Showing posts with label GenCon. Show all posts
Showing posts with label GenCon. Show all posts

Wednesday, September 4, 2013

13th Age: First Session and Game Remarks (review?)

This Sunday past marks my foray into The 13th Age from the fine folks at Pelgrane Press and Fire Opal Media. I did not begin a new game. I changed from Legend to 13th Age.

Why change?
There are three reasons I switched game systems. The first is that if you are not playing a game centered on combat, party balance is odd. I like having role-play and roll-play characters at the table. I want my players to have their cake and sometimes their ice cream (but never the Cool Whip, that’s for me). I also want my game to be balanced when players are building their characters. Some choices may be more beneficial than others, but I don’t want characters stuck in a position where they (or I) feel punished by their choice of race/class/type. The game rules can take away neat stuff, but it must replace it with other cool stuff. When it comes to races and combat, Legend does not do a good job at this topic. Shorter characters, such as the classic Halfling and gnome, suffer on their ability to do damage and do not gain much in the way of a defense bonus. On top of their weak strength, the system’s rules for armor (attack damage minus armor equals damage taken to hit points) only compound on top of the weak strength for smaller characters. Is there some logic to this? Yes, I can see it. That does not mean I like it.

This directly affected one of the players. As a gnome, she was lucky to be doing a single point of damage to combatants. She had some spell abilities to help her and the rest of the party, but at the end of the day, a seashell dropped by a seagull from ten feet was likely to do more damage than her pounding a knife in a villain’s eye. Crazy comparison, I know.

The second reason I switched games is related to the skills list. The list appears to be a compilation of several different versions of the game run by game masters who had no contact with each other. For whatever reason, I found the skills list to be completely not intuitive. I think this was more a stumbling block for a player or two and not so much for me.

I found the magic to be limiting. I do not think my players found it limiting, but in my mind it was thusly. As the players were not complaining, I do not consider this a reason I wanted to leave Legend to the ancestor spirits. I did, however, begin designing new ways of casting magic and creating spells borrowing heavily from Skyrim.

I could easily house rule the first two complaints. I could rewrite the skills list to include only the skills I wanted and add any I thought were necessary. I could remove the rules constricting wee folks’ physical stats being so low. I could introduce magic items that would overcome this problem. (In fact, I had just done this in the last session.)  However, I do not think I should feel a need to create house rules for a game before the end of character creation. With this game, I did. Nor should I need to add magic items to a low magic item game world, just to balance the rules. If I am going to run a game with house rules from the starting point, I have plenty of other games I could run where the house rules already exist and I am not creating from scratch.

When would I use Legend?
I think Legend is completely usable for a game. I think said game should be more human-centric, as to keep the downgrades away. Or, perhaps a game more akin to high fantasy than my low fantasy worlds. Another way Legend could have worked for my group, is if the wee folk’s player had designed their character as a full-on spell caster. They did not and they should not be put in a position where they would be forced to do so.

If I were running a game similar to my old Unisystem Vikings game, Legend would be fun. If I were running Conan, I could easily use Legend as the rules system. Same for a game based on King Arthur and the Knights of the Round Table.

For my low fantasy game set in a mythic Europe style setting, it just was not working.

A new age
While fighting against Legend, I began to hear about a new game in development:  13th Age. Steve and Lowell had mentioned it and I kept running across it due to my interest in another game by the same publisher (Night’s Black Agents). Research showed me the game would have crunchy bits for combat, have the standard d20 rule mechanics, and then have extra stuff for the role-play bits. This last part seemed to be focused on a lack of a skill list and what the game mechanics called “icons.”

In truth, to me it sounded as if the game were a retro-clone based on some of the earliest versions of D&D, not AD&D.

While I was at GenCon, helping Lowell pimp a game he has been developing, we both picked up The 13th Age on our day one. That evening, we both read at least 50% of the book. Before I made it that far into the book, I knew the rules should work better for my game. I skipped over much of the spell lists and the way many of the feats operated. I have played various editions of Dungeons & Dragons, so the concepts were generally known and understood.  So, what made this set of rules stand out as opposed to a version of D&D or Legend?

First, the style of the book in regards to the writing and layout. The book is super easy to view – no super tight columns or excessive white space. The writing style is not akin to stereo instructions. It is very light and flows easily (I think my language instructors would have called it clear and concise).

