Why did they scrap Orcus?

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chaosfang
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Post by chaosfang »

ModelCitizen wrote:This would be so much easier if someone could just link the damn playtest pdf, but I can't find it and it looks like it's not supposed to be fully public.
That makes both of us, but apparently the last link I saw was in 4chan and some of the "fanboys" had the files put down.

Still, I have no reason to believe that a simple words on a pages would stop any DM from placing *any* stats on Icons.
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Post by Whipstitch »

It's all in the execution and the only thing that really worries me about it is that "Icon" and "Lich King" makes it sound like these NPCs are in fact quite large and in charge. Personally, I don't mind things like assets and enemies 'n' shit as long as they're not being used as currency for big-time asymmetric power. For example, I'm really glad Resources & Obligations are capped at rating 3 in the standard After Sundown character generation guidelines. It's hard to judge the relative value of a magic mirror vs not being enemies with local vice squad but ultimately it's a fairly small-time exchange and people can get over it pretty easy if Don Johnson rarely shows up or the mirror doesn't end up being particularly useful for for most of the campaign. The rewards of letting people pick some unique utility or plot hooks greatly outweighs the potential risks. By contrast, if someone could write Aladdin's lamp and Iblis as a Destiny and Enemy respectively shit can get real pretty quickly because those things can dictate enough that it may not really matter what anyone else wrote down anymore.
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Post by erik »

K wrote:All of your objections are to your own assumptions.
Yeah, I'm withdrawing them and reserving judgement.
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Post by Reg06 »

Crazy idea, I know, but how about having a four page discussion about a game you've actually read?

If you're curious, in 13th Age when you have the enmity of the Lich King he isn't actually going to personally hunt you down. In fact, the Lich King might not even know what you look like, just that you killed one of his ghoul-captains in order to level up from Commoner to Fighter.
The only way icons function in game is when *you* want them to (unless the DM wants to change things up). As a player you can say things like "The Gold Dragon is totes my bro" or "I survived going up against the Lich King's minions, bub", and then make a check based on your relationship. If you roll poorly, or if the icon *really* doesn't like you then word typically gets back to the icon that you are name dropping.

In regards to the icon being all powerful, according to Tweet or Heinsoo they aren't. One icon is physically unable to interact with the world, and another is cursed so it can't leave a city.

Finally, the game doesn't run like 4E in any significant manner.

Whether any of that is good, or bad, is worthy of discussion. Once the facts are actually correct.
Last edited by Reg06 on Sun Jul 01, 2012 6:40 am, edited 2 times in total.
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Post by chaosfang »

Whipstitch wrote:It's all in the execution and the only thing that really worries me about it is that "Icon" and "Lich King" makes it sound like these NPCs are in fact quite large and in charge.
The way I'm reading the whole thing amounts to icons being very "large" NPCs that yes, are "in charge" of their domains. However, they are usually dealing with their own troubles AND they can readily serve as plot hooks, given how with they send armies, politicians, apprentices and other people in their stead.

Plus, it seems that there are a lot of suggested ways to modify the Icons as needed.
Whipstitch wrote:Personally, I don't mind things like assets and enemies 'n' shit as long as they're not being used as currency for big-time asymmetric power. For example, I'm really glad Resources & Obligations are capped at rating 3 in the standard After Sundown character generation guidelines. It's hard to judge the relative value of a magic mirror vs not being enemies with local vice squad but ultimately it's a fairly small-time exchange and people can get over it pretty easy if Don Johnson rarely shows up or the mirror doesn't end up being particularly useful for for most of the campaign. The rewards of letting people pick some unique utility or plot hooks greatly outweighs the potential risks. By contrast, if someone could write Aladdin's lamp and Iblis as a Destiny and Enemy respectively shit can get real pretty quickly because those things can dictate enough that it may not really matter what anyone else wrote down anymore.
I believe that the One Unique Thing, Motivation and Relationship Dice are both unique non-combat plot hook devices determined by the player and approved the DM, so as to avoid somebody writing abilities that overshadow everyone else (including the DM). That takes a lot of inter-group trust though... especially trust that the DM won't favor a particular player over another.
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Post by Starmaker »

chaosfang wrote:Still, I have no reason to believe that a simple words on a pages would stop any DM from placing *any* stats on Icons.
That is called Oberoni Fallacy.
hyzmarca wrote:Low level PCs fighting high level NPCs can be fun, providing that there's a way that the low level characters can actually win baring Deus ex Machina. Everybody loves an underdog story.

