13th Age: Inspiration!!

13thAge

A couple of months ago, I spent a few hours at the Dragonmeet convention in London. Unfortunately due to the fact I’d only flown in from New York a couple of hours prior, and I had other commitments during the day, I didn’t have time (or brainpower) to game, but I did have a nice browse. I came away from the Pelgrane Press stand with a copy of the 13th Age RPG by Rob Heinso and Jonathan Tweet. I’d read a bit about this game on various blogs, but I knew very little about it, other than the authors’ reputations!

Since then, I’ve read and re-read the rule-book several times, and I’m seriously inspired. I haven’t played a session yet, but it’s definitely coming. It’s no secret on this blog that I haven’t really got the DnD Next bug, despite several attempts to get some play-test adventures going; maybe subconsciously I was waiting to discover this game 🙂 So what’s so much to like?

It’s just fun!

For a start, the book is really nicely presented; a good thick tome with colour art and layout throughout. It’s the writing style however that really stands out. RPG books can be a bit on the dry side, but this one certainly isn’t, with an irreverent tone that manages to be both very readable and extremely clear at the same time. The authors make much of the fact that this is a d20 game with indie twists, and the style suits this. Lots of side-bars explain rule design decisions, or just pull fun at some of things they disagreed about 🙂

Icons 

A large part of the indie/story-telling style of the game revolves around the concept of

Icons – powerful and mysterious NPCs that form the ‘behind the scenes’ protagonists that drive campaign stories. Characters have ‘relationships’ with various Icons, and there are mechanics to bring this into your gaming sessions. I’ve no idea how this will work in practice, having never played a game like this, but it’s a concept I’m excited about. In the book, the 13 Icons are plugged into the default setting, but they’re generic enough conceptually to see how they might be used in other fantasy milieu.

Backgrounds

Now this is just superb. 13th Age has no skill system, it just has backgrounds. When creating your character, you simply assign 8 points (or more depending on class) to free-form backgrounds e.g. Imperial Legionnaire +3. It’s then up to the player to convince the GM in any skill-type check that their background warrants a bonus to a standard ability check (as determined by the GM). When I think of the agonising in-again out-again skill systems of the DnD Next play-test, this is so refreshing. It gives players a reason to invest in knowledge of the campaign world and it gives GMs an incentive to create cool organisations and cultures that make sense to the world and story. As a setting designer (i.e. I enjoy creating my world every bit as much as running adventures in it) I can add all sorts of flavour which can be used to mechanically impact games without having to create any special rules. In short, I love it! When coupled with the ‘one unique thing’ concept, which asks every player to come up with a special idea about their character, you have an excellent recipe for exciting and relevant campaign stories.

Rich, simple classes

There are currently nine classes in the game, with more coming in the 13 True Ways expansion. The standard fantasy staples are well covered, and they all have the classic feel, with some twists of course. What I really like is that each class oozes with options, but they all have a distinct style of play. The authors make it quite clear that they expect some players to like certain classes better than others, and give guidelines on how they expect a class to play. Better yet, in this world where d20 games seem to suffer from a glut of player options, each class, whilst still having a reasonable amount of choices for customisation, essentially comes as a package. The expectation is that players will achieve variety via role-playing and story options as much as pure mechanics. Also, there is clearly an expectation that different options can be achievable by creating wholly new classes, hopefully avoiding the “X must be a sub-class of Y” arguments that seem to afflict other games. 13 True Ways is expected to introduce some multi-classing options, so that will be interesting to see.

In any case, these is no shortage of cool mechanics here; for example the fighter has all kinds of ‘manoeuvres’ that trigger based on the number rolled for an attack. These give some sort of extra advantage, as well as making your actions unpredictable – and therefore ripe for vivid description! The rogue, by contrast, tracks a concept called momentum, which triggers the use of different powers and abilities. Overall, the classes are exciting and fresh takes on classic concepts, and most players should find something that suits their needs!

