Showing posts with label 13 True Ways. Show all posts
Showing posts with label 13 True Ways. Show all posts

Tuesday, August 16, 2022

Announcing 13th Age 2nd Edition

Yes, we’re making a 2nd Edition of 13th Age! And yes, that’s present tense: work has already begun, and you can sign up to playtest the new edition by writing me at 13thAgePlaytest@gmail.com.

The image you see here is a slightly edited version of the playtest flyer we handed out at GenCon, revealing more of the updates we’re making to the game. Today I’ll say a few words about the first four items in the list and talk about the remaining items in a future post.

Backwards compatible: I love it when new editions let players use all the books they’ve already bought and the ideas they’ve created in their campaigns. We’re not interested in making you buy new versions of the Bestiaries or do frustrating conversion work to use previously published adventures. There’s going to be an appendix in 2e suggesting things like “You could use the new default bonus for the magic belts in Book of Loot and Loot Harder since we’ve changed that in 2e,” but the core math and the combat rules will be the same. You won’t need to re-buy books, not even 13 True Ways. If there’s a 13TW class or two that needs brushing, I’ll handle that in another book focused on character classes.

Better options for class talents, powers, and spells: As originally published, some classes have a lot of great choices for talents and spells, while other classes have a few great choices and a significant number of meh choices. One of the biggest goals of 2e is to give every character more interesting choices. Spells that sounded fun but turned out to be not-so-good have been improved. Talents that didn’t measure up have been downgraded into class feats. Feats that were originally epic feats now frequently appear as adventurer-tier feats, with champion-tier and epic-tier feats above them that truly feel epic instead of like small math-bumps.

Each class gets +2 additional pages: Classes like the ranger and paladin that were always quite simple now have talent options that can make them more interesting for experienced players. Classes like the sorcerer get more spells with a greater range of effect. Most of the classes are getting quite a bit more than 2 pages; so far it’s only the rogue that hasn’t grown beyond that.

Improved icon relationships: Thanks to feedback from GMs over the years we’re aware that our original icon relationship rules weren’t as clear or simple as we hoped. Ask five 13th Age tables that are happy with the icon rules which method they’re using and you’ll get four different answers! We’re working to suggest icon relationship rules that more tables will find natural to use in play.

Other talking points: I’ll post about the remaining five bullet points soon. I’ve also been seeing speculation and questions about who is working on this book, and whether that team will work on the line going forward. I’m writing a separate post about that to hopefully clarify things.

We expect to send out the first widely distributed playtest packet sometime in September or October, and like the flyer says, you can write us at 13thAgeplaytest@gmail.com any time before then if you’re interested.

Monday, February 16, 2015

Where dragon riders came from

 [art by Rich Longmore]
Dragon Riding is the first issue of the 13th Age Monthly subscription that started a couple weeks ago. You can pick up a subscription tothe 13th Age Monthly for the yearly price of $24.95. When you subscribe, you’ll get all the 4000+ word issues you missed so far in the year.
The Monthly’s second installment, Temples of the Frogfolk, will be published toward the end of this month. I’ll say more about the hopping-froggies soon, but for now I'm talking about how Dragon Riding made it into 13th Age. The biggest influences were Anne McCaffrey, Morno, Wade Rockett, and ASH LAW.
Anne McCaffrey because I discovered both D&D and her dragon riders of Pern the same year—1974—while living in Fort Leavenworth, Kansas. Somehow I got hold of the second of her dragon riders books, Dragonquest, instead of the first. I read it enough times that I had no choice but to include a school for dragons in the first dungeon that I drew on graph paper.
(Confession: the school for dragons was a big blank area in the graph. I had no real idea what the school for dragons was going to be like. It may not have just been luck that my 5th grade brain was never forced to figure it out, because I put the school behind the room that was modeled after the Watcher at the Gates from Tolkien’s Moria. Nobody ever made it past that room. Huh.)
Push forward many years and McCaffrey’s Pern books have had a great deal of influence on fantasy, maybe more than people know. McCaffrey’s depiction of newly hatched dragons impressing on humans to whom they bond as life mates has been used everywhere from Elfquest (elves and wolves) to the Temeraire Napoleonic dragon series by Novik. Maybe I’m wrong about McCaffrey creating that impression, maybe it was already in the wind somewhere, but I think she’s the person responsible.
At one point these 13th Age dragon riding mechanics had a bit of talk about bonding rituals and such-like magical impressionism. But handling it in any detail felt like a story angle that GMs and players should invent for themselves in a personally satisfying way if they’re into that type of thing, and in the end I took it out of the rules.
Morno gets credit because his illustration of dragon riding sold me an aerial dragon combat game once upon a time. As in, I saw Dragonlord, and I bought it. And then I really wanted to play it. I held on to it for years, tinkering with ways to make the game playable. Or perhaps the word would be “fully, enjoyably playable.” I think I still own Dragonlord somewhere in a forgotten game box, but it’s not like it is going to be any more playable now; so it was time to invent a system for dragon riding combat that would work.
Wade Rockett forced my hand by seizing on dragon riding as something cool that was happening in the Dragon Empire and not letting me forget it. I chirped, “Yes, sure!” to Wade’s suggestion of handling the topic in 13 True Ways. So when 13 True Ways grew wild and overpopulated, it was clear that dragon riding was going to have to come later. It’s even somewhat true that creating a dragon riding article pushed us farther on the path toward having a 13th Age Monthly. There’s room for smallchunks of constant fun, and there was a need for a few small pieces on topics that, in hindsight, we should have covered in 13 True Ways.
ASH LAW gets credit as co-author of the piece because when I turned away from the topic, pleading that I had other design tasks to handle, ASH kept designing dragon riding systems, each better than the last. ASH wasn’t going to let it go. He wants to write a 13th Age sourcebook on mounted combat and he was going to push the system through even if I was stuck in the mud of no-that-won’t-work.
So eventually I stopped being a stick-in-the-mud and designed a system we could be happy with. This Dragon Riding piece is going to serve as the basis for how other mounted combat works in the game. It also has notes on how to apply the mechanics to different types of campaigns and notes on how to run and balance battles for PCs who are on dragonback.

