background points should be reflective of the character’s Action Types from the DramaSystem side of things. Icons exist, but slightly modified and with different uses and implications. Characters begin at Level 1. Players should probably talk about the composition of the party and come up with a unique name for their Avatar reflecting their outlook and its powers.

Keep in mind that players will have to reframe some of the fluff from these powers for the new context.

The following classes will work most easily: Barbarian, Cleric, Fighter, Paladin, Ranger, Sorcerer, and Wizard. Other classes will require some retooling for Icon feats (Bard) and Backgrounds (Rogue) but could also work. The Commander, Druid, Monk, and Necromancer from 13 True Ways could also be used, but will also require some reframing and restrictions. I’d leave out the Chaos Mage, Occultist, and Multiclassing from available options.

RUNNING HUNGER STATION
Depending on what the players want, GMs could alternate one session in Neo-Kyoto and one session in Hunger Station. Events in Hunger Station should involve a little bit of color set up and travel through the weird landscape, ending at one of the “dungeons.” Each dungeon is a manifestation of the particular Vanished’s memories, hopes, and fears. Built the atmosphere off of that. Take advantage of the opportunity to reveal character elements for the Vanished and for PCs connected to them. You can easily tie puzzles and traps to these emotional details. The players will fight through monsters, which can be easily reskinned from the book into weird psychic manifestations. Each dungeon should have a boss linked to the Vanished and to the Dramatic Poles of one or more PCs. So an end boss might showcase feelings like Guilt, Anger, or Envy.

The players might not make it through a dungeon in one session. Decide if you’re comfortable splitting that over two. Generally you shouldn’t stretch that out any longer to avoid shifting the emphasis away from the Drama. Adventures in Hunger Station should be a reward- with easier questions or right & wrong. If they haven’t finished a dungeon and you don’t want to split things, have the PCs tumble out of the Station back into the real world. They can reenter later at the point they departed.

Each delve should be aimed at a rescue, and should also offer at least one significant revelation about the big picture plot.

MECHANICAL POINTS
Given that players will have a Full Rest between explorations, consider cutting the number of PC recoveries in half. Go low to start, as you can offer more as a reward later.
Since the explorations of Hunger Station happen infrequently, consider upping player advancement. The characters might gain a level after every delve or every other one. You can tune this as you play further.

If the players lose, they can withdraw. Such a loss should translate into permission to tighten the screws in the real world. Perhaps they suffer some physical effects- illness, exhaustion, visible wounds- which complicate their lives in the real world.

If you’ve introduced a rival group of students in the Neo-Kyoto side of things, consider making them adversaries in a delve.

Players only have real access to their Avatars in Hunger Station. However, GMs may want to allow the PCs some minor echoes of those in Neo-Kyoto, especially as the campaign progresses. They can use those to support dramatic declarations or narrative editing.
Magic items can be a reward for the characters, but should probably bind to a character’s avatar when they take it up. That means they cannot be passed to another. One-use items are less important given infrequency of delves.

GETTING TO HUNGER STATION
The players should fall into Hunger Station via weird events and coincidence (they meet up after hours and cross over, they find a portal when they stay in the school to look for ghosts, they discover a unique item). Ideally this should be a coda scene for the first session. After that, returning to the Station should require all of the group. The process should be weird enough that they can’t easily share it with others (perhaps they have to be alone). If they have to do it after dark, this means they’ll have to create cover stories and sneak out of their homes to meet up. This can be used to create complications at first, but shouldn’t become a major barrier to moving the story forward. How they cross over could be a good things for the players to come up with together.

ICONS AND PERSONIFICATIONS
GMs may want to leave out Icons from 13th Age for simplicity. On the other hand, these could be used and tied to both sides of the campaigns. Icons in Avatar Redaction Convergence take the form of personifications of different passions, drives or emotional states. Each takes the form of one of the figures from the Higher Arcana of the Tarot. I’ve only listed twelve below- perhaps there are others, tied to rivals or other forces. Perhaps there’s both a standard and an inverted form to these figures?

