- Ageless Carvaneer
- Amateur Cartographer
- Assassin of Assassins
- Battlefield Scavenger
- Beast Whisperer
- Beggar Queen’s Scion
- Bone-Fortifying Technique
- Born at Sea
- Calculating Liar
- Champion Stitcherman
- Child of Exiled Vizier
- City Vigilant
- Collector of Recipes
- Colossal Beast Herder
- Covert Infiltrator
- Dedicated Scribbler
- Deep Diver
- Disappointed Ancestral Advisor
- Disavowed Squire
- Disillusioned Officer
- Dungeon Poacher
- Emergency Sawbones
- Escaped the Purges
- Experienced Rabble-Rouser
- Expert Gamesman
- Fairy Exterminator
- Fallen Exorcist
- Fashion Paragon
- Fearsome Debater
- Finder for Hire
- Foreign Interpreter
- Foremost Etiquette Expert
- Former Undead
- Freehand Tower Cleaner
- Genealogist
- Geomatic Architect
- Ghost Breaker
- God Game Gladiator
- Godsmith Apprentice
- Heretic Musician
- Holy Wrestler
- Hunger Artist
- Indentured to Elementals
- Infamous Trapsmith
- Ink-Stained Bookworm
- Jailer of the Infamous
- Keeper of Lost Tongues
- Life in the Rigging
- Long-Haul Navigator
- Longtime Imposter
- Magical Fisherman
- Master of Marches
- Mercenary Wisdom
- Minster of Small Things
- Mistress of Revels
- Mudlark
- Network of Conspirators
- Nomadic Herdmaster
- Notorious Executioner
- Oathbound Courier
- Only a Few Survived Being Monster Bait
- Outcast by Wicked Step-Parent
- Overseer of the Lists
- Pearl Diver
- Plague Tender
- Poison Gardener
- Practical Sellsword
- Puzzle Master
- Raised by Goblins
- Recitationist
- Recovering Becursed
- Reformed Cultist
- Royal Statistician
- Rubble Runner
- Ruthless Observer
- Savant of Patterns
- Scales like a Mountain Goat
- Sentinel of the Books
- Seven Evil Masters
- Shipwreck Survivor
- Siege Survivor
- Skyship Raider
- Slave Pit Escapee
- Smiling Fixer
- Soul Vessel
- Spirit Speaker
- Stalwart Guide
- Stoic Bearer
- Syndicate Lookout
- Taught on the Road
- Tempered by Denial
- Time in the Circus
- Torturer for the God of Healing
- Tunnel Rat
- Veteran Pillager
- Visionary Painter
- Wandering Teacher
- Ward of the Thieves Guild
- Warden of the Dance
- Witch Farm Escapee
- Years on the Wheel of Woe
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...
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 Universal; A 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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?
- 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.
- 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.
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, Rolemaster, Stormbringer,
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, Storyteller, True20, Fate,
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.
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.
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
TrueUnique 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).
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.
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
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 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
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
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
- Vault of the 13th Age is definitively the best resource for user-created content.
- Pelgrane's monthly See Page XX usually has a couple of system-related articles.
- 13th Age Official posts can be found on G+.
- The 13th Age Community on G+ is also active.
- Aaron Roudabush has a Patreon campaign creating content for the Archmage Engine.
- Icon is a 13th Age fanzine, but only seems to have had two issues
- Pelgrane Press Online Store for these products. Pelgrane at IPR.
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.
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:
- Primeval Thule Campaign Setting: A huge setting sourcebook for this Kickstarted world. This looks to be a more barbarian-centered campaign frame.
- 101 Not So Simple Monster Templates: A 26-page book which brings the template approach from other d20 games over to the 13th Age mechanics.
- Species and Societies: A multi-system PWYW product with a random species generator.
Other System Guides
Fate Core: System Guide for New GamersGUMSHOE: A System Guide for New Gamers (Updated)
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