And it gives me a good reason to dig through old game boxes, because the counters and maps from the Morno Dragonlord game will be perfect for the sessions I run as dragon riding adventures! 

Friday, January 16, 2015

Soon you will fly on dragon back!


I'm celebrating the imminent launch of the 13th Age Monthly!

I'm also celebrating what may be my favorite cover ever, painted by Lee Moyer as an upgrade of the Feathered Crown illustration he and Aaron McConnell originally created for 13 True Ways.

Those of you who backed the 13 True Ways Kickstarter will be getting this first installment of the Monthly for free, since dragon riding was part of that book's original flight plan.

Pelgrane will be announcing the rest of the business details for 13M in the next few days.  The model will be similar to Pelgrane's splendid Ken Writes About Stuff subscription.

I was going to type out more details about the project. Then I remembered that I'd already watched Wade Rockett copy-write the basic description of the Monthly for the upcoming web announcement. So here's Wade's text. You'll be seeing it again soon on the Pelgrane site along with a listing of the first three months of articles:

Subscribe to The 13th Age Monthly and you’ll receive all-new 13th Age RPG goodness for GMs and players every month for a full year. These 4000+ word PDFs offer new rules systems, Bestiary-style monsters, player character options, and more.


The 13th Age Monthly is overseen and developed by Rob Heinsoo, with a stellar list of contributors that includes Jonathan Tweet, Gareth Ryder-Hanrahan (Book of Loot, Eyes of the Stone Thief), ASH LAW (Tales of the 13th Age) and Cal Moore (Shadows of Eldolan).

It's going to be a great ride!

Friday, August 8, 2014

Weblings

My sprite-like pieces of self that get things done on the internet were busy this week. Here's a short list of surfacings. If you already caught them all, thank you and good night!

I wrote a 13th Sage column for Pelgrane Press about when it might be a good idea to let the monsters use the escalation die in 13th Age. Should be helpful to many GMs. And if you're a player it will give you a couple signs to watch out for!

Pelgrane also helpfully posted the schedule of 13th Age seminars at GenCon. Which turns out to be exactly the same as my seminar schedule at GenCon. One seminar a day, and I'll be using the Pelgrane booth as my main home base during the show. I get to team up with ASH and Gareth for a couple seminars on adventure and monster design, with Ruth Tillman (CthulhuChick) and Mike Shea and Wade for another on GMing, and then there's a Year One seminar with Simon and Wade.

If you're not going to GenCon and you still want to hear me run a game, the Reverend En Fuego's crew at BJ's Geek Nation just started posting the first installment of the game I ran for them using 13 True Ways characters. I admit that the full session didn't get around to including a lot of gaming. The character creation process took me by surprise. I usually run demos freeform and just respond to what the table gives me, but for once I thought, "Hey, I'll have something ready and actually bring minis and monster stats." So I made the mistake of preparing three different battle encounters that I thought I'd be able to choose for an action-packed first session. Of course the players surprised me with something I really wasn't ready for, so we're going to get into the meat of the adventure the next session. Was character creation and story set up fun? Oh yeah. Especially if you'll enjoy learning from my mistakes.

Most all the monsters I had planned to introduce to the BJ's Geek Nation crew were from the 13th Age Bestiary. Which coincidentally had its PDF-only version go on sale at the Pelgrane shop and on DriveThruRPG yesterday.

Meanwhile Catalyst has released the full rules for Shadowrun: Crossfire as a PDF and we have confirmation that there are going to be many boxes of the game for sale at the show! I'm not going to be helping with Crossfire stuff as much as some people in Fire Opal, I'll be more focused on 13th Age, but I will help with a Crossfire event or two and teach a few friends how to play.

Speaking of product that will be at GenCon, 13 True Ways has shipped, apparently just ever-so-slightly behind our friend Bruce Cordell's Kickstarter book, The Strange. But that's OK because Bruce started his book long after.... oh. Right. OK. The point is: 13 True Ways will also reach many people soon and will also be at GenCon!

And even as 13 True Ways is en route, the wonderful secret 13th Age project that Jonathan and ASH and I are working on is going to be announced this Sunday! ASH and I will be able to talk about the early stages of the design at GenCon.

Tuesday, July 29, 2014

OMG! Trilogy!

Last Friday, ASH LAW and I were working on our new 13th Age project in my garage studio. (And no, the new project is not announced yet. Soon!) I cursed because I wanted to look at the commander for a moment in a printed copy of 13 True Ways instead of rummaging through the PDF, and of course that wasn't possib. . . . . wait a minute. "I've got a printed copy," I said aloud, atoning for my cursing. There, in the folded cardboard on the gaming table . . . the printer's proof of 13 True Ways.

The approved proof.

So I got to flip through finished pages to see what I needed. It felt great.




And then I stacked the proof beside the 13th Age Bestiary and the core book and had to admit that it looks like we've got a player's book, monster book, and GM's book, a product scheme we originally avoided by presenting 13th Age as a single all-you-need-to-play volume.

The appearance of a trilogy is probably a good thing. But I have to say ours is a bit different than the traditional player/monster/GM scheme. Our approach is a lot more like the old Arduin Grimoire and its follow-ups that started with Welcome to Skull Tower.