Note that theses definitions don’t reflect the actual meanings of these cards in the classic tarot. Tweak these as necessary.
  • The Fool: Innocence, Luck, Virginity
  • The Magician: Esoteric wisdom, craft, or skill. Weirdness and mystery.
  • The High Priestess: Faith, hope, charity.
  • The Empress: Command, respect, center of attention, admiration.
  • The Emperor: Desire for power, ambition, envy, jealousy.
  • The Hierophant: Knowledge, expertise, arrogance.
  • The Lovers: Infatuation, affection, desire.
  • The Charioteer: A figure of rage, anger, force, and destruction.
  • The Hermit: Isolation, loneliness, driving others away.
  • The Hanged Man: Depression, self-destruction, self-doubt.
  • The Devil: Manipulation, seduction, duplicity
  • Death: Change, transformation, restructuring.

As with standard Iconic Relations, players can have Positive, Negative, or Conflicted relationships to these forces. A player’s Dramatic Poles should connect to that. Perhaps a character’s trying to battle against their own Self-Destructive impulses, so they might have a negative relation to The Hanged Man. Or perhaps they resent their parent’s work as a doctor and the time they spend on that. They might be conflicted about The High Priestess. I’d suggest rolling Icon checks at the start of each entry into Hunger Station.

Icons on Hunger Station side can be used concretely. These forces might offer assistance, information, or items of power. Alternately, you may allow players to use these as “rerolls” if they can explain how their emotional connection to the Icon pushes them to succeed. If a player rolls a “5” for their Iconic relationship, then things become a little more interesting. The cost for such aid doesn’t appear on Hunger Station side of things, but in the real world. They create an “Obligation.”

Obligations have to be cleared before the next delve into Hunger Station, or else they burn up a players’ recoveries (leaving them only one, unless they had more than one obligation, in which case they start with zero). Obligations can be cleared by introducing complications related to that Icon’s aspect to a dramatic interaction, either another player or an NPC. Essentially these complications should up the stakes, permit crazy misreadings, or generally make life worse for the obliged character. Obligations could also be read as pushing a character to deal with their feelings or help someone else deal with theirs. The group should negotiate and agree when an obligation has been cleared.

OTHER PROCEDURALS
In some ways, the 13th Age mechanics overwrite a good deal of the procedural material. So how do we handle Procedural Actions on the Neo-Kyoto side. In general, keep those as simple as possible. If it’s an investigation bit, “GUMSHOE” it- give information, but allow the players to spend Drama Tokens for additional information or details. For other conflict, go as simply as possible. The Pelgrane site offers some alternate rules for handling such resolutions. Consider connecting Icon relationships to this if you’re using those. Players can succeed by burning a 5 or 6 roll- but the results have to be colored by the particular Icon used. 

My earlier pitches for Malign UniversalA War on Christmas, and Changeling the Lost. 