Second, it removed the need for an excessive skill list defining what a player could or could not do, as well as, what the skill included or did not include. Instead, players have backgrounds and those give bonuses to die rolling. The backgrounds describe the character or the character’s past. An example is, “I was a journeyman blacksmith before being swept up into the direct service of the local baron.” The character starts with eight points to spread over any backgrounds they wish to create. Then, anytime this character would need to make a check and blacksmithing might be a useful skill to help their knowledge base, the player would add those points to the die roll. Need to know the tensile strength of a gate, bonus. Need to know the value of a sword or suit of armor about to be purchased, bonus.

Could a player go crazy with this and try to overpower their character? Yes, but as a game master, it is your responsibility to recognize these situations and help the player work through them. No, you cannot have, “Former personal bodyguard to the king, trained in the ways of sword fighting, creating poisons, and casting high born magic.” You could be the former bodyguard for the king as a sword user, a crafter of poisons, and a student of magic. However, those are three different backgrounds.

Unlike most fantasy roleplaying games, The 13th Age does not include a list of deities and demigods. Instead, the game introduces the concept of “icons.” Icons represent different ideals and factions within the game. They could be thought of as invisible totems, influencing and being influenced by the characters in the setting. In the book, the icons strike me more as high powered NPCs who make the world go round. They include personalities such as the Emperor, High Druid, and the Lich King. Players start with three points to use with the various icons. The players also choose whether their relation with the icons is positive, negative, or conflicted. These relationships help the game master create stories for the game world. I know I am not doing a great job as describing the icons and how they work, but the book does a great job of it.

For my game world, the icons represent ideals. I have removed the core book’s icons and replaced them with my own. Others have begun doing such things with the Neverwinter Nights, Eberron, and Iron Kingdoms settings. This works very well in my game, as I created it to have a different feel in each barony. The baronies were originally named for their physical features, mist, southern coast, mountains, etc. I also gave each barony its own leader and personal style. The southern coast baron is more laid back and informal. The mists baron is more formal and brutal in leadership. The leaders of the elves are hands off and reserved, but still holding to tradition whenever possible.

I was able to assign a different icon for each of the baronies and the major areas experienced by the players so far. I may eventually have some cross-over, but that is not a problem. Two areas with the baron as an icon could be allies or could have different secondary icons as influencers.

The feats and spells were different than I expected. The spells list is smaller than what I remember from 1st or 3rd edition D&D. This is not a bad thing. I do not need ten different spells causing 1d4 damage. The feats are more expansive and gimmicky than I am accustomed to using in 3rd edition. I, honestly, did not do enough reading on this section and I need to go back through it and re-read it. I need to make sure I understand the players’ abilities, so I know what to throw at them to make a challenge. I helped the newest player make her character and thus I was able to make sure she did everything she could to be a kick ass barbarian. Everyone else, though, not so much.

Whose age is this?
The 13th Age is not a book for new players. Nor, is it a book for players who want the crunch delivered by games such as Pathfinder or 4th edition D&D.

In my opinion, basic assumptions exist in the writing.  There are no racial descriptions involving dark sight and the like. The only racial bonuses come in the way of feats. In converting from Legend, I simply kept those I had implemented. There is also a feel to the writing suggesting if you are not familiar with the core mechanics of the d20 SRD or games such as Pathfinder or 4th edition D&D, you could be missing out on things. These are not necessarily bad things to have in the book. However, I occasional feel like I am missing something, but in conferring with the other players, discover I am not.

Three of my players and I are what I would consider seasoned veterans of roleplaying games. We probably have over 80 years of experience between us. Our fourth, and my wife, has less than three. For her, the game is a struggle. I have always thought d20 rules were bad for starting players and I now have witnessed them as such. It is nothing against The 13th Age; it is a simple fact of too much going on during combat for a new person to experience.

Taking the horse home
Our first session when well:  I had planned for a combat that did not occur, I had to improvise a combat I was completely unprepared for, and then move through social interactions both expected and unexpected.

We ended the last session with the players having cleared the Tomb of the Manticore, except for the Room of the Sarcophagi. I did not expect the group to trigger the trap in the room, but they did. I had expected a retreat to the surface to seal the tomb and move on to the related social interactions. Therefore, I had not gone back and reconfigured the stats for the NPCs in the room.