The 13th Age core rulebook sort of qualifies as the player's book, but it also has monsters and treasure and a geography chapter and a sample adventure. The explicit goal is to help players contribute to the story of each unique campaign. The hidden goal is to get players excited about the campaigns they might be able to run themselves, slightly increasing the number of GMs in the world . . . .

The 13th Age Bestiary definitely qualifies as a monster book, but we deliberately let each monster tell us how it could accomplish the most for the game instead of forcing the work into a monsters-only-please format. Frost giants have fimbulwinter environmental effects, chuuls spawn usable magic items, and the fungaloids are hiding a flipping playable PC race. (And yeah, those examples were all ASH's way of adding value!) The unique voices of our many contributors came out stronger because we didn't force authors to force monsters into cookie-cutter boxes.

And then there's the newest book, approved but not quite printed. The setting material and deviltry advice and mini-adventures in 13 True Ways help GMs, but six new character classes and the multiclassing rules and other goodies make it a player's book as much as a GM's book. Our goal with 13 True Ways was to do all the coolest things we could think of, so it's an Emperor's Kitchen Sink book instead of a focused GM product.

I'm going to be happy to present new players with these three books together. They make a compelling threesome and the contents round out the play experience. Add in the first two black and white books, Book of Loot and Shadows of Eldolan, also likely to be available at GenCon, and we've got a line!

Publishing Schedule...
So far as we know, 13 True Ways should be available in print at GenCon. We're planning to drop-ship pre-orders and Kickstarter reward copies in early August direct from the printer. Those shipments will be books only, the various KS extras (and the deluxe leather-bound copies that need bookplate signatures) will be another shipment later. The hope is that most KS backers in the USA will have their copies before GenCon. There are going to be other logistic details to sort out but I won't personally be the person doing most of the sorting, so I'll wait until I know more before saying more. I can say that long-waiting Kickstarter backers will certainly also all be getting another small treat, in part because we feel bad that backers outside the USA aren't likely to have their copies before GenCon. Like all printing and distribution plans, this requires things to stay on track. So far the process has been smooth. 


Tuesday, July 15, 2014

Three reviews

In the last couple days I've seen three great reviews of games I worked on that are about to hit the shelves.

13 True Ways cover

This nicely-angled review of 13 True Ways captures the joy that Jonathan and I got from creating the book. I'd love to say that Lee and Aaron also took joy from the process but Lee was so darn intense when he was working on 13TW. It was a fierce glowing joy, maybe, like dangerous lava radiant beneath the crust.

I'll be doing my best furiously-glowing-Lee impression at the Pelgrane booth at GenCon, and I'm hoping that printing works out so that 13 True Ways will be glowing alongside.



This video review of Shadowrun: Crossfire from the Dice Tower guys is fun and extremely positive. I laughed out loud at the moment that Tom said that he might just be interested in a one-shot Shadowrun rpg session now, though he had not considered that an option before. It was amusing because that was the audience-response that Catalyst hoped for when it hired Fire Opal to design this co-op deckbuilding game--they wanted people who had never played SR to have a way into the world. Greg Marques did a great job as the lead designer on Shadowrun: Crossfire, and the rest of the team was awesome to work with, including people like Cal Moore and Rob Watkins who also work on 13th Age, and folks like Mike Elliot and Jim Lin who I used to work with at WotC.

There's a possibly more informative text review of SR: Crossfire on Boardgame Geek. The review is well-written and much more thorough than I would have expected given the reviewer's brief exposure to the game. For longer exposure, come to the Catalyst Game Labs booth at GenCon. They should have Shadowrun: Crossfire demos rolling and boxes selling.

Wednesday, July 2, 2014

13 True Ways follow-up plans

The text below is from a 13 True Ways Kickstarter update I just posted. Since it talks about material that will also interest everyone buying 13 True Ways on pre-order or ordering it from their hobby shop, I'm posting the update here as well.

Hey, 13 True Ways supporters!
By now most of you will have seen the 13 True Ways PDF, except for those old-fashioned souls who want to wait for the printed book. I know there are some of you because Jonathan is one! Yes, Jonathan Tweet doesn’t want to spoil the surprise by looking at the PDF. Since I handle art and layout and editing communication, Jonathan still doesn’t know what the final book is going to look like, apart from the text, so if you are waiting for the printed book later this summer you have some good company.

Along with the final printed books there are other backer rewards in the works, such as dice and t-shirts and postcards. Those are all at various stages in the production queue, and I can’t predict when they all will be ready.

For now I want to talk about another aspect of 13 True Ways delivery: the other PDFs that are going to show up on your computer in coming months.

We ended the Kickstarter promising a 180-page book. Once we got into the design phase, our labor-of-love approach pushed us up to 256 pages. And because it was a labor of love, Jonathan and I prioritized the things we thought would be the most fun, and held our work to a very high standard. If we felt meh about something, and believed that you would feel meh about it too, it didn’t go in. We ended up delivering on all the stretch goals in the Kickstarter along with all the backer rewards, but some of our ideas in the original 13 True Ways Kickstarter plan didn’t make it into the book.

So here’s what we plan to do about it.

We’re going to finish those pieces properly as part of the upcoming subscription-based 13th Age annual (name to be determined), along the lines of the excellent Ken Writes About Stuff from Pelgrane Press. I should be clear that the we I’m mentioning includes me, but not always the other members of the original 13TW team. Sometimes I’ll be the designer, other times I’ll act as developer with other talented contributors handling the design work. Sometimes we’ll be completing work that I started on 13 True Ways but didn’t finish to my satisfaction.