Friday, March 13, 2015

13th Age: 13 Thoughts for Friday the 13th

This week saw us hit session 17 for our online 13th Age campaign. They finally made it to fifth level, giving them access to Champion tier stuff. That's further than we made it in the 13th Age game I played f2f. For this 13th Age celebratory day, I I've assembled some thoughts and impression from running and playing it for a while.
  1. I’ve pretty closely followed the book for Icon interactions. Our sessions average somewhere between 2-3 hours, leaning towards the lower end of that. So I don’t do Icon rolls every session. Instead I spread them out and roll them at significant breaks.The players roll at the end of a session so I have time to think about how I might bring those results to the table. That takes some pressure off and gives me fodder for planning.
  2. Because the players roll and know their Icon checks, I try to point at those when they happen at the table. I make it clear a particular encounter, piece of information, or gifted item, is tied to that roll. Usually I sketch out one or two incidents or bits tied to rolls of 5 or 6. But I also allow the players to call on those established results. For example, when the group desperately needed a particular magical protection, one of the players burned his “5” roll to establish a contact quickly. Of course the merchant overcharged them heavily. Players can still call for an Icon roll, but if can use established ones definitively. If they do so, I pocket the ideas I’ve come up with for a later time.
  3. Besides items, contacts, information, assistance, chance meetings, and revealed plans, I’ve also used Session Icon rolls as boosts. This is mentioned in a couple of places in the books. For example, after making their Icon rolls the players detoured into a multi-session dungeon crawl. The Cleric had a couple of 5 rolls with their positive relation Icon, so I shifted things such that the treasures involved were artifacts related that figure (The Surgeon Penitent). But I had trouble working in some of the others. I ended up giving players rerolls for Skill checks connected to their Icon. They received a flash or inspiration or a reminder of what they fought against. If they burned a 5 result, they got a reroll at the cost of a recovery. I’m keeping that use exclusively non-combat.
  4. There’s a kind of split within 13th Age. On the one hand for GMs like me it offers a cool, robust d20 fantasy system. I like how it puts the crunch of choices in the players' hands and keeps combat streamlined. On the other hand, the built-in world of the Dragon Empire’s awesome. And all of the Pelgrane material builds on that setting- down to what might be generic in another game, the Bestiary and the Book of Loot. Sometimes I feel like I’m caught in between. Since my campaign’s using other Icons, I often have to retool items and concepts or hunt around to find the closest analogue. At times I feel I’m wasting some of the game’s potential. But that’s usually during prep- when we get to the table that all fades away.
  5. We built our world using Microscope and the players came up with several of the Icons. We made that a phase in the process. Others popped up naturally in the history building and I made up the remaining ones. That’s been cool and the players have forged strong connections in play. I’ve seen other settings put forward alt Icons (like Midgard). You should hunt around and check those out. If you’re doing a fresh setting or a player-built world, consider giving the players an opportunity to build these figures for the campaign. It’ll tell you what kinds of stories they want. The scene several sessions ago where the players arrived at the island-sized figure of Grandfather Turtle, the animal who teaches Wizardry, remains one of my favs.
  6. Quirks. I love these conceptually. When Aaron ran the demo session I played in, they offered a great hook. But juggling multiple quirks can be a problem. Usually they’re just tugs, but where you have short sessions that can get dropped to the side. Definitely focus on a single quirk and track that. In my case, the players built an interesting logic into the world. Magic items are powered by a person’s spirit, the secondary animus in their body (think of it like a spirit or totem animal or force everyone has). You have to strengthen that spirit to use more items (i.e. level up). In this case the quirk for having a full load doesn’t come from the item, but from the person’s animus. So if a person has a Fire aspect, they might become hot-headed or if they have a Crow spirit, they might turn to scavenging at any instance. I haven’t put this into play yet, but I plan to give the players some choice in this.
  7. Hydras are awesome, but man did mine go down fast. In what was supposed to be an epic fight, the players dispatched two of them with relative ease. Don’t forget some monsters can do miss damage. I forgot that for the first round, so I didn’t hit as hard as I should have.
  8. If you can bear it, don’t learn the player characters' powers. I know and trust most of my players. I let them figure out how things work. If something seems too potent, I’ll check it after a session. I’ll also hunt it down if they have a question. If you remain blind, you free up more mental space to worry about the monsters. Plus you will be continually surprised at what they can pull out. I love it when they turn the tide with something awesome. Our cleric dropped his crit-negating talent on me a session ago. Of course I rolled three of them during the fight and lost that extra damage. It was dynamite. This is general advice- sometimes you’ll have players who need to be helped through the rules. I have one often has questions, so I’ve boned up on his class rules.
  9. Speaking of the Cleric…they’re wicked. If you have a Cleric in the party, then hit hard. Push the players to use their resources. Smack them around until you have the measure of them. Each time I think I’m about to drop someone, the Cleric steps in and “saves” them. Bah.
  10. It may take you time to learn how hard the fights should be. I keep underestimating the players. I need to step up my game. As the book says, if the players have a chunk of magic items, dial up the opposition. Use the movement and intercept rules to your advantage as well. I missed how that worked for the first couple of fights. Attackers with multi-target effects and/or status inflicts really boost the opposition (especially a Confusion effect like the Harpy’s). After a few sessions you’ll begin to see the synergies between the players’ abilities (often before they do). Players will forget that they have one-shot items, so feel free to distribute those.
  11. Why is Turn Undead a daily? It should at least be a recharge or per battle. Why do some online people say the Druid is underpowered? We had a Shifter Adept Warrior Druid and he tanked with high defenses and HP as well as dishing out tremendous damage. Maybe it becomes less potent as the players level up?
  12. Recoveries are a great resource to pinch. The game talks about four fights before a full rest. Try that, even if you're used to more downtime. To my mind a full rest is at least a day or two in luxury with the attention of a physiker and strong wine. I mentioned powering Icon boosts with recoveries above. I also make that the cost for environmental problems. Failed survival checks cost a recovery or even two with a fumble. I'm sure you can come up with some other devilish options. 
  13. I love running 13th Age with Roll20. The abstract nature of the movement in the system means I can use all kinds of maps and not worry about scale. I’ve laid out overhead dungeons, 3d rooms, flow charts, and strange tourist-style layouts. The Roll20 character sheet for 13th Age is great, and you can link that to tokens. Plus you get easy hidden areas via the Fog of War, a quick roller and initiative tracker, plus great drawing tools. You don’t have to learn much to robustly use Roll20 with 13th Age.
Finally, if you're interested in 13th Age, but wonder what's out for it check out my post: 13th Age: System Guide for New Players