Slaughtering the gods is not an accomplishment if you already have godlike power yourself. Slaughtering the gods when you're vastly outmatch, on the other hand, is worthy of respect and can potentially be very fun.
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Post by Wrathzog »

Reg06 wrote:Crazy idea, I know, but how about having a four page discussion about a game you've actually read?
hahaha this place runs on assumptions and knee jerk reactions. There's no way we're going to actually wait until the rules are released to make discussion about it.
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Post by fectin »

Starmaker wrote:
chaosfang wrote:Still, I have no reason to believe that a simple words on a pages would stop any DM from placing *any* stats on Icons.
That is called Oberoni Fallacy.
It really isn't. Oberoni is "The rules aren't flawed, because I can change them;" this is "lack of hand-holding doesn't mean I have to be stupid."

Seriously, why is this whole thing even an issue? If you're a first level cleric of Heironeous, the HextorPope hates you and wants you to fail. He may not actually even know that you personally exist, he just hates you by policy. You would have a really shitty DM if you had the HextorPope show up in person as soon as you finish character creation. It does mean that if you run into a follower of Hextor, he will go out of his way to shit in your sandwich, and you will probably do the same to him. Eventually, if you're successful enough, HextorPope may take an active and personal interest in your continued success and survival (or more specifically, lack thereof). Eventually, you may even kill the HextorPope. None of that says that playing a cleric of Heironeous requires your DM to immediately stat out a HextorPope. If he's high level, it's extremely likely that your game will fall apart before the HextorPope makes any more of an appearance than "guy who ordered the general to invade, who ordered the captain to pacify an area, who ordered the lieutenant to patrol, who ordered the sergeant to take some men and burn your Beanie Babies." His stats are a complete non-issue; in the same way that the social structure for a city halfway around the world is a non-issue.

In this setting, apparently, the Lich King hates you and wants you to fail. Copypasta and find-replace are left as an exercise for the reader.
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Post by Username17 »

Fucking fuck!

Yes, we all know that having high level NPCs in the world who are nebulously against you is fine. It's even good, because it gives the world some verisimilitude when you get higher level and need level appropriate opposition. We also all agree that not bothering to stat up enemies (yet) who aren't going to show up for five or more sessions is a totally reasonable use of your time.

But for the last fucking time, that's not the 13th Age herpaderp. 13th Age comes right and says that these assholes know your character personally and fuck with your character in person. We know this because it's on the Gnome character sheet in black and white. Stop your retarded apologetics about unknown unknowns, this is a fucking known quantity.

As for them being "so powerful they don't have stats", that is straight up exactly what several of the playtest reports say about them. So there's that.

Yes, you could do something different that wasn't about having unkillable big penis NPCs sticking their dick in your cheerios. But that is not what 13th Age did. They did the thing where every character gets to listen to the DM fap about Harlequin making sweet man love to Elminster from first level on.

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Post by fectin »

I haven't seen the document; I don't have any primary sources. That said, google quickly reveals something which at least purports to be a secondary source.

It says:
Instead, each PC allocates points to icon relationships. This doesn't mean the PC knows the icon personally (although that could be true, if it fits the background). Rather, it represents a relationship the PC has with the icon's larger organization. The PC could be a member, or he could just be able to call in some favors. It could also be that the relationship is antagonistic, and that the points represent a high level of "know thy enemy".
...which seems to conflict with your assertions. Your conflicting source is a notation on a character sheet?
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Post by ModelCitizen »

Uh, that's the same RPG.net thread Frank linked on page 1. Also the same guy who compares the Icons to the Lady of Pain / Elminster and then says they're unstatted to keep PCs from killing them.
Last edited by ModelCitizen on Mon Jul 02, 2012 10:24 pm, edited 1 time in total.
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Post by Wrathzog »

I'm going to withhold judgment until I actually see the rules.

I have a feeling that they would have been better off going with more abstract Things rather than actual beings in the world.
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Post by fectin »

Oh. There were two links there, not just one, and I got the wrong one.

That just makes me more confused though. Why say
FrankTrollman wrote:13th Age comes right and says that these assholes know your character personally and fuck with your character in person
when you open debate by linking to something that says
This doesn't mean the PC knows the icon personally (although that could be true, if it fits the background). Rather, it represents a relationship the PC has with the icon's larger organization.
?