As a 13TW Kickstarter backer, you’ll have two options when the annual goes live:
1.       You can choose to get only the issues that contain 13 True Ways follow-up content, for free
2.       You can choose to purchase the entire first 13th Age annual at a discount which covers all of the free content to which you’re entitled, plus a bit extra

Not every month’s installment will contain 13 True Ways follow-up content, and there’s no set schedule about when a particular piece of 13 True Ways follow-up content will be completed. This may stretch out for quite some time, because during the design phase of 13 True Ways we unexpectedly hit on a few things that could serve as the basis for larger books. If they do get turned into books, when those surprises get unveiled we’ll send a related freebie to 13TW backers. Think of this operation as a purchase that keeps on providing surprising micro-rewards.

With that in mind, I’m going to go ahead and list the things that didn’t make it into 13 True Ways and my current thoughts on how they’ll be part of the 13th Age annual subscription, or not.

Appearing in the annual at some point
Details on forests & woods to make them distinct: This grew into something a bit different than I thought originally.
More on gladiatorial games: Yeah, there’s some more we can explore here.
Rules for dragon-riding: I know that a lot of you were really looking forward to this—I was, too—and some of you even backed the project because of it. So I’ll be blunt: so far all the systems we’ve come up with have been worse than no system at all in terms of their impact on the game. I'm not interested in publishing bad systems, and I’m pretty sure you’re not interested in getting them. ASH and I are continuing to work on these rules, and we’ll do everything we can to ensure they get included in the first annual. I can promise that we’re not going to shrug our shoulders and send you something that we think isn’t worth using, just so we can check off a box on our to-do list. We'll get it to work because I know ASH will kill me if we don't.
Illustrated comparisons of the adventurer, champion, and epic tier: We’ll do these, but probably not by Aaron and Lee.
Some fantastic maps of the overworld and portions of the underworld: Ditto.
A cutaway map of a typical elven wood: Same.

Partially appearing in the annual after their actual potential is realized in future books
Racial feats: because they do appear to have a place in the game, but that place may come as a surprise.
Feats associated with the icons: same story. The obvious mechanics weren’t so good, but there is something interesting hidden behind the idea.
Stats for the 13 icons themselves: As the game evolved and matured through further development and play, we became increasingly convinced that this was an idea we didn’t want to pursue half-cocked. You can see the care we took detailing the 4 backer-created NPCs in the Gamemasters’ Grimoire chapter of 13TW. In a sense, those NPCs function a bit like mini-icons, and our final approach to this topic may bear some resemblance to the multi-option approach used for the NPCs. But when I say ‘final approach,’ I’m acknowledging that this isn’t something we intend to pursue soon. When we do finally take this path, it’s almost certainly going to be the basis for a book rather than a slice of a different book. In the near-ish future, we will be doing monster-style stats for various servants and followers of the icons. Some of the high-level lieutenants of the icons will find their way into a 13TW-backers update to provide touches of the high-level play people might have been looking for from actual icon stats.

There are also going to be surprise backer freebies along the way, some of which expand on ideas that made it into 13TW.

That’s all I’ve got for now. We’ll be in touch about the annual’s start date and other details once we’ve built the plan out further, probably before or around GenCon.

Yours in the whirl,


Rob Heinsoo
Lead Designer, Fire Opal Media


Friday, June 27, 2014

One day, two books

This morning we sent out PDF copies of 13 True Ways to our Kickstarter backers.

If you weren't a Kickstarter backer, you can pre-order a copy of 13 True Ways here. Pelgrane plans to start delivering the PDF portion of the pre-orders on the 30th.

This afternoon, my Fire Opal business partner, Jay Schneider, received a case of printed copies of another book, pictured below.


The Bestiary? The same day? Amazing. Copies are on their way out, though I don't know when they are reaching pre-orders and stores. I believe we'll all know soon.


Friday, April 4, 2014

let the cackling soliloquies begin

ASH LAW and I are both going to be running quick 13th Age games at the new AFK Tavern in Renton tomorrow, April 5th, as part of International Tabletop Day.

ASH is showing up around 11 am, I'll be there around 12:30 to run a couple two hour games before I return to my regularly scheduled work weekend.

I'll be running demo style games, the usual pregen character sheets that the players get to add the interesting stuff to, backgrounds and icon relationships and the One Unique Thing.

But not all the pregen sheets will be the usual sheets. Tomorrow I'm going to bring pregen sheets for characters like the woman pictured above in art by Aaron McConnell and Lee Moyer: the necromancer. I know that class hasn't gone out to wider playtesting yet but it went a round within Fire Opal and it will be fun to bring it into the game tomorrow. What type of fun? Well, here's one of the popular talents from the necromancer in its pre-edited form. Not everyone wants to play this way, but for those who do . . . .

Cackling Soliloquist

If you spend your move action, your quick action and your standard action casting a daily spell that ordinarily only requires a standard action—while screaming grandeloquently, cackling maniacally, or megalomaniacally describing the grandeur of your plans and the futility of your enemies’ resistance—the daily spell you are casting becomes a recharge 18+ spell (roll after the battle) and you can invent a slight improvement to the spell, especially if it’s at least partly story-oriented.

Adventurer Feat: The sound of your own voice invigorates you and you gain 1d6 + your level + Charisma temporary hit points when you use Cackling Soliloquist.  


We may or may not play with the chaos mage's special brand of crazy tomorrow. I'm working on the first revision for that class today and if works out we'll probably use it, if I'm not happy yet it will have to wait outside the tavern.

Looking forward to tomorrow and seeing friends I haven't seen for awhile as well as new souls and necromancers.