Monday, January 5, 2015

Islands, Maps, and World Building

We’re eight sessions into our 13TH Age campaign. Players built the world over via a Microscope session, and then I fleshed it out. We ended up with 12 Icons unique to this world, plus one borrowed from the original (The Prince of Shadows). Right out of the gate, the players threw me for a loop with the inclusion of an enormous, visible Titan holding up the sky. A world of islands spun out from that.

WHERE ARE WE?
Over the sessions we’ve added to the backstory: new places, filling in concepts, figuring out big setting issues. The PCs have visited several locations: Ascarioth, Cerika, Unconquered Port. So far I’ve been able to handwave distances and directions. But last session they asked for more exact figures and some kind of map. Given that they’re going to have to make choices between different destinations I knew I needed to draw one up. The holiday break gave me the perfect excuse to work on it, so of course I put it off until the last minute.

Below you’ll see two versions of the map- one with locations labeled and the other with “national” regions marked out (I’ll come back to why the latter’s in quotes). I’m not an artist and I’ve never gotten the hang of cartography tools I’ve tried. Despite that failing on my part, I managed to put together something decent, I think. I spent a chunk of time figuring out presentation. I made a circle in Photoshop, printed that out, and drew in the outer edge stuff (which you can barely make out) and the big six landmasses. Then I rescanned it. Because I’d printed it on weirdly flecked paper, I got some nice artifacts out of it. I drew in some islands in Photoshop, but mostly I searched for splatter patterns in Google images and dropped those in various places. For the ocean texture I found a world map and grabbed a relatively empty section of the Pacific and layered that in after resizing. I opted not to color/texture the larger land masses because I want to leave those open for later.



WHO CONTROLS SEA-BARTERTOWN?
Both maps are intended to be rough and not necessarily to scale. For the second map I tried to mark out the major cultures/organized peoples on the map. At first I kept all the marking text from the other map, but it made things too busy. Looking at this now, my color choices are pretty appalling. Anyway, these two should provide the players some reference points.

When I sent it to them, I gave them this overview:
Here's the map with the largest organized political/national/cultural areas marked out. Keep in mind these are rough, and represent more the furthest extent of power for each of these groups- i.e. where the frontier or border posts and fleets can be spotted. The vast waters and endless seas make exerting power or control much more difficult, so borders are diffuse. Most of these are linked more by racial, cultural, or trade ties. The rest of the world is populated, but not really organized into groups larger than linked islands or allied city-states. The death of 80% of humanity less than a century ago left many, many places emptied and abandoned. Devastated peoples more often died off in a generation or moved to join together with other groups. It also encourages a much higher degree of inter-species trading and co-existence.

The two major human "dominated" areas are the Houses of Titan and the Frost Currents. The Sheten Consortium's the most multi-cultural. The White Hound Horde is the gathering of various barbarians and disorganized violent peoples under the flag of Chu Chuliann.