Combat: Fast and Furious

The combat rules look and smell like D&D, but they’re optimised for fast-paced cinematic action. The ‘escalation die’ gives the heroes a scaling bonus as combat progresses, as well as triggering special character abilities, hopefully avoiding some of the grind that 4E combats can experience if the rolls just aren’t going well. It’s miniature based (generally) but not grid-based, tactical but not bogged down (e.g. you have to think about battlefield position to avoid opportunity attacks, but it avoids complications like flanking rules). And lots of dice; I mean lots of dice! Hit points/damage rolls etc. scale with level, so if you like rolling handfuls of dice, it’s cool 🙂

Simple Monsters

The less a GM has to track in a combat the better, and this definitely seems to be the theme with 13th Age monsters. Only a small number of key stats are used, and the bulk of attacks do fixed damage. Rather than forcing the GM to track encounter/one-use/rechargeable powers, most special attacks trigger directly off certain dice rolls. This had the added benefit of making monsters more unpredictable. Simple but exciting!

The core book has more than monsters to get started with adventuring, but there an entire bestiary coming out soon to fill in any gaps.

13th Age and Tolrendor

The book comes complete with a default setting, the Dragon Empire, with a chapter devoted to an overview of the world and it’s key locations, many of which are important to the Icons of the game. However, interesting and original as this setting might be (and there are plenty of cool ideas here), I am primarily playing in my own world, Tolrendor, so any RPG rules need to be able to function in this setting.

If there’s a complication to 13th Age at all, this is probably it. For the RPG to function, it really needs the Icons to be established, otherwise it loses of lot of its feel. So if you want to play in a different setting to the default, there is definitely some up-front work to be done before you’re ready to go. This will include some modification of class features as well, as some of these are plugged into the default Icons.

I’m not saying this is a downside, just something to consider. For me it’s an inspiration: I’ve definitely decided that the campaign I was working on for DnD Next will now morph into a 13th Age campaign, so watch out for some future posts charting my progress here 🙂

Posted in 13th Age | 2 Comments

D&D 40th Anniversary: Words to Celebrate

Over at the lair of the Kobolds, they’ve been running a cool D&D 40th Anniversary series of articles (one, two, three, four…) where they ask various luminaries of the RPG world four questions about their past and present D&D experiences. It certainly makes for some interesting reading!!

Now I am certainly not a luminary of the RPG world 🙂 But the questions look like fun, so I thought I’d give them a go myself …

What was the first edition of D&D you played?

dmg1stAD&D 1st Edition – I certainly remember the cover on the left. It was 1982 or thereabouts. My friend was mates with a guy a year older, and he invited a group of us round to play Keep on the Borderlands. My first character was a half-elf fighter/thief. It was a bit Monty Haul – within a couple of sessions my friend’s paladin had a Vorpal Blade; I had a Ring of Invisibility, and we were taking over the Keep for our own uses 🙂 I was hooked, but soon wanted to create my own world and run my own game, so started DMing a solo campaign for my younger brother (and thus Tolrendor was born!). Although I continued to play off and on with the original DM through-out secondary school, in various campaigns, most of the time I was DMing.

What’s your favourite piece of crunch, fluff, art or text from that edition?

emirikol-the-chaoticEmirikol the Chaotic was definitely my favourite piece of art in the DMG! It just had all the  wonder of D&D captured in what was essentially a simple picture. In terms of text/crunch/fluff it was just the whole DMG. I could read it for hours, poring over different sections which just ran together without any fancy layout. Probably ‘The Campaign’ section was my overall favourite.

What’s the quirkiest thing about that edition?

It’s funny, because when I saw this question, my answer popped immediately into my mind, and I now see that several people answered in a similar manner in the Kobolds columns.

At this time, the difference between Basic D&D and Advanced D&D seemed ratherdm-guide-1983 arbitrary. When I started my solo campaign with my brother, his first character was a half-elf fighter/thief/magic-user, which was definitely a AD&D character, but the only rules I had were a borrowed version of the Moldvay (I think …) red book. This didn’t seem to matter at all; I used monsters out of Moldvay and we just got on with it. Eventually I had all the AD&D books, but for quite some time it was a mixed campaign. In those days, it didn’t seem to matter.

What flavour of fantasy RPG are you playing now?

4th Edition D&D, which was pretty much coming out when I returned to the RPG hobby after a number of years hiatus. I’ve been enjoying DMing for my kids immensely, and to be honest, I’m a little disappointed that the 4E era is over. I will probably keep playing this edition for a while, as DnD Next so far is not hugely inspiring to me. 13th Age is a game I’m looking at very seriously at the moment; I like the style, and I like of a lot of its concepts. Who knows, it might be the next thing for me? What I do know is that my love of fantasy role-playing and world-building has not diminished over the 30+ years since I started!