Tuesday, March 18, 2014

the smell of dragonfire in the morning


For this all-out push to finish 13 True Ways design, I've been channeling the man pictured above, a ruthless paladin/commander named Roland Abendroth. Roland is the creation of Davideogame, one of our high-level backers on 13 True Ways. Lee Moyer suggested creating portraits of the backer-created NPCs as full page art and Lee's portrait of Roland opens Chapter 1: Classes.

This week, Jonathan is busy with the full write-ups of Roland and the other NPCs, crafting a format that blends useful story with player torment and eventual resolution.The NPC write-ups will appear in chapter 6, the Gamemasters' Grimoire, where we indulge our ancient affection for grab-bag books like Arduin by including a bit of anything and everything wonderful that's not long enough to merit a full chapter.

Before starting on the NPCs, Jonathan created a dozen or so truly twisted monsters, including specters that outright steal the escalation die and pixies that ensure that player characters who choose fights with pixies are going to regret it, even when the PCs win. I want to say it's 'high comedy' but I'm pretty sure that's just me being ironic and it's actually low comedy.

My work lately has focused on the first two chapters, Classes and Play Character Options, notably the first draft of the necromancer. Comments from internal Fire Opal critique have been helpful and when revisions are complete and satisfactory the class will go out to wider testing. For those tracking earlier updates, I changed the initial design in which the necromancer was a multiclass. The necromancer is now a full class with summoning spells, skeletal minions, death priest options, and cackling soliloquies.

In other news, art for 13 True Ways is finished (unless I talk Lee into one more illustration that was his good idea but that falls outside the scope of his responsibilities). We haven't been sharing huge amounts of the art yet but it's in the wings. Just as Jonathan and I tried new things with game design in 13TW, Lee and Aaron pulled some stunts I did not expect and would never have demanded.

Wednesday, February 19, 2014

Claw Claw Call Lightning


Assuming the PCs survive tonight's 13th Age session, revelations within the tomb of the Bloody Emperor could lead to major shifts. If not quite every PC survives, or if the shifts involve someone wanting to start a druid as a new character, we're prepared.

Everyone who has been part of the 13 True Ways support network (Escalation Edition, Kickstarter, Bestiary pre-orders) will soon be getting notice of the availability of the new druid and the updated commander and monk. By soon, I mean that notifications are going out tonight and tomorrow morning. For some of you, it's probably already sitting on your order receipt form in the Pelgrane store.

As you'll see, the druid class is a beast. The challenge of embracing elements of traditional druidic roles (wild healer, animal shifter, elemental magician, summoner, warrior of the wild) became huge fun as I took new approaches (talents defining spell lists and abilities, carefully calibrated summoning mechanics, spell lists tied to specific terrain). It's definitely the biggest of all the class design jobs. I hope it turns out to be as much fun to play as it was to design.

Other 13 True Ways progress includes the fully edited and illustrated write-up of Horizon from Jonathan and Lee, and full illustrations and text for Drakkenhall from a combination of Jonathan, Robin D. Laws, and Lee Moyer. The great bear druid piece above is newly competed as well, a sketch from Aaron finished by Lee.

This week Jonathan is working on miscellaneous monsters, including azers, pixies, and cloud giants. I'm working on multiclassing after a morning spent cooling down from the druid work by finishing a list of Thirteen Icon Variations that can shape a campaign. And speaking of campaigns, I'm running the second session within the Tomb in about an hour. By the time you read this it will probably all be over but the screaming. Well, actually that's just GM-smack talk. The night seems unlikely to end in screams. There will be screams along the way, but I'm betting it will end with huzzahs.

Wednesday, January 22, 2014

Mummy reposted

The mummy art that was missing for some viewers in the previous post...


Horizon, Commanders, Mummies: a 13 True Ways Update

Given the push we are making to finish design and art on 13 True Ways, it's time for an update. I'm not going to talk about the things we're doing that aren't done yet, those will appear in upcoming updates.

Horizon
Jonathan has written a wonderful take on Horizon, City of Wonders. As Jonathan says in the introduction to the 10,000 word piece:

 The metropolis of Horizon is probably the most daunting of the Dragon Empire’s seven great cities, certainly the most unearthly. Some find it to be a higher order of reality, more rational and perfect than the everyday world. To others, it is an impenetrable labyrinth of riddles and forbiddance. You come to Horizon because you have to, and you often leave under the same circumstances. Here, the skeins of destiny tangle with the Archmage’s ley lines, and reality will never be the same.


Jonathan's Horizon hovers on the constructive edge between inspirational ideas and solid questions for each campaign. I'd show off a piece of the wonderful Horizon city art from Lee and Aaron here, but it might give the wrong impression, because part of Jonathan's approach to our half-designed world is to explain a dozen ways that the art and map of the City of Wonders can be interpreted in each campaign! So we'll let that art wait to be unveiled later!

The Commander
The commander class has been through a fruitful round of playtesting and development and will be sent anew to people who are getting the updates. The designer note I left out of the first iteration of the class was that I'd deliberately designed the commander's weakest possible version. It was an experiment, starting weak in order to be able to increase the power level in later drafts. And yes, all the playtesters who sent us comments noticed that they'd been handed weak beer and several people had great suggestions. The new commander is stronger and more fun. To find the things that have changed, you'll only need to look for the yellow and green highlighting.

As we close on the final version of the commander stats, here's the first draft of a piece of commander art, a dwarven commander whose troops will be carrying the flag of the Emperor. This guy is still fighting under the original name of the class, but Battle Captain is the name of one of my favorite talents from the class, a talent that got a lot better in this draft, so I'm going to shake off the guilt of showing off the old name.