CLOSED AND OPEN
One of my design goals with the map was to paint in a few details, but keep things open. For example, I’m not marking out every island. I imagine in some places they’re dense conglomerations, while in others loose. Beyond that we still have large segments of open water. I’m picturing the visible islands on this map either being of significant size or showing an area filled with more islands. I’ve also avoided distances, keeping that relative. Someone on G+ asked me about prevailing winds and currents. I’m not going to mark those out. Instead, they’ll appear as necessary to shape travel times in my games. (i.e. “the Spicewine Wind comes through, through there, making that route faster” or “The Blackwater Current means travel will likely be much longer.”). I imagine that for any trip, the players will have at least two options: stay closer to islands and shores (safer, but longer travel) or hit open waters (faster, but more risky).

I also hunted through various “Sea” sourcebooks for other RPGs- Stormwrack, The Book of the Sea, Citybook II: Port o’ Call, etc. Some had more interesting ideas than others. Mostly I wanted a rough list of features I might throw in. From that came many of the new names and labels I dropped on the map. Do I know exactly what they are? Sort of. Part of the joy of playing will be figuring that out over time. A few things I did decide that I’m particularly happy with.
  • The players came up with giant sea-turtles (and other beasts) with rich farmlands on their backs. I think there are two kinds of massive sea turtle farms. The first, domesticated ones, remain close by particular islands. They're usually smaller and some suggest they're actually younger. The second are Wild Sea Turtle farms, usually claimed by a family or a tribe. There's a loose community among those farmers. Wild Sea Turtles migrate between two regions, the Highyear Seafields and the Lowyear Seafields. The Icon of Magic, Grandfather Turtle moves with these, so he can be found among them- and his rough position can be determined from the time of the year.
  • The six larger islands are somewhere between the size of England (244K sq. km) and Japan (378K sq. km). Malatesta is an island of giants- all the various kinds I imagine, organized into clans. They don’t usually sail out. Perhaps some of the small ones might. But I also think there’s a sub-culture of peoples living and surviving there. In caves maybe or literally underground? Perhaps ivory-skinned Drow-like humans? I don’t know. Did the giants come in there and wreck an existing civilization or did they always live there? Not sure yet.
  • The Hellforge range has a larger than usually number of volcanoes. The Iceclad Sea is often frozen. The Unfrozen Sea is super, weirdly cold. Things freeze on contact with it. The water itself ought to freeze but doesn’t. The Spike’s a giant mountain spire reaching out of the waters almost to the sky. The Bowl’s a weird depression in the sea that ships can fall into. There’s more…
  • The Titan holding up the sky is at the center of the world. It can be seen outdoors from anywhere in the world. That doesn’t entirely make sense vanishing point-wise, but “Magic”. Navigators calculate position and distance based on the Titan: what they see of him relative to the sky, sun, and stars- how large he appears. The Titan’s breath regulates the tides. I don’t know exactly how that works. When the Titan was injured and shifted, the tides went wild and seafarers took years to refix the navigation logs.

PLAYER GOOB
I’m loosey-goosey, but some of my players aren’t. From a conversation with one of them.

CARL: The elves bypassed the Orc’s naval defenses (Fathrist invaded Gharne).  Looked again saw the “Leviathan’s wake” marking.  BTW, I am thinking the ocean is vastly deeper than Earth’s (7-10 miles max) so like 25 miles average, which would allow for monstrous creatures like Titan Sharks.  I see Orc’s being transported inside the Shark’s mouth and 1,000-10,000 troops coming out (the ultimate beach assault).
BTW, quick demography, world population on earth during Middle Ages was 400 million.  Assume w/ 2/3 of the world is ocean.  If 90% is ocean we can estimate that at Titan world would have 120 million, then 80% die, so 24 million left 100 years ago.  My model says (yes I am a goober) that 1.3% growth is a good estimate
So 1.3% growth for 100 years = 87 million people presently
A large army in medieval times is 30,000 based on a pop of 400 million, so a large army in Titan would be (87/400 = 0.21) so 6500 would be comparable.  I looked up Alexander the Great’s army and it was supposed to be 150,000 max but only about 32,000 were fighting men.
I figured this would give us a better idea how individual characters would affect the whole world.