So there you have it. My personal nostalgia trip back to the start of my gaming days. Would love to hear your stories in the comments 🙂

Posted in D&D 40th Anniversary, D&D Nostalgia | 1 Comment

DM for Kids: Moral Qualms?

RPGKidsLogoIn our last but one session of the Amber Tower campaign, the PCs arrived in the Seven-Pillared Hall (we’re playing through Thunderspire Labyrinth at the moment). After quite of bit of interaction and role-playing the party headed off to the Chamber of Eyes. We were a bit pushed for (real) time, so we stopped before the first combat. Obviously, as you can imagine from previous posts, this did not go down well with my combative son; however I reminded him that this meant the very start of the next session would be straight into fighting!

So fast forward a week and the maps and minis are laid out and we’re ready to go! The PCs had found the side door to the Chamber and stealthily crept along the passage to a room where two  duergar were hanging out. I was ready for the ‘Roll Initiative’ call, but things took a different turn …

Instead of attacking, Xyana (the Eladrin wizardess) used ‘Ghost Sound’ to distract the dark dwarves, while the party snuck through the room, behind the guards at the front door, and through to the kitchen, where they surprised and fought a group of goblins and bandits that were drinking and dicing there.

After a short combat, they had dispatched all but one goblin, who they decided to capture and interrogate. Snippets like the below ensued:

DM Dad: So what do ask the cowering goblin?

Kids: What’s your name?

DM Dad: Ummmmm … Ugrik!

 Kids: That’s a nice name… what were you doing in here?

DM Dad: We were off-duty!

Kids: You mean all those people we killed were off-duty?? That’s bad, we shouldn’t have done that! 

 DM Dad: Yes … they were off-duty … from being vicious slavers who sell people from all over the Nentir Vale to the dark dwarves, yes!! 

Kids: It’s still bad! 

DM Dad: Ok, what are you going to do with Ugrik now? 

Kids: We’re going to take him with us … 

DM Dad: I see … but what are you going to do him while you raid the rest of the Chamber? For example there are a pair of guards in the hallway round the corner?

Kids: We’ll tie him up and take him into the next room. Then we’re going to trick the guards into the kitchen and barricade them in …

DM Dad: Ummm, why? 

Kids: So we don’t have to kill them. We don’t want to kill any more monsters… 

At which point I was fairly pleased with my DM reaction. Going with the ‘say Yes!’ philosophy, followed by a few skill rolls and all went according to plan! Onwards into the main shrine of the Chamber of Eyes … where they encountered a Dire Wolf!!

Kids: Can we tame it? 

 DM Dad: What! It’s a Dire Wolf!! … sigh … roll a Dungeoneering Check

 <a successful check>

 DM Dad: You realise that this is an adult Dire Wolf, which has grown up and been trained by a bunch of nasty goblins, so it’s probably too late now … and it’s snarling at you … 

Cue short combat, complete with several critical hits, and the Dire Wolf is dispatched without landing a bite!!

Kids: Can we buy a Dire Wolf puppy when we get back to Fallcrest? 

This session was priceless! Lots of role-playing and fun. The whole time the classic Paladin’s dilemma (what should I do with the orc babies when I’ve just destroyed a whole lair of orc soldiers…) kept running through my mind.

How long will the moral dilemma last? No idea, although they’re determined to take Ugrik with them when they leave the Chamber of Eyes!!

Posted in Columns, DM for Kids, The Amber Tower Campaign | Leave a comment

The Annual Challenge: February Issue

CA3ExamplesIts the first of the month, and that’s Cartographer’s Annual issue date! For February 2014, the issue is all about the new Character Artist 3 (CA3) add-on, which was released recently.

This product allows you to create character or monster portraits using a huge number of bitmap symbols, and then to export these for use on your character sheets, or to create paper minis for your tabletop. The Annual issue comes with a ready-made set of heroes and monsters all set to print and assemble, and of course it has the CC3 files included in case you want to fiddle about with them.

I’ve never used CA3 before – in fact I’ve just purchased it today so I can play about with this issue, so I’m not sure what my contribution to this month’s Challenge is going to be yet, so you’ll have to watch this space.