Monsters! Monsters! 
After I worked all-out on 13th Age Bestiary monsters for months, Jonathan has taken the reins for recent batches of monsters that include the werebeasts, the metallic dragons, a heap of undead, and the devils, including four new sometimes-covertly operating devils created by Robin Laws as part of the Kickstarter goals.

As a sample of the writing in the new monsters, here is Jonathan's story-riff on mummies, followed by a beautiful but still rough draft of a piece of art that was one of the Monster Art +13 winners in the Kickstarter.

Mummies: Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions.
As those who have unnaturally extended their lives, mummies make exceptionally dangerous undead. The most powerful mummies reanimate as masterminds who take charge of those around them, while the lesser ones submit to their new masters’ commands. In any event, these unnatural creatures, trapped between life and death, are among the most spine-chilling of the Lich King’s minions. In theory, mummies might have enough humanity left that living souls could appeal to it and perhaps reach some sort of accord. In practice, it’s mummy rot for all those who tamper with the mighty who refuse to die.

The mummy art: Evan Franke originally asked for somewhat South American/Tibetan mummies being called forth by a high priest. I thought that was a good place to bring in a necromancer. This version by Aaron is considerably advanced from the version we showed Evan earlier, but it's still going to get a bunch of finishing work from Lee, including the finished spiral stair that leads to adventurers or a world ripe for conquest.


And Speaking of the Necromancer . . . 
I had an epiphany about this class. It's not a class. It's a multiclass. A multiclass that works especially well as a multiclass option for other spellcasting classes. So the sorcerer, cleric, and wizard are getting detailed multiclass combinations with the necromancer multiclass. Other people can do it but they're not as cool, and that's kind of the way 13th Age multiclassing tends to work: some combinations are deliberately more fun than others.

The Monk
There's a new version of the monk coming as part of the playtest update. It features interesting solutions to the demand for multiple high ability scores, ki powers that matter, and high-graded fun options for monk talents instead of some of the earlier talents that didn't compare well.

See you with another 13 True Ways update later next week.

Wednesday, November 27, 2013

Games Games Games

RPGs, 13th Age: 
I had a lot of fun finishing the new drafts of the monk and the commander classes for 13 True Ways. They're going out to the Kickstarter backers and the Escalation Edition purchasers and people who bought the 13th Age Bestiary pre-order. I believe they'll go out before the end of the week as part of the Pelgrane Press Page XX process.

Both classes will benefit from playtesting, especially the commander since this is its first iteration. Playtest notes definitely count. My last step with the monk was to reread all the playtest email we received at 13thAgePlaytest@gmail.com and check off each item as accounted for or at least considered.

Meanwhile in our Wednesday night campaign, the players have started calling me "Agemaster." It appears to be especially amusing to them when they're being helpful, or seeking favor, or sincerely trying to get my attention through the tumult of the room. They're also doing it because it irritates me a little. Perhaps because I'm the oldest human in the room. Perhaps because I'm not that fond of inventing new names for well-understood terms. It's not like I actually want this term to catch on. But it has gone on long enough that they're now shortening it to AM. I can't very well escape it and I suppose it also works if you're playing Dragon Age. So if amuses you, you're welcome. Yeargh.

RPGs, Thornwatch: 
We played one session of the in-development fantasy rpg created by Mike Krahulik of Penny Arcade. A delightful experience. I don't speak any French but there's a French word I love, bricolage, which may or not mean what I think it means: putting together pieces of everything to assemble something new. Thornwatch is a bricolage game, assembling elements of rpgs, card games, and deckbuilding games into something unique. It's not trying to be a do-everything rpg, it's trying to be a specific game experience you'll play when the time is right and when there are new things you want to try. The initial design is excellent. I'm a sucker for the-world-is-forest narratives. I love the Thornwatch/Lookouts stories and art. This should be really good.

Digital, Dwarven Delve: 
Down below where only fungus grows, my gaming group comrades have mounted another assault on their Dwarven Delve Kickstarter game. They've got an excellent playable demo to show where they are headed and they're getting extremely close to Kicking, a couple days left and not much farther to dig. When they Kick I'm definitely going to thank them for calling me Agemaster by introducing them to 13th Age versions of their own monsters in our Wednesday night games.

Friday, November 8, 2013

13th Age update: Commander, Monk, Playtest Files, Dragon Kings

This week's playtest of the new commander and the half-revised monk went well.

Commander
In the commander's case I didn't make any changes after the playtest. Partly that's because the design is in OK shape for now. Partly it's because Thorinn, the 5th level dwarf commander who used to be a bard, was hapless. He had no hap. When you're rolling d20s, playtesting every so often devolves into "Wow, so this is what the character class looks like when you suck." The dybbuks who had possessed the party's erstwhile paladin friend turned out to have Mental Defenses that deviated from the monstrous norm and even the commander's last-ditch outmaneuver attempt came to naught. The class design mission is to somehow make even these sucky moments potentially worthwhile.

The potential doesn't always get realized. Thorinn has had a slightly rocky road since he transitioned out of being a bard. Weird things happen when your story-oriented 13th Age campaign is also the campaign that's being used to test all the new classes. Thorinn who was once a bard became a bardmander and is now a full-on commander who is likely to shift even more when we adjust for results of public playtesting.

Monk
There will be a new playtest document some time next week. The talent half of the monk is revised, the forms half is still underway. Some of the early monk talents worked so well that the rest of the talents were somewhat irrelevant. The monk could vary from hugely powerful to utterly feeble because the talents and forms were so uneven. That's not entirely surprising, given that the class hasn't had an official development pass, but I'm trying to avoid it on this pass. The next version of the monk design aims to make all the talents worthwhile, eliminates one of the pieces of the class that wasn't working (daily options for finishing attacks), makes ki powers a more integral part of the class (instead of only appearing as feats), and opens up some of the unnecessary restrictions on icon relationships and weapon choice and flavor that were getting in the way of character design. Those of you who sent playtest comments? Your comments helped a lot.