ME: I'd actually cut that population number down. The world's smaller than our Earth, and the carrying capacity of the land is likely much tighter (island vs. standard arable agriculture). I'd say you'd want to cut that world number down to maybe 75 million and kill off from there. However, keep in mind that the 80% death rate is only among humans (which until that time had been the majority race by far).

CARL: Sounds good, I was just doing Order of Magnitude effects so call it
75 m 100 years ago
Assume 90% (?) humans
So 13.5 m humans left (64%), 7.5 non humans (21 m total)
Grow a@ 1.3% for 100 years
= 49 m humans, 27 m non-humans, total = 76 m total
Large army is 5700 people

ME: You are the master of crunchy bits.

Monday, December 15, 2014

13th Age: System Guide for New Players

This year I played six sessions and ran eight of 13th Age. That's not that much but it's become my go-to system for throwback fantasy. I played years of Basic D&D, AD&D, RolemasterStormbringer, and even a little 3.5. But in the last decade or so when we've done fantasy, it's been more narrative and less classic. We'd used GURPS, StorytellerTrue20Fate, and various homebrews. 13th Age hits my perfect middle ground for  handling dungeon & hex crawls. It offers fun class choices for players, challenging monsters, cool world-connecting elements, and handwaves mechanics I'm not interested in.

For this list I'm pulling together what's been published for 13th Age up to this point. I'm probably missing a few things. Where I've read through a product, I offer my impressions. Hopefully players considering 13th Age can look at this and see what's essential and what might be interesting for their play style.

The Basics
13th Age is a d20-esque game. It echoes various versions of D&D but streamlines them to focus on different elements. To me it feels like GMs got together and looked closely at how they actually run at the table. Then they built a system supporting that. 13th Age has nine classes (Barbarian, Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Sorcerer, and Wizard. Each offers a radically different approach to play and differing complexity. Characters are built on the classic six stat system and the game supports play up to level ten. Players familiar with other d20 or D&D games will easily recognize the mechanics.

The SRD for the system is available online. That's a good place to check first to see if the game fits. Among my players a couple haven't bought the core book, but they've been able to use the SRD well enough to keep up with play. The generic system for 13th Age is called the Archmage Engine.

13th Age has several striking rules elements I love. Some are unique and some reflect innovations in other systems. This is my personal list of the best.
  • Icons: Characters begin with relationships to the defining "Icons" of the setting: rulers, great figures, legendary monsters. The game mechanizes this. Both players and GMs can call on these relations. I've talked more about Icons here
  • One True Unique Thing: Players define one unusual and crazy truth about their character, not for mechanical benefit but to offer story options. 
  • Handling Skills: Backgrounds are equivalent to skills in this system. Players define what kind of apprenticeship, upbringing, and durance they've gone through. "Student of a Heretical Chantry" or "Scout for the 7th Blades" for example. Each background has a value which can be added to a roll when an action fits with it. 
  • Asymmetrical Character Classes: Each class feels distinct. It can seem like they're running with different engines in and out of combat. 
  • Simplified Combat Elements: It uses abstract distance and movement. Characters are either engaged, nearby, or far away. That cuts out many related details and elements. Likewise it takes a simplified approach to modifiers and conditions. 
  • Abstracted Wealth and Equipment: GMs can track money should they want to, but they can also focus on the players’ ability to have the important stuff: potions, minor fantastic trinkets, and more serious magic items. 
  • Magic Item Limits: Players can only carry and use a certain number of magic items based on their level. This makes for interesting choices. 
  • Experience: The GM sets when the players have accomplished enough to level. Characters gain incremental advances between those. This means they can pick benefits from their next level they want (new feat, more HP, skill test bonuses). 
This simplification may not work for everyone, but I enjoy it. For actual play, you can check out my videos from our ongoing campaign.