If you’re thinking of joining the Challenge, I’d love to see your work. Anything to do with character portraits, whether made in CA3 or not, or paper minis is fair game I reckon 🙂 Just link to your posts in the comments below…

Posted in Cartography, Columns, The Annual Challenge | 2 Comments

Cartographer’s Annual Challenge: January 2014

The January 2014 Annual issue is a style for producing small-scale overland maps suited for early modern settings; the clue is in the name: “World War 2 Area Maps” 🙂

Once again, the question was how to use this style in my fantasy setting. Well, last March, I created an overland map of the northern regions of Tolrendor. One of the inspirations for this map was the Holy Roman Empire i.e. medieval Germany, so I decided to use this new style to create a overview map of a major city in this region, Reinbergen. In keeping with the mapping guide, I even used a real city (from Google Maps) as a model – guesses as to the name of the real city in the comments please 🙂 I’m sure it’s easy …

Reinbergen_CA85

I’m very pleased with the result – this style is perfectly suited to city overview maps in any genre, especially with the excellent contour drawing tools – this is something missing from many of the city styles.

One thing I’d like to add to this style would be some drawing tools/symbols for city walls/towers etc, as I think even at this ‘overview’ scale a medieval style city would benefit from this.

Overall, another great style from the Cartographer’s Annual, and a worthy start to the 2014 Challenge!!

Posted in Cartography, Columns, The Annual Challenge | 2 Comments

D&D: The 40th Anniversary

RPGKidsLogoAccording to Jon Peterson, author of Playing at the World, a history of wargaming and role-playing games, January the 26th 2014 is the date to celebrate the 40th anniversary of the birth of the world’s oldest and most popular role-playing game!!

The author is quite clear that this date has no completely concrete evidence, but is a valid choice due to the chronology of other evidence before and after!

In any case, what better way to celebrate the birthday of a game than by playing a session with the kids, hopefully the start of another generation of gamers that means D&D (and it’s many variants) will still be going strong on it’s 80th birthday! Over the years, how many kitchen tables have looked like this for a few hours in the weekend:

DandDSession

Posted in Columns, D&D 40th Anniversary, D&D Nostalgia, DM for Kids | Leave a comment

2014: A new Cartographer’s Annual Challenge!

Last week, I posted the final month’s effort for my 2013 Cartographer’s Annual Challenge, bringing to an end 12 months of enjoyable and productive mapping using the wonderful styles and tools provided by the folks at Profantasy. You can browse the whole set of maps here!

But now it’s 2014. Life rolls on, and so does the Cartographer’s Annual. The January issue  is already out, and so I need to get cracking on the 2014 Challenge; no rest for the wicked!!

Last year the Challenge was all about getting more mapping done personally, and making full use of each Annual issue. This year, let’s get the whole community involved!! Without further ado, I’d like to announce the:

title

Ok, so what’s this then??

It’s simple really. Each month, lots of cartographers (hopefully) will produce a map or other work inspired by the current Annual issue, and they’ll post it for everyone to enjoy! This site will attempt to link all this great work together for inspiration and convenience!

So what are the ground rules? Well, as few as possible of course, but I envisage things running roughly like this:

  • On the first of the month (or as near as I can manage), this blog will post a preview of the new Annual issue.
  • During the month, once you’ve posted your work (anywhere you like e.g. on your own blogs, or the friendly Profantasy Community Forum) simply link back to them in the comments section of the monthly post.
  • I will of course attempt to post my own work during the month – which will still be tied to my Tolrendor setting as per the 2013 Challenge – hopefully the community will ‘inspire’ me to be more on track each month than last year! 🙂
  • At the end of each month, I will post a summary of all the great work, including a gallery of images, and links back to your site/post (I’m assuming if you contribute to the Festival that you’re happy for me to do this, and that there are no copyright issues etc).

If you’re not into cartography, you can of course still participate. I’d love to see any other ideas, such as RPG content, artwork, short-stories – I guess the main concept is that it should be inspired by or related to the Annual issue!

So that’s it!! As January is already half-way through, let’s not waste any further time, so I’ll treat this post as the ‘preview’ post:

January 2014 Issue

Jan14example01The first issue for 2014 is a new overland style: World War 2 Area Maps! This is an interesting small-scale overland style, obviously aimed at modern/steampunk type settings, but I’m sure can be usefully used for other genres!!

