lessthanpleased wrote:
13th Age PCs are powerful. 10th Level 13th Age PCs are going to be world-shatteringly awesome - and replacing/dethroning/deposing an Icon seems to me to be as natural an end-game as anything else. It's certainly what one of my two 13th Age campaigns is about.
I have to say that, despite my love for 4e, 13th Age is rapidly becoming my go-to RPG. One of my 4e players who always had a hard time with 4e (because the narrative never really matched up with what he wanted to happen to his character) is loving 13th Age because it allows him more ways to impact the shared story than his skills outside of combat and his attack rolls in combat; another member of my group is a 21 year old woman who has never played a TTRPG before in her life, and (even playing a complex caster) has taken to roleplaying much, much quicker than anyone else I've introduced to the hobby. Although I loved 4e because of it's freeform rules outside of combat, 13th Age's Icon mechanics allows even an inexperienced player rules whereby they can make the campaign about what they think is cool (and thus keep wanting to play the game!).
First, currently being in a 4th edition game, if the ideas of this game are sound, I might just recommend them to my friend/DM. Now the above idea about 10th level characters is interesting to say the least, given RPG history, unlikely they'll capture that concept.
Now for what I've bolded, I find that rather humorous, in both that it's contradictory from the term "free form" is it not? and that 4th edition had no such rules! Perhaps I'm missing something, but unless he's talking Skill Challenges (even then, probably using his own custom version, and thus not 4th editions), know not what nonsense he speaks of here. Part of a major hit of 4th edition was the fact there was no rules for player agency once the combat music stopped, just all DM Fiat from there. Free Form is pretty much without rules as I recall, and otherwise nothing new to 4th edition or any other RPG's there of. So it's rather odd when people keep cheering that as a design point for a game, when it's not even really a design at all, it's...nothing, obviously, I could free form with D&D, GURPS, Dark Heresy, DBZ RPG or whatever.
Also, from what I've seen of the Sample Characters, get the implication these Icons might work something from FantasyCraft. Antagonistic/Negative Icons perhaps make you lose the special dice in situations they apply, Positive/progressing Icons give you dice in times their aid is applicable? While "Conflicted" I guess could go either way, pending on the situation. I could see it like other RPG's with negative qualities give you character points/benefits at character creation in return for in-game nuances, and positive cost some, while conflicted is perhaps some odd medium of not being worth its cost, or always being buying over Conflicted or Positive (just now the DM gets to choose to insert it to mess with you one session, or help you in the next, and so forth). That was my guess anyway, not seen any sample material further on this game, so if the two recent posters on this thread could explain what the dice do. If you already heave, my apologies for having missed it, just throw me the link to your post on here, and I'll check it out from there.
Although DM's can just disregard the entire rulebook, at that point, they're not being fair arbiters of the rules, as their role suggests. Even Gygaxian DM's like to use the "rules" to screw over their players as I recall, no fun or build-up in such a boring gesture. So I kinda disagree in that DM's can ignore rules, as then they won't be DM's anymore when their entire group has left them. Indeed if it's as indicated, these NPC's can come in to mess up your day whenever, then that's encourage bad DMing and thus a design flaw of the game itself.