13th Age Core Rules
The core book for 13th Age is complete and covers all elements of the system: character creation, combat, adventuring, monsters, magic items, and a sample adventure. You could easily run a strong and satisfying campaign just from this material. For example, the bestiary offers many of the classics and suggestions on how to retool them. The GM advice is particularly good. Often you'll see a conversation between the designers about how they handle elements differently in their campaigns.

I've talked about 13th Age as a system, but it also includes a rich and distinct setting, The Dragon Empire. It runs through the book, used for examples and explanations. The book begins with this material, in particular the Icons of the setting. GMs looking to assess the mechanics may find themselves jumping past. But that misses some of the best stuff here. The setting's vivid and does an excellent job of making the game concrete. It shows how assumptions about the world can affect mechanics and character play. The sample adventure, for example, demonstrates how Iconic relationships can be used to change environmental and plot details. At the same time, 13th Age's setting doesn't feel intrusive. The rich material didn't get in the way when I went to use it for a different world.

13th Age has a couple of points GMs should be aware of. The classes are distinct enough you may not have mastery over what everyone can do right away. That also means players may have a hard time transitioning from one class to another. It’s also easy to see Recoveries as an unimportant element unless you're pressing hard on the party. Finally new players will continually get lost at the distinction between Talents and Feats. 13th Age handles feats differently than many other games. Both times we've done character creation sessions, players miss what they can take and what they can buy up. It took a couple of sessions to get that worked out in both cases.

This is the first major rules sourcebook and expansion for 13th Age. It includes six new classes: Chaos Mage, Commander, Druid, Monk, Necromancer, and Occultist. Again they feel novel and distinct from one another. All lean towards the higher end of difficulty. The Druid, in particular, has diverse menu of options to really tune the character towards different conceptions of the class. This book presents rules for handle multiclassing, a perennial concern in these kinds of games. All this takes up the first 110+ pages of the 256 page book.

Most of the other sections are smaller. Forty pages covers five different cities in the Dragon Empire setting. I like the presentation here- with discussion of twists on the city and lists of rumors. GMs will be able to lift elements, but it especially supports GMs running this setting. An equal amount of space presents new monsters, including lots of devils, dragons, and elementals. It also has some simple advice on changing existing monsters to match party levels. Complimentary to that is a short section on "Deviltry." It considers how corruption and the infernal might fit into a campaign. To illustrate this it presents different origins for devils tied to each of the Icons. This can be useful for GMs of the setting and as a model for other campaigns. The GM section at the end of the book presents a grab bag of ideas. I dig the new magic items in particular.

This supplement is solid. I'd say buy it after you've had a chance to test drive the system and get a feel for the basic game. This doesn't change it, but the new character options could be overwhelming. It’s recommended, and if you're running in the Dragon Empire setting, it is highly recommended.

13 True Ways on RPGNow

Everyone loves monster manuals and this is a good one. There's a great range of different monsters with evocative artwork. Basilisks to Gelahedrons to Remorhaz to Zorigami. Each entry has the basic stats as well as suggestions on how to do nastier versions. Most include advice on building battles, connections to the Dragon Empire Icons, and adventure hooks. Many have sidebars offering additional thoughts and ideas on how to use these creatures. Outside of the monster listings it also includes discussion of how to reskin or tweak existing monsters, notes on how to build monsters from scratch, and a complete index by level and role for all the monsters from the bestiary and the core book. Throughout the book there are nice GM ideas, like odd monster lists including “Monsters That Might Take You For Ransom Rather Than Just Kill You."

I really love the 13th Age Bestiary. The core book has a ton of different monsters and you could easily run or build from those. But this book offers its money's worth for GMs. I'd suggest this as the second book to purchase for anyone wanting to run 13th Age.

I love magic items even more than monsters. Creatures & Treasures remains one of my go to sourcebooks when I run fantasy. 13th Age puts an emphasis on magic items, balanced by two concepts. First, that players can only use a limited number of items. Second, items exert an influence through personality quirks afflicting their bearers. The Book of Loot is a compendium of magic items. Each chapter focuses on one of the Icons, offering associated goodies. So for the Diabolist we have The Ring of Honeyed Words and Priestess we have the Circlet of Revelation. At a quick count each offers 20+ items, including some with extensive discussion. There's also some GM Notes and three adventure hooks for each.