Save your rage for the actual text; there's no need to waste credibility tilting at windmills.

(Also, that guy doesn't say why they're unstatted; he says that one of the ramifications of it is that they are unkillable.)
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Post by Reg06 »

FrankTrollman wrote: But for the last fucking time, that's not the 13th Age herpaderp. 13th Age comes right and says that these assholes know your character personally and fuck with your character in person. We know this because it's on the Gnome character sheet in black and white. Stop your retarded apologetics about unknown unknowns, this is a fucking known quantity.
You're simply wrong. If gnome player decided that his/her PC knows an Icon personally, that's a choice made by the player and not the system. Nothing in the rules states the Icons know you personally, or even know your name.
They don't even make it their business to fuck with you. The Orc Lord might simply pass on to one of his generals that the dwarf who burned down that watch tower several months ago should die, and the order just gets passed on down the line.
Calm the fuck down and stop reacting to things that aren't real.
FrankTrollman wrote: As for them being "so powerful they don't have stats", that is straight up exactly what several of the playtest reports say about them. So there's that.
Playtesters might report that, but it's not in the rules text. Several of the icons don't even appear to have powers or martial skill. There are many (often good) reasons for the icons not to have stats, and "so powerful they don't have stats" is not the best, or even most likely, reason.
FrankTrollman wrote: Yes, you could do something different that wasn't about having unkillable big penis NPCs sticking their dick in your cheerios. But that is not what 13th Age did. They did the thing where every character gets to listen to the DM fap about Harlequin making sweet man love to Elminster from first level on.
The rules quite clearly state that the game is about the PCs being fucking awesome heroes. The world has been shaped and flavored by the Icons, and up until the point that the PCs stepped up the story was about the Icons. Sounds familiar, yeah? That's because it's the same for every fantasy story, ever.

So again, calm the fuck down and stop freaking out about things that aren't real. It's not even that you're wrong, because you're not entirely wrong. It's just that whatever you're right about isn't actually a thing.
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Post by OgreBattle »

Reading this thread feels like watching Mario Kart, when you launch that flying blue shell.

It's that moment between launch and first place exploding, that's the feeel
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Post by hyzmarca »

FrankTrollman wrote:Fucking fuck!

Yes, we all know that having high level NPCs in the world who are nebulously against you is fine. It's even good, because it gives the world some verisimilitude when you get higher level and need level appropriate opposition. We also all agree that not bothering to stat up enemies (yet) who aren't going to show up for five or more sessions is a totally reasonable use of your time.

But for the last fucking time, that's not the 13th Age herpaderp. 13th Age comes right and says that these assholes know your character personally and fuck with your character in person. We know this because it's on the Gnome character sheet in black and white. Stop your retarded apologetics about unknown unknowns, this is a fucking known quantity.
Perhaps, but the other character sheets say that your character is going to kill them, replace them, join them, or some combination of the three.
Last edited by hyzmarca on Wed Jul 04, 2012 8:13 pm, edited 1 time in total.
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Post by Voss »

Reg06 wrote: The rules quite clearly state that the game is about the PCs being fucking awesome heroes. The world has been shaped and flavored by the Icons, and up until the point that the PCs stepped up the story was about the Icons. Sounds familiar, yeah? That's because it's the same for every fantasy story, ever.
And... no. LotR's back story isn't Gandalf's Story. Wheel of Endlessness doesn't give a rats ass about the Queen of Whichever Fucking City, Pre-Conan doesn't go on at length about Thulsa Doom's teenage years and no one gives two shits about how Palpatine became a Senator.

Major NPCs/antagonists/powerful background characters are part of the setting, but at no point was the story about them, unless the author is pulling shit out of his ass to polish up and sell to idiots.

