When Jonathan and I directly address the reader in 13th Age, we mark our comments with signature tiles. Jonathan's tile is in the style of the Archmage. My tile, created by Lee Moyer, is a black stone, the style used by the High Druid. If you are not familiar with the world of Glorantha created by Greg Stafford, you'll miss the fact that this signature stone uses four Gloranthan runes. Here's the stone where it first appears, on our signature page at the start of 13th Age.*
Reading left to right, that's Magic, Moon, and Fertility above Communication. And the god I'm thanking along with Greg Stafford is Orlanth, Glorantha's god of the rushing air.
Glorantha has been one of the constants in my gaming and intellectual world since the day I read about the White Bear & Red Moon boardgame in the pages of the Space Gamer. Reading Greg's bibliography in the original RuneQuest introduced me to anthropology, comparative religion, and the study of mythology. Later I got to work with Greg at Chaosium and on the King of Dragon Pass game.
You can see me talk about Glorantha in a three minute video* towards the bottom of the Kickstarter page for the magnificent Guide to Glorantha book that is running for another ten days. It's going to be a gloriously illustrated system-neutral introduction to the world that hasn't been surpassed as a feat of ongoing mythological creation. A later piece of the video should be about why gamers and fantasy lovers who have never been involved with Glorantha should be interested in this Kickstarter.
Promise yourself this: even if you don't have it in you to help fund the current Guide to Glorantha,, keep it somewhere in the back of your mind. Watch Greg's video on the Kickstarter page when you have the time. Track down a copy of the Guide later on, enter its pages, and keep track of many Gloranthan experiments and creations I expect the Guide to inspire.
*The website referenced in the signature page? Under construction. It will be up by the time 13th Age releases.
*So, about the music that accompanies my interview's opening and ending titles... Jeff Richard started the filming afternoon by giving me stick about the Christmas sweater I was wearing. Then I gave him crap about the Wagner music he'd used to frame Greg's video. I managed to get the Christmas wreath that half-haloed me on the wall behind my head taken down before we filmed, but singing may have been involved. The moral: don't screw with people who are about to add musical accompaniment to your video.
Friday, December 7, 2012
Saturday, November 17, 2012
13th Age at ZoeCon
I ran a two hour demo session of 13th Age at ZoeCon last week for five players. I was
deadline -rushed working on 13th
Age so I didn’t otherwise partake of the convention, but I did catch up
with a couple friends I hadn’t talked to in years.
The player who’d traveled the furthest was visiting from
Peru on business. Perhaps not coincidentally, he played a character with a bit
of business in her background: Arian was a halfling heiress, the exiled heir to
the largest halfling corporation in the world. It had an assimilation-style
name, something to fit in among the taller barons of Glitterhaegen, so I can’t
remember what the corp was called. Arian was a rogue who was inordinately fond
of all-things-elven but she took her main cues from the Prince of Shadows.
Unlike most sessions, where I actively try to find
connections between all the PCs, this session ended up feeling a lot more like
a game of Fiasco. Somewhat at a loss
for a unifying plotline, I fell back on the notion that the High Druid’s
resurgence had reactivated ancient dwarven mines and that some mines were now
sending out powerful metals that had been lost for centuries.
The player of the elf wizard had been reading a lot of
Tolkien. He glibly dubbed our miracle metal quindilar. Quindalar flowed and
shimmied and did its best impression of the stuff in the briefcase at the end
of Pulp Fiction. All the PCs ended up
wanting quindilar, or having an interest in its future, and after off-screen
travail and the deaths of their other traveling companions, they faced off at
the entrance of a former dwarven copper mine, now pulsing with quindilar veins.
Talian the elf
wizard and Court historian was friends with the halfling heiress. The elf
wizard had been exceptionally good friends with the Elf Queen, since he was the
father of her upcoming child. It was expedient for him to leave the Court while
still breathing and he hoped that quindilar might offer him an avenue to a life
where he could have more to do with his family.
The dwarf cleric, Ollen, had been blessed with the Great
Gold Wyrm with the ability to eat most anything, a survival blessing that had
allowed Ollen and other heroes to survive a fearsome siege. Ollen preferred
minerals. That’s probably where I started conceiving the quindilar plan.
Raven the half-orc barbarian was a foundling and a
champion of the forest, devoted to the High Druid at a level that went beyond
words.
Trixie…. Well, Trixie was a mess unless she was fighting.
A two-weapon fighter and a one-woman hybrid of a Great Gold Wyrm champion and a
camp follower. The details are now buried.
