Posts Tagged ‘13th Age’

The First Transport Is Away!

October 9, 2013

Tonight was the first session of the “campaign” I discussed in my last post. It’s a series of 13 one-shots, building up the world for an eventual 13th Age campaign.  Possibly the most ambitious gaming endeavor I’ve ever been a part of.

(obligatory wiki/site is here: The Book of the Long March)

Fortunately I’m not doing this alone.  I have the crew from our previous 4e/13th Age game, and we’ll be rotating through the GM’s chair. Everybody put in games they want to run and we’ve got a vague sense of how this is all going to work. One session for each Age, with the first being the rise of the Dragon Kingdom/Empire and the Dawn of the First Age. (more…)

13 Deadly Venoms

September 22, 2012

It’s been a few weeks since I went on and on about 13th Age

So early in the playtesting there was a Monk class in the core rulebook. There were rules up to about level 5 Rob and Jonathan decided to pull it out because they felt it wasn’t ready for prime time. It will be included in the Kickstartered (and awesomely overfunded) 13 True Ways supplement due out next year.

But here’s the problem: I’m switching my campaign over from 4e to 13th Age, and I have a Monk in the party. Because my characters were about to enter the Epic tier, we converted over at 8th level.  And as I noted above, the draft stuff only went as high as lvl 5, and even that wasn’t complete (it is a beta document after all).

Which meant it was up to me to homebrew some extra stuff. I present it here in case anyone else finds themselves in the same boat, wanting to run an epic tier monk and not willing to wait until 13 True Ways drops to satisfy that itch. It’s not a full-on expansion to bring the class up to full options, but it’s one Epic tier Talent and a 7th level Form, and a handful of feats. It was all I needed for my campaign at present but I may make some other things up later.

Feel free to swipe,  but if you do please add a homebrew talent, feat or form of your own here.

(and no, I won’t post the partial Monk stuff from the earlier playtest.)

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A couple more 13th Age things

September 6, 2012

1. Session 3 of my one-shot went very well. It was an evening of almost entirely combat – 2 encounters plus some stuff in the middle. The encounters went very nicely and there was some sweet improvised stunting.

At one point the characters were on an airship that was plummeting to the ground, out of control.

Len (whose character had taken the ship’s helm and was looking for a place to crash land): “Is there a body of water nearby? or some woods?”
Me: “Well, there’s the Queen’s Wood…”
Len: “Do you think she’d mind?”

Next up for us is converting the characters from our 4e game!

2. Support the Kickstarter to fund the first supplement (which will include the Monk, Druid and Chaos Shaman classes as well as some really sweet setting stuff like Living Dungeons, which are awesome).

3. One thing my players didn’t like was the character sheet. The defenses are on the front (or page 1) but the basic attacks are on the back (or page 2), leading to constant flipping. So the redoubtable John O’Brien cut and pasted up a one-page version from the one that was provided. Since it was directly derived from their sheet I checked with Rob Heinsoo before posting it, and he said okay, 13th Age- New Sheet!

4. Dan – you remember Dan? From the last post? – played a demo at GenCon. Here’s his report:

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13th Age Seminar at GenCon

August 22, 2012

Friend of the Blog and general sexy beast Dan went to GenCon last weekend and files this report…

My time at GenCon was very limited this year, so I was reduced to the following two humble hopes:

  1. Leave GenCon with the same exact number of diseases as I had when I walked in (CON CRUD!!)
  2. A better understanding of 13th Age

The jury is still out on #1, but my understanding of 13th Age is much, much better after I sat in on a seminar, and then subsequently played in a demo run by Rob Heinsoo. (more…)

Changing Horses Pt 4, 13th Age part 2

August 19, 2012

We ran our second session of 13th Age this past week.  The overall verdict was very good. Everyone had a better handle on the characters and the rules this time around and things went much smoother.

I decided not to record this session for a couple of reasons, primary of which being that recording made me incredibly self-conscious the first time out.  Another big reason was that this session tied in very strongly with some stuff in the overall 4e campaign, and without that context I think the listener would be pretty confused.  Lastly, I knew this session was going to be a lot of talking/planning/thinking things through which would only barely touch the system at all (with some background tests and relationship checks) and although we are wildly entertaining I didn’t think that would have much interest for the half dozen or so of you who are reading this but not actually in the game. (more…)

Changing Horses Pt 3: 13th Age Part 1

July 26, 2012

Last night I ran the first of a 2-part session of 13th Age, a game that is a strong favorite to be the system I convert my 4e campaign over to. It didn’t go as smoothly as I’d hoped but I still have faith.  This system still “feels” like a right fit to me.

13th Age is a d20-based fantasy game. What another one? Yes, but this one is by Jonathan Tweet and Rob Heinsoo, two names with strong game development kung-fu.  Right now the game is in “pre-release” stage; you can pre-order it from the link above and you get a draft pdf. It’s gone through a number of extensive playtesting rounds but its far from finished. Still I couldn’t wait to get my mitts on this game.  It’s closer to 4e than other d20 variants in a number of ways but strips out a lot of the complexity of other versions and replaces it with a shot of indie game narrative control.

For example, where other games present players with a fixed laundry list of Skills, 13th Age uses “Backgrounds”, which are free-form player-created short phrases, much like Distinctions in the Marvel Heroic Roleplaying game or Tweet’s own Over the Edge.  The result, I think, encourages players to be more creative to solve skill-based problems and requires that they think a little bit about their character background/values.

For this two-shot I statted up characters beforehand but left off the Backgrounds, the Relationships (connections the character has to the 13 most powerful NPCs/factions in the world) and the character’s One Unique Thing.  Every 13th Age character has a Unique Thing about them, and developing these can help to shape the campaign world as well as defining the character and what makes them special.

(more behind the break, but hey you can download the actual audio of our session here! (please please right click and Save Link As instead of just streaming))

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