What I did have, were print outs of second level characters. Some were from the Pelgrane Press website, some were my own. The player characters were all second level. I also had a manticore in the core book. I ran with it. We busted out the battle map, figs, and got right to it.

The fight was awesome for a first time of playing the game. There were many hiccups and referencing of rules. However, it went smoothly. We were able to help each other stay on top of what could be accomplished. We talked through the different feats and maneuvers for the characters. I used feats with the NPCs and talked through what those feats were and how I was using them.

Four players, a barbarian, a ranger, a wizard, and a bard. NPCs, six with sword and shield and four with pole arms. The players worked together and forced the NPCs to come at them in a manner that allowed the players to control the board. I also set up several situations that played into the player character feats. In a sense, I set them up to win.

Still, I did all of that off the cuff. No planning, no muss, no fuss, and the only mess was the battle map.

The rest of the session involved role-play and not roll-play. We had opportunities to perform skill checks and were able to show how Backgrounds come in to play.


I think the rule system will do what I want it to do. We did not put a lot of focus on the Icons and in truth, I do not think I will put as much emphasis on them as the book puts on them. I view the Icons as a means to help guide a game master on what they should or could include as storylines in a game. I already have those items in motion. However, I did go through and line the Icons up with game world. I have two prior posts about my icons here and here

Saturday, August 18, 2012

GenCon 2012 Haul

I spent Thursday down at GenCon 2012 with friends. As in years past, I thought I would post pics of the books I brought home. I even managed to pick up items released at GenCon, including Jason Vey's Amazing Adventures and The Paranormals Sourcebook for Conspiracy X. Not pictured is a handful of dice I picked up.








(in lieu of the GM Screen, which is the same image without "second edition" at the bottom)






Tuesday, August 17, 2010

Post GC link dump

I've been meaning to do this for a few days, now. Links of interest, from GenCon.

I found a copy of of Hammer's Slammers for use with the Traveller rpg. One of my favourite short story settings in rpg format, using rules I understand? FTW!



I missed this release last year. Malifaux is a minis game set in an alternate Earth, involving gothic, steampunk, and Victorian era rife with magic and wyrdness. I grabbed the basic book and Rising Powers. I'm just starting to read the core book. I picked these up, because they looked like they could provide interesting setting ideas for rpg games. The website needs some work.




Jason Blair was hanging out this year at GenCon. He's responsible for such greats as the Villainy card game, Wyrd is Bond rpg, and oh year, Little Fears (rpg). Well, he recently re-released Little Fears in a "Nightmare Edition." I haven't picked through it, yet. However, it promises to entertain.



George over at Eden Studios, Inc. announced that he had secured the Hack/Slash comic brand license for a card game and role-playing game. The setting is one of supernatural serial-killers. I think the setting lines up very well for a card and role-playing game. It's much more adult than say, Buffy.

The card game was in development for 8 months before the announcement was made. I think they've done a good job developing it thus far. There's more work to be done on it, but there's no reason it won't hit the Nov-Dec release date.

I haven't read the comic line, but I'm thinking of picking up a few graphic novels to see what it's like. Oh, and it's been optioned to be made into a movie that may begin shooting next summer.



Do you need some awesome furniture for your games? Check out Geek Chic!

Monica's work of fiction is still available via the interwebs. You can find Queen of Crows here.

I found several cool shirts at SighCo, including the Airship Premium Absinthe work shirt.


Got Steam? and Renaissance Fashions were two retailers on site with some pretty cool threads and gear for Victorian and Steampunk adventurers!

Mercs is a newer minis game with some pretty cool figs. What really stood out to me, though, was the concept art. They have some on their website, but it doesn't do justice to the big blow-ups they had at the con.

Outbreak: Undead claims to be the best rpg out there. They also claim that Eden Studios, Inc. went out of business and that All Flesh Must Be Eaten is out of print.

Huh. Really? You mean this product right here that I sold all weekend at the GenCon booth? ~Derek

Anyways. For $45 you get a black and white, hardcover book that claims to be 450 pages. I think that's single sided pages. The type font is about 20 and it's double spaced. The design is set up to look like a survivor's notebook, complete with a 12 year old's pencil sketches. This is a $18 game that belongs in a soft cover binding.