I can’t claim there was a great deal I added to the
session. I started the action with an orc-fake. As the PCs faced each other at
the mine entrance, swords drawn and wands ready, an orc arrow hissed out of the
darkness of the mine and clattered off the fighter’s armor. A fight with
minions of the Orc Lord made the most sense given the PCs’ enemies. I reached
into my minis bags for the orcs. Undead, gnolls, goblins, lizard men. No orcs.
Whoops.
Aided by the players, I came up with the following: “The
gnolls have been fighting their way here too. They ran out of arrows. They’re
down to using orc arrows. That’s why that attack missed so badly [natural 1].”
So the orc fight turned into a gnoll’n’demon fight. The
PCs got over their initial mistrust and didn’t start interfering with each
other until the moment that the gnolls had given up (Trixie’s sword, blessed by
the GGW in preparation for combat with demon-lovers, was putting the fear into
them, literally) and the Diabolist’s messenger imp that was trying to escape
with a glowing golden tube was tumbling from the sky suffering from acid arrow
damage that was going to kill it. Trixie made a play for the tube before Ariana
(the halfling heiress) put her swashbuckle talent to perfect use and
somersaulted away with the goods.
At that point the action could really have gone all-Fiasco,
but Ollen the dwarf and Raven the barbarian calmed people down. We ended with a
round-the-table tell-me-the-end-of-your-character’s story, that went something
like this…
·
Ariana used quindilar
to build a company that competed with her father’s organization while embracing
halfling culture instead of pretending to be Big Folk.
·
Talian wisely kept away from the Court of Stars
but used quindilar to further his
researches and to create beautiful gifts for his lover the Queen and toys for
the child.
·
Ollen discovered that quindilar was just about the tastiest thing he’d ever experienced.
I didn’t give him much of a chance to expand on his character beyond this
broadly mimed discovery.
·
Raven made all the other characters’ plans
possible by NOT working with the High Druid and the powers of nature to shut
the mine down. “As long as they use quindilar
in moderation and do not harm the earth,” he said.
·
Trixie died alone of an unmentionable disease.
Friday, September 21, 2012
Playing 13th Age at Penny Arcade
I’ve
been running some great games of 13thAge lately. This is a long writeup of the game we played at Penny Arcade on
Wednesday.
Jerry
TYCHO Holkins and Mike GABE Krahulik were joined at the table by two players
who are in my usual 13th Age
game (Sean and Fehlauer) and another who joined our table later that night
(Lane.) I didn’t deliberately import my players. They happened to be there: of
the six dangerous stalwarts in my 13th
Age game, four of them presently work behind the security doors of the
Penny Arcade compound, though mostly not for PA. The extent of the crossover
came as a surprise to Jerry and Mike and even as a bit of a shock to me, it’s
been one of those progressions where friends gradually accumulate in a
workplace.
We
played the freeform demo style I’ve been having so much fun with since PAX. I
hand out pregen second level characters with most everything filled in but
name, one unique thing, backgrounds and icon relationships. Players create the
story for their characters without sweating the mechanics. I don’t impose
campaign-direction, everyone’s free to create their characters any way they
like. Well, I did ask for the PCs to be more-or-less good guys, but as you’ll
see, with this group that skewed towards or
less. After an hour of character creation, I weave a sensible opening plot
out of their diverse histories, something that will lead to combat, soon, we
roll icon relationship dice to start the session with story-pointers, and away
we go.
All
character history notes in what follows are the players’ creations, their
contributions to the storyline.
Sean
played a dwarf gem salesman/bartender named Gnoff (Son of Grimmt; 14th
of Clan Gnoppt) who’d gotten into the cleric business as a consequence of
having his severed hand replaced by a holy ruby hand by a great hero. It wasn’t
clear if the hero performed this transformational feat to reform Gnoff, reward
him, or pay him back.
Lane
played Lojan Kinslaver, a half-orc barbarian who was repenting for his previous
slaver-ways by serving the High Druid on errands of liberation. Lane opted
against creating a unique thing about his character because his backgrounds
were already a twisted mess of betrayal, we left it open to be created during
the session or to arrive in a hypothetical future.
Mike
played a halfling rogue named Finn Dinder who stole the Ever-Burning Flame from
the Tower of the Shapechangers. Hold a minute: the Red Tower of the Shapechangers. Not the Blue Tower. That’s entirely
different. Finn was disappointed that the Ever-Burning Flame looked like a
pretty normal candle. Boring. He sold the Ever-Burning Flame back to the same Red
Tower Shapechanger wizards. That act was a perfect expression of his one unique
thing; like the Prince of Shadows, Finn passes everything he steals on, it’s
not about owning, it’s about thieving. (Dinder rhymes with ken….) So he was a
great thief and a good fence. It was the resale activity that had introduced
him to Gnoff of the Ruby Hand.