The organization by Icons works well for Dragon Empire campaigns. If you're not using those, you may find it a little harder to work through. I'm more accustomed to arrangement by item type, but I see why they took this route. The book includes a quick reference table at the back broken down that way. It’s also worth noting that all the items have quirks associated with them. In other books the authors only infrequently detail those. GMs who have had a hard time coming up with quirks will appreciate the examples here.

This is a solid resource for 13th Age GMs. It isn't essential, but it is highly useful. The items are clever and this is worth buying for any FRPG.

The Book of Loot on RPGNow

Adventures
So far Pelgrane has released two adventures for 13th Age and has another forthcoming:
  • Make Your Own Luck was an adventure released for Free RPG Day. It's handles 2nd level and can be used as a prequel to Eyes of the Stone Thief campaign. Unfortunately this doesn't seem to be available in print or pdf at this time. 
  • Shadows of Eldolan is a 72 page town-based adventure for 1st level characters. I haven't yet come across any reviews for this. It is currently only available in print (or in a print/pdf bundle via the Pelgrane website).*Update* Now on RPGNow. 
  • Eyes of the Stone Thief promises to be a megadungeon campaign for 13th Age. As of this writing, it is in pre-order. You can see more about that here.

Organized Play
Pelgrane has created an Organized Play Program for 13th Age. You can find the details on that here. They've released several adventures for the program:
2nd Level
Crown of the Lich King
Wyrd of the Wild Wood
Quest in the Cathedral
Shadow Port Shuffle

4th Level
Wrath of the Orc Lord
Elf Queen’s Enchantment

Shorter Adventures
Fungaloid Infection
Folding of Screamhaunt Castle
Tower of the Ogre Mage
Three Hearts Over Glitterhaegen
Omenquest

Online Resources

Midgard is the official Kobold Press fantasy setting. It has clockwork elements, strains from Russian folklore, and a host of other wonderful oddities. Kobold Press has released setting supplements in Pathfinder, D&D 4e, and now 13th Age flavors. So far three major 13th Age Midgard publications have arrived.

Midgard Bestiary: This is a great 108-page book. For one thing it really sells the unique setting. The Psychic Derro Fetus, Nienheim Gnomes, and Merrows all caught my eye for use at the table. Each entry includes the basics, magic items found with the monster, and often adventure hooks and other interesting GM discussion. It adds the unique player races of Midgard, though GMs will want to look carefully at these before bringing them to another campaign. More importantly, Wade Rockett writes up the 13 Icons for the Midgard setting. This does several things. It makes it really easy to shift over to Midgard and keep those rules. It also presents a great snapshot of the setting, giving novices like me a better sense of what's going on. Finally it serves as a great model for GMs thinking about creating Icons for their own world. It’s a great book and I recommend it highly for 13th Age GMs.

Deep Magic: I have not yet picked this up. It's a 144-page sourcebook focusing exclusive on Wizard Magic. That includes new talents, schools of magic, and options to make the 13th Age magic system reflect that of Midgard. It looks pretty cool.

The Wreck of Volund's Glory: An adventure for 2nd level characters design to be run in a single evening.

Jon Brazer Enterprises has released three 13th Age products. The most important of these is Deadly Delves: Reign of Ruin, released in parallel with a Pathfinder version. This is a decent 34-page adventure for 4th level characters with the intent of moving them up to 5th. There's some nod to the 13th Age setting in the form of Icon connections, but for the most part it offers a stand-alone adventure. GMs will find a few new monsters, an introductory travelling section, and a multi-level dungeon. It has a couple of sharp ideas on how to run a dragon against the PCs. Brazer has also released two short supplements: Book of Beasts: Monsters of the Great Druid featuring 12 new monsters and Age of Icons: 100 Lich Queen Agents which is actually a list 100 names plus five NPC write-ups.

Other Third-Party Products

I may have missed some, but here’s what I’ve found:
Other System Guides
Fate Core: System Guide for New Gamers
GUMSHOE: A System Guide for New Gamers (Updated)