Playtest Distribution Plan
As before, we'll be sharing the monk & commander playtest files with people who bought the 13th Age Escalation Edition and people who supported 13 True Ways. We're also planning to go one step further. The publication of 13th Age has brought in many new players and GMs. People are writing us every week asking to help playtest, particularly people who seem to be converting over from other systems and want to know how we're handling classes that aren't in the core book. We've settled on a cunning plan that seems fair. People who pre-order the 13th Age Bestiary by ordering the Hatchling Edition will also get the 13 True Ways playtest files. If you've supported us by buying the Bestiary in advance, you'll see the playtest versions of the new classes and whatever else we decide to send out for wide playtesting on 13 True Ways.

A Different Kickstarter
There's another Kickstarter with 13th Age connections surging towards the finish line this week. Timothy Brown's Dragon Kings project is a campaign world and rock and roll project in the spirit of Dark Sun. The project is funded and is presently a few thousand dollars away from a stretch goal that would create a 13th Age-compatible rules PDF as part of the package. Darren Pearce is the designer slated to tackle the 13th Age aspect of the project and I'd love to see what he comes up with. Give the project a push if you can.

And elsewhere in video
Mike Shea interviewed me about 13th Age for Critical Hits earlier this week. The first half hour or forty minutes is a discussion of icon relationship rolls, including verbal notes on advice Jonathan and I will be formalizing in the GM chapter of 13 True Ways. The video amounts to working notes on the topic. Other topics include the formats of upcoming adventures and Heisenberg's Monster, Mike's wonderful term for the sense in which 13th Age frees GMs up by allowing them to be surprised by what comes out of the box.

Friday, October 25, 2013

Many Trumpets: this week in 13th Age

A wonderfully eventful week that opens several doors.

Early in the week, Pelgrane sent out an update of the 13th Age Bestiary's Hatchling Edition to those of you who have pre-ordered it. If you haven't pre-ordered it, now may be a good time, because Simon's note about possibly increasing the price later isn't getting any less likely with me dropping the couatl into the book and adding at least three new monsters (one fungaloid, two jorogumo). 

A day or so later, ASH LAW sent a short seasonal adventure out to the 600+ groups participating in 13th Age Organized Play.  600 groups!  ASH did some cunning work here that I'm planning to adapt into an-entirely-different campaign. 



Yesterday the new Page XX from Pelgrane announced the release of our Archmage Engine SRD. Thanks to Chad Long and Cal Moore, it turned out very well. Apparently some people worried that it would be a fakey-SRD, but the point of doing 13th Age as an OGL game was to get people playing it and using the system. Yes, it's a real SRD, and it should prove useful to people looking to overlap with our game engine. 

On 13 True Ways, Jonathan and I are running our Daily Workplace Simulator experiment at my place. Playtesting of the commander went well and I'm processing feedback for the commander and the monk to get new versions of these two classes ready for external testing. Discussion of all the other new character classes has led Jonathan to dig into work on the occultist. He has surprised me with an entirely new type of spellcaster. I'm not using the words 'new type ' lightly, I don't think these mechanics have been tried before. I'm simultaneously excited to have Jonathan working directly on character class design and scared because I'm the GM in the group these days and this occultist is going to spring occasional reality-wrenching ambushes on whoever wears the GM-cap. 

We'll update again on 13 True Ways next week.

Friday, October 11, 2013

Current 13 True Ways work (Drakkenhall, dragons, and druids)

Jonathan and I have moved into a new work phase on 13 True Ways, meeting every afternoon in my garage studio. Long periods of separate work punctuated by discussion. Yesterday Jonathan finished up a big section on icon relations in Drakkenhall and moved on to monster design. Our debate on metallic dragons roamed over the history of D&D and eventually clambered onto our standard 13th-Agey approach of handling the familiar with twists that suit us. We're more or less agreed, but expect designer sidebars in that section.

That monster tile above? That's the silver dragon tile by 13 True Ways artist Lee Moyer. See the Great Gold Wyrm tile in the core book for the ur-tile that set the pattern for the silver.

Meanwhile I finished a draft of the commander class that's ready for internal playtesting but I'm not going to say more about it than I said in yesterday's post until I'm happy with the tests. I've moved on to the druid, which somehow immediately generated new insights on handling multiclassing and racial feats, so yeah, enough of the blogging, back to the big picture druid mechanics and the new category of feats that turned out to be hidden in the underbrush surrounding the druid's woods.

Thursday, October 10, 2013

Commander, Cardhunter, Golem Arcana

The undercurrent for this week is miniatures-style play. 

The Commander for 13th Age
I've been working on what we used to be called the 'battle captain' class for the 13 True Ways supplement for 13th Age. I got tired of the battle-captain mouthful and renamed the class "commander." It's more direct, dodges the adjective-generated question of how many other types of captain you can play, and describes the current mechanics better. 

When I'm happy with internal playtests the commander will join the monk in wider playtest. Jonathan thinks that this version of a commander is more like a miniatures game thing than he would expect a 13th Age class to be, but I'm arguing for the fact that the ongoing carefully weighted options are a play pattern beloved by the people who want to play the commander class in the first place, so at the moment, yes, this is another class that plays unlike any of the others. 