Fehlauer
played a French-accented dark elf sorcerer named Henri Blanc who’d been the
chief torturer in Drakkenhall. Henri hears pain as music. Henri creeped us all
out with well-placed synaesthesia melodics. For example, once, while an
adventurer had been performing (ick) for Henri, Henri learned that the Blue
dragon was plotting with the Diabolist to unleash demons through the world.
That was too much even for Henri, who became something of a traitor to the
Three but was still kicking around the Drakkenhall area.
And
then there was Jerry’s gnome bard. Jerry explained the basics of character,
Maudlin W___. We all nodded. Then Jerry capped the explanation in fine
storyteller style with the truth of what was going on and we all said “Ohhh....”in
unison. Then I sat and thought about it for a moment. Yes, a character to think
about. The great news is that Jerry’s gnome bard is going to be in 13 True Ways thanks to the magic ofKickstarter, so I’m not going to blab about what’s going on with Maudlin. It’s
going to be a surprise.
The
plot that took shape came as a surprise to me. Which is one thing I love about
the way 13th Age has come
together, the GM gets to be surprised like the players.
It
turned out that the opposition were slavers from the Crusader muscling in on a
hellhole north of Drakkenhall. Marching through the forests, the Crusader’s
forces had taken slaves to throw against the hellhole’s ablative defenses. That
irked Lojan. Earlier, Finn the thief had sold the Crusader slavers a flame-key
he’d stolen from someone else. Now Maudlin turned out to need that key for his
next, um, mission. (Everyone thought the ‘flame’ that would be needed was going
to turn out to the flame that Finn had stolen earlier, but I poo-pooed that
notion while half-agreeing…) So with Lojan’s enthusiastic prepwork, the group
pitted itself against the slavers in a semi-ambush beside the Crusader camp.
Lojan’s
prepwork included Lane throwing
terrain all over the table! And then taking a photo of it...
Highlights
of the battle were probably the moments when Maudlin the gnome bard sang the
Song of Heroes while holding off two armored warriors on a boulder pile,
singing about an earlier doughty hero of the Great Gold Wyrm who fought off an ogre
(?). Maudlin made it so by casting spells while engaged, disregarding their
feeble opportunity attacks to score critical hits with a spell he’d jacked from
the sorcerer. Then he finished the job with his sword… and thanks to a
successful storyline roll with the Great Gold Wyrm, Maudlin got a golden-spirit
trace on the pouch of the warrior he took down, showing him that the key he
needed was there.
Meanwhile
the enemy’s spellcasting chanter made the huge mistake of approaching Henri the
drow sorcerer where the sorcerer was perched in a tree. (If you squint, you can
see Henri at the top of the right-hand tree in the photo!) The Crusader’s magician said
something like, “Hello, fellow spellcaster,” and hit Henri with a set-up spell
that did 3 points of damage. Henri had spent his previous turn in the tree
gathering power. I don’t remember what Henri said in reply, but I know he
sneered. He used his drow cruel ability to turn his lightning fork’s natural
even attack into a crit and the enemy chanter exploded, starting with his
armored Crusader gauntlet and sparking through his torso. Then Henri’s spell
forked all over the battlefield (rolling and rolling even) and fried the two
other strongest Crusader warriors, both of whom had been softened up already by
the falchion/dagger/hammer of the barbarian/rogue/cleric.
I
rule that the spell had been so powerful that Henri blew the tree apart
underneath him. Fehlauer said that was a bullshit call and he was may have been
right, I was roleplaying being sore about his ridiculous dice luck and the fact
that I’d forgotten to bring more archers but really I was just impressed and
wanted his sorcerer to blow things up even more. Especially since he’d started
out by saying that he was ‘gathering power stealthily,’ which I happily pointed
out was the opposite of anything he got to do as a flashbang sorcerer,
particularly when he was gathering power by damaging his wounded enemies,
drawing lines of power from them to his non-hiding spot up the tree.
So
when the symphony of pain was finished, the remaining Crusader thugs put up
minimal resistance. The highlight here was that I had inadvertently screwed
Mike’s halfling rogue by failing to print out the improved version of the
Shadowalk rules, so he had failed every time he tried to slip into shadows. I
made a story angle out of the failure by saying that he was screwing up because
the Ever Burning Flame of the Red Tower of the Shapechangers was back and
burning over his head, serving as a beacon every time he tried to get away!