On an unrelated note, with the watered down 4e powers, I'd like to know where the 'fucking awesome heroes' bit kicks in. The pregens one note descriptions -used to be a bird, an asshole made you functional immortal so she can specifically fuck with you (which rather explicitly counters your point), as lame, trite, cliche and disempowering as they are, they are far more interesting than anything the PCs can actually do. Reroll damage specifically _isn't_ awesome, even if the weapon is called an 'awesome warhammer'
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Post by Reg06 »

Voss wrote: And... no. LotR's back story isn't Gandalf's Story. Wheel of Endlessness doesn't give a rats ass about the Queen of Whichever Fucking City, Pre-Conan doesn't go on at length about Thulsa Doom's teenage years and no one gives two shits about how Palpatine became a Senator.
LotR absolutely is. Everytime the fellowship goes somewhere and the NPCs go "oh shit, it's Gandalf/Strider", or the entire backstory explaining the evil Icons Sauron and Saruman. The story isn't about them, but when the heroes who the story is about encounter those Icons the DM gives some plot details about how those Icons influenced the game before the new heroes showed up.
Voss wrote: Major NPCs/antagonists/powerful background characters are part of the setting, but at no point was the story about them, unless the author is pulling shit out of his ass to polish up and sell to idiots.
It's exactly like that. Only the DM/author rarely tells the story of the Icons, it's just left to plot and setting details. It is assumed that if the DM were to run a campaign set before the current one, or if the author were to write a prequel, then the current Icons would be the heroes of that story. Darth Vader was an Icon in the original trilogy, and then became the protagonist during the prequel.
Voss wrote: On an unrelated note, with the watered down 4e powers, I'd like to know where the 'fucking awesome heroes' bit kicks in. The pregens one note descriptions -used to be a bird, an asshole made you functional immortal so she can specifically fuck with you (which rather explicitly counters your point), as lame, trite, cliche and disempowering as they are, they are far more interesting than anything the PCs can actually do. Reroll damage specifically _isn't_ awesome, even if the weapon is called an 'awesome warhammer'
If the pregens aren't good, or the rules don't function as intended, that's another issue. What is true is that 13th Age is supposed to be about your PCs doing awesome, sometimes over the top heroic deeds. For my money, as a person who has actually read the rules and played the game (multiple times), it might succeed.
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Post by Wrathzog »

Voss wrote:Major NPCs/antagonists/powerful background characters are part of the setting, but at no point was the story about them
It's funny you bring up Star Wars when it's actually the perfect example of what Reg was trying to say.

We have the Second Trilogy, which is about Anakin. He does some shit, gets corrupted to the Dark Side, and becomes the Icon DARTH VADER.
The First Trilogy brings in Luke who happens to have (oh shit) DARTH VADER as his Icon (and also his father, spoilers).

Alternatively, we can use Legend of Korra, where most of the Aang Gang could be used as Icons in the new series.

-e-
It comes down to the following: Take a step back and look at The Setting as a whole. Also consider that every character is the protagonist of Their Story but not Every Story happens to get told.
Last edited by Wrathzog on Tue Jul 03, 2012 10:59 pm, edited 1 time in total.
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Post by Reg06 »

Yeah, Wrathzog presented the argument in a much cleaner fashion than I.
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Post by Aryxbez »

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.
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Post by Username17 »

Wrathzog wrote: Alternatively, we can use Legend of Korra, where most of the Aang Gang could be used as Icons in the new series.
Uh... every member of the original Team Avatar is dead, except Katara. And she is an old lady who doesn't participate in adventures or politics at all anymore because she is extremely retired. That is the opposite of an "Icon" - those characters existed, but for one reason or another now don't do anything to anyone.

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Post by Wrathzog »

FrankTrollman wrote:
Wrathzog wrote: Alternatively, we can use Legend of Korra, where most of the Aang Gang could be used as Icons in the new series.
Uh... every member of the original Team Avatar is dead, except Katara. And she is an old lady who doesn't participate in adventures or politics at all anymore because she is extremely retired. That is the opposite of an "Icon" - those characters existed, but for one reason or another now don't do anything to anyone.

-Username17
Yeah, you're right. I keep thinking that Icons are supposed to be more abstract for some reason. Hurmph. Even then it still doesn't make sense... the hell was I thinking...
I'll stick with my star wars example.
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Post by Username17 »

Wrathzog wrote: I'll stick with my star wars example.
Darth Vader fights named characters on camera in every movie. Hell, he is beaten in spaceship fighter battles in the very first movie. He is not an unbeatable, unstatted character. So he's not an Icon. He has stats. He can go directly against the PCs and lose, and he does.

He pilots a TIE Advanced X-1 during the battle of Yavin and he loses. Therefore he has stats and is capable of losing and the Icon horseshit does not model him well.

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Post by NineInchNall »

Um, not having stats doesn't mean unbeatable. It just means that whatever it is beatable at the DM's whim. Which actually does sort of model the essential plot immunity possessed by Vader that keeps him alive and in play until the end of Jedi.
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