Meanwhile in the world of spending time pushing electrons on a game board instead of typing electrons into design files, I've been playing a lot of Cardhunter, the deck-based minis-style dungeon-fight game from Blue Manchu. I like this game a lot. Playing is free though they may find ways of attracting you as a Paypal. If you enjoy crunchy minis games, tactical puzzle-solving, or comedy-of-genre riffing on the cheesiest conventions of early D&D roleplaying, definitely check it out. It's been a long time since I worked with Skaff Elias on Chainmail and D&D Miniatures and I'm happy to see that he got involved as an advisor on a game that's so much fun. 

Where Cardhunter tickles old school memories with newfangled deckbuilding TCG design, Golem Arcana is the next big idea pulled from Jordan Weisman's hat. People have talked about using digital media to make a tactical miniatures game faster and easier to play. Jordan & Co. are trying to pull off the first ambitious version of such a design with an epic fantasy setting and big and beautiful 'miniatures.' The Kickstarter runs another four days and even if you're not likely to support it, you should look at the video, which does a good job of explaining some core concepts miniatures fans and game designers are going to want to keep track of. 

[[below, Golem Foundry by Kekai Kotaki]]

Golem Foundry, by Kekai Kotaki

Friday, September 20, 2013

Happy day of the Hatchling!

The 13th Age Bestiary is now available for pre-order and pre-publication playtesting! Like the Escalation Edition for the original 13th Age book, purchase of this Hatchling Edition of the Bestiary from the Pelgrane Press store gets you a PDF, updates whenever they're available, and then the final printed book and PDF. Unlike the Escalation Edition's many long moons, this pre-order Bestiary is already nearly finished and publishing is going to be a quick process. Simon expects to have the final book out early in 2014. 

Now that the Bestiary is on its way, I'm switching back to full work on 13 True Ways with Jonathan. One of the curious effects of the Bestiary is that it's going to change the way we approach monsters in 13 True Ways. Originally we were sticking to the just-the-facts approach of the core book, very short stat-based entries. But the Bestiary shows how we can present full entries on monsters and stick with the game's half-designed-world that leaves important decisions up to each campaign. So the monster entries in 13 True Ways are going to use the full approach from the Bestiary wherever it's warranted. 

But enough about the future. Check out the Pelgrane Press Hatchling Edition announcement page that charmingly lists the names of all the monsters in the book. You might have to buy the PDF to figure out what some of the base entries are, others will be clear. 

We've chosen not to call out which authors were principally responsible for individual entries, so I figured for this introduction blog post I'd go ahead and list one monster that made a special impression on me from each of the other authors. Let's take it in alphabetical order by designer's first name.

ASH LAW did a lot of great work in the book. His chuul entry gets the CREEPY INNOVATOR prize for adding something to an existing monster that makes a lot of sense and opens up all manner of story ideas. 

Cal Moore improved every monster as an editor, many monsters as a developer, and Kevin Kulp's whispering prophet and others as a mechanical designer. 

Ken Hite made the original monster selection and assignments. Ordinarily I'd have to credit his catastrophic (to PCs) tarrasque, but I *love* the arch tone and precise language of Ken's entry for the manticore, so sorry tarrasque, you just got beat by a manticore

You may have already seen Kevin Kulp's redcap's first appearance on EN World. I'm also pretty fond of the lammasu as epic tier creatures that may be a touch too overworldly for the PC's good. 

Rich Longmore didn't design any monsters but he's doing all the art and gave us the wonderful little hatchling above so hey, he gets thanked and mentioned. 

Rob Watkins wrote a psychologically insightful story for some new white dragons who are entangled with the Lich King and then did some great mechanics to back the story up. 

Rob Wieland did something elegant with the story of the lich that seems likely to get a lot of use in 13th Age games and storylines. He's also got the monster that ends with z, the zorigami, and I think they're cool enough that I broke the rules again and mentioned two of his critters. 

Ryven Cedrylle got a tough assignment, the intellect devourer, and, well, yikes. There are a couple surprising wrinkles in this one. Campaign impact entirely possible. 

Steve Townshend has a 5th level warp beast wedged within the madness of rather larger elder beasts; I love the warp beast's shifting impact on each battle and the fact that it makes sense for all sorts of warpage. 

Have fun with the Hatchling Edition and send us playtest comments as indicated in the file!

Saturday, September 7, 2013

Heart of Gold: a 13 True Ways update


Smilin' Sammy G, as he is known to his friends, was the first of the characters created by fans who supported the 13 True Ways Kickstarter. Sammy comes to us from Alex Paciga, who created a legendary bard with a truly sunny disposition and depths which will make him *interesting* to be around. 

This painting of Sammy is by Lee Moyer, of course (http://leemoyer.wordpress.com/), who conceived of character portraits as the style for the new book's chapter openings. Sammy G's portrait is presently slated for Chapter 5, the grab-bag chapter that I presently refer to as either Gamemaster's Grimoire orOlde Schoole. The hidden depths I referred to earlier make Sammy a natural fit for this chapter, but I don't want to say too much so that Alex's creation can receive his full ovation in print. 

So when is that going to happen, you ask? Hopefully Q1 of 2014. There are two things that could push us into Q2: me butting heads with the developer over character class issues or Jonathan and I getting all labor-of-love and working harder to match the standard set by the core book. If we take that longer path, we'll approach 13 True Ways as we did the Escalation Edition for the core book: we'll send backers and pre-order customers a usable early draft that will keep getting better as it trundles toward the finish line. Otherwise, there's something to be said for happy surprises, and we'll only share the bits that need playtesting.

We've indulged in some periods of 13 True Ways silence while I was working on the core book and the Bestiary. We're now returning to once-a-week updates on 13 True Ways. These updates will soon include other mechanical bits. People have sent us all kinds of good feedback on the monk at13thAgePlaytest@gmail.com, and we'll be asking for your help with other aspects of 13 True Ways.