I really wanted it to push the bar and make us work harder at creating better product. That didn't happen. What did happen is that several of our fans and at least two of our authors let them know that Eden Studios, Inc. is still in business.


One more link. This one came up in sidebar conversations at the con. Atmoic Robo and the Fightin' Scientists of Tesladyne is a cool idea for a comic. They go completely tongue-in-cheek and it comes across as being funny, then with action. This would be opposed to the Big Red Gun, in that BRPD strikes me as action, with funny.



I picked up the first graphic novel. I found it a fun read with lots of good quips. I'm not sure I'm satisfied with the amount of material to cover price equation, but I am looking to pick up a couple of the follow up graphic novels.

Sunday, April 27, 2008

Six Demon Bag, Ivy, and GenCon Indy update

So, the original script for Big Trouble in Little China was a western. Anyone have a copy? This was before Richter was brought on to rewrite it, which was before John Carpenter was brought in.

Speaking of Carpenter, he has three movies in the works. Psychopath. may be the first to see the light of day, even if IMDB doesn't have a listing for it.


In other news, I have discovered the joy of poison ivy. Damn this shit itches. I think I had a very small case of it last year. Otherwise, this would be my first experience with it. I've got some good meds (least I think so) and they are helping a lot.


And finally, for those not weak of heart, I bring you the latest from GenCon Indy...pole dancing as a class. I kid you not. Yes, it's already sold out. Yes, they list a weight limit for participants.

Monday, August 20, 2007

GenCon Days 2-4

I got real busy, real tired, and damned lazy. Here's a summary of the rest of the event.

Picked up Soloman Kane\. SK is just too beautiful to not buy it. I didn't go for the t-shirt and prints package for an extra $50 though.

I picked up gifts for the girls, Jannine, and little Max.

Had a couple of nice dinners, one at St. Elmo's - veddy veddy nice.

Hung out with Tommy at the Safe House. Be sure to keep an eye out for your guardian angel.

Looked in on the Black and White Dance - was veddy veddy frightened.

Met Jaime Chambers. Threatened to steal his employees if he kept using ours.

Thought up more projects to work on, including a genre book we haven't done or started. doh!

George was gyped out of a chance to win the big prize for the Hal0clix tourney. BASTARDS!

Friday, August 17, 2007

GenCon Day 1

Picked up new products - Victoriana (new edition, much larger and more expensive) and Colonial Gothic - check check
Decent day in sales - check
Ate gratuitous dinner at the Ram so I don't have to eat there the rest of the week - check
Met and hung out with two of my authors - checkity check
Drank someone else's beer all night for free - CHECK!


Now, the hall is the same size as last year. However, this year there is a large contingent of electronic companies taking up space and an artists'/authors' row that is taking up 1/4 to 1/3 of the hall. That, to me, is interesting. I think it shows the glut of d20/OGL companies are gone and the "indie" folks who don't realize they are indie are gone. The number of legit looking anime and movie dealers is up. The number of clothing/weapon dealers is about the same. (I believe Pennsic ended last week.)

So, uhm, yeah, very interesting.

Saw Gina, Fritz, and Robbie.

Saw an unopened box of Tannhauser. OMFG it looks beautiful! I want to put the material into an rpg setting.

I'm 99% sure the Starcraft boardgame is sold out.

Soloman Kane won't be available until today at noon. Shane, being the geek he is, hasn't even seen it.

The BSG book looks like ass. They had an intern do the lay out. Picture the Serenity book without some common sense. Very little art. Very expensive book - $45 I think - and maybe 256 pages at most.

Buffy core books are half price at the Eden booth. Magic Box is most likely officially sold out, unless some come back from the book trade. Not likely.

There's a new zombie board game out, it's $50. It looks a heckuva lot better than anything Twilight ever put out for Zombies!!!

Thursday, August 16, 2007

GenCon Day 0

Arrive and get into hotel room with G and the boys - check
Booth is set up - check.
Discover big announcement will be about 4e - check.
Discuss new ideas with G about future products - check.
Copy of AtZ is mine - check.
Did the Diana Jones Awards - check.
Chased out of Diana Jones Awards due to fire in the building - check.

Oh yeah, this is going to be an interesting year.