Let’s all get mapping, creating and posting!!

Posted in Cartography, Columns, The Annual Challenge | 6 Comments

Cartographer’s Annual Challenge: December 2013

I’ve done it!! Slightly late as usual, but here is my offering for the final Annual Issue of 2013!!

KnightsMap_Barrens_CA_Dec13

The style was named “1930’s Overland”, and is designed to mimic the famous Baedeker travel guide maps; not exactly intended for a fantasy setting then 🙂

However, the style has a very effective hand-drawn look, so will be great for player hand-outs in any type of campaign. The example above is centred on the wild and broken lands between the city-state of Camlan and the ancient demon realm of Gorak, known as the Barrens. Drawn by the chief scribe of the Knights of Watch, a chivalric order who patrol this dangerous  region incessantly, a copy is quite likely to be found in the saddle-bags of any Troop Captain, or perhaps carried by one the ‘Eyes’, the scouts and spies of the order (you can find more about this region in the Havencoast Guide)!!

So there you have it!! I have successfully achieved my goal of producing a map set in my Tolrendor setting for every Annual Issue of 2013 – 12 maps that I must admit I’m very pleased with! If you want to review the whole twelve, please have a look here for an overview!!

Meanwhile, 2014 has already started, so what am I waiting for …

Posted in Cartography, Columns, The Annual Challenge | 2 Comments

Cartographer’s Annual Challenge: November 2013

Yeah, yeah, catching up again I know!!

November’s issue was a neat re-working of the standard CC3 overland style (i.e. terrain fills, bitmap symbols etc) in a hex-mapping style. Of course, if hex maps are the topic, what better subject to utilise the style than a reworking of my classic Havenscoast hex map, which forms the background of the site banner, and indeed which I’ve posted about multiple times (e.g. here and here).

So here it is:

Havenscoast Area Map B4 Annual Nov 13

I must admit when I first started the map I thought the colours a little too bold – it seems most of the recent overland style in the Annual have been more muted colour schemes, but in the end the colours blend and complement each other just fine.

The ability to mix the variation bitmaps fills (i.e. for mountains and hills) with the pleasing regularity of a hex map also turned out very well. I especially like how the forests turned out!

One thing that normally really bugs me about hex maps is the ‘blocky’ coastline; in fact I usually take great pains to draw a normal coastline and trim the hexes to suit, which is a fairly tedious process. With this style I left it, and I found that the glow added to the edge of the landmasses very neatly takes your eye away from the straight lines and makes them seem much more natural.

Overall, I’m pretty pleased how this Challenge effort turned out!

Posted in Cartography, Columns, The Annual Challenge | Leave a comment

Wizards Watch: DnD Next Release

Wizards Watch LogoWell it’s official!! Everyone had assumed anyway I think the DnD Next (or whatever they will actually call it…) would be released for GenCon 2014, and Thursday’s press release seems to support that!

A lot of chatter across about this across the internet, including a lot of comments on the ‘multiple gaming platforms’ suggestion in the text. To my mind this is simply Wizards’ strategy around the ‘Sundering’  i.e releasing novels, D&D Encounters seasons and even now iOS games which all tie into the storyline in some way. All of this seems to be a way to keep interest up while there isn’t much in the way of RPG products available until the official launch!

It’s no secret that I haven’t quite got the DnD Next bug. I’ve posted a number of times (for example here and here and here)  about it, always with the intention of starting a playtest, or a mini-campaign, to try it out … but the simple fact is that I haven’t!! Much of this has to do with time pressures hindering any sort of DnD, but a lot has to do with the fact that a) I enjoy creating adventures and DMing in 4E, so it still seems a little premature to be thinking about the next edition and b) well, I’ll be honest … I don’t really know how I feel about DnD Next yet … and given the official product is only around 8 months away, I think now I’ll just wait and see!

So far there has been no mention of any digital tools (e.g. Character Builder and Adventure Tools) which is a worry for me as I totally rely on these for my prep! Also, I certainly hope there is a practical 3rd party licence, as otherwise I think other publishers will simply continue with Pathfinder RPG being the default choice!!

I guess we’ll know next summer!! 😉

Posted in Columns, DnD Next, Wizards Watch | 3 Comments