The
group finished the battle with several of its members realizing that the icons
pulling Maudlin’s strings weren’t who they claimed to be… and that the key they’d
obtained from the Crusader was in fact a key to the hidden gate of the hellhole
the Crusaders were attacking… and that Maudlin’s next mission involved the
mistress of the balor who ruled the hellhole.
With
just a bit more time I would have been able to pull off a mask to show what
happens when you steal from Shapechangers,
but Finn was already have enough trouble coming to terms with the candle
burning over his head and there was a limit to the torture that could be
brought to bear in an hour and fifteen minutes of play, even if that torture played
out like a sweet-flowing Song of Heroes.
Robin Laws in 13 True Ways
Any moment now, when Kickstarter
pushes the 13 True Waysbook over $64K, Jonathan Tweet and Robin D. Laws and I will be working together
again for the first time.
Jonathan and Robin have worked
together, most notably on Over the Edge. Robin and I have worked together from my first
paid gig writing an adventure for Pandemonium
through Nexus/Feng Shui/Shadowfist for Daedalus and King of Dragon Pass for A-Sharp and 4e
books like Underdark and Plane Above. And of course Jonathan and
I have collaborated on a bunch of games, those happy collaborations are why we
undertook 13th Age.
But unless I’m forgetting something,
Robin and Jonathan and I have never all worked together on the same big project
at the same time. The success of the 13
True Ways Kickstarter has enabled us to bring Robin aboard. I sent him a
list of four possible subjects to round out the book, Robin chose to write
about the world’s idiosyncratic devils (bizarre individual personalities distinct
from the demons who only want to destroy) and the intricacies of three courts,
one of men, one of elves, and one of monsters.
The 13 True Ways book is mapping bigger and better than we hoped. Thanks
to Robin joining up, this burst of big/better isn’t going to mean ‘slower.’
And assuming we hit the slightly
higher target, Robin will also be joining the previously scheduled back-and-forth
designer dialogue between me and Jonathan wherever that works out through the
rest of the book! We expect Robin to bring the wit-punches. Or maybe he’ll just
agree with everything we say, demurely.
Wednesday, September 19, 2012
Monk, necromancer, occultist
The
monk and the necromancer are definitely in 13
True Ways. The occultist is more of a Hail Mary stretch goal (well, the diabolic
equivalent of the Hail Mary).
The monk: Early 13th Age playtests and various versions of the Escalation
Edition showed the over-the-top direction we’re taking the monk. Once or twice
Jonathan has argued for a less flamboyant version of the monk, something more
like a martial artist, which would certainly be possible but not as much fun as
what I’m headed for. I’ve won the argument by pointing out that JoT never plays
monks, no matter what type of story/mechanics they have. I am always drawn towards
the monk but often frustrated by mechanics. So our monk unapologetically feels
like a character from a different tradition, using opening attacks, flow
attacks, and finishing attacks in sequences that build in power and compose
(barely passable) haikus. We’ll get the balance right in 13 True Ways. The fun is already there.
The necromancer: Here is another class summoned by the
story of 13th Age. The
Lich King used to be the Wizard King. He’s got a whole lot of arcana-jitsu and
these days it’s all tied up in dead things. Maybe PC necromancers can siphon
away the Lich King’s power and use it for their own ends.
I’ve
wanted to do a necromancer class for awhile. It’s good to be able to approach
the necromancer in a system that lets classes diverge, since I’m not certain of
all the places the design will lead.
The
necromancer will also affect the monsters that appear in 13 True Ways. So when
y’all ponied up $37,500 as a stretch goal for an RPG that hasn’t been published
yet, well, you brought some undead monsters aboard along with the necromancer.
The occultist: This is the top-line stretch goal at
the moment and would represent a stretch for both the backers and the designers.
It will be interesting design work to make a class that lives up to connections
with the Diabolist while playing differently than the wizard, sorcerer,
necromancer and chaos shaman. Handling it now when we’ve got the team of me and
Jonathan and Lee and Aaron would be a great thing, we could accomplish some
design and artistic maneuvers that aren’t as likely later on. Given the amazing
support we’ve been getting from increased pledges, new pledges, new dungeon
backers, new legendary bard backers… we’re certainly stretching a pseudopod
toward the figure on top of the pyramid.
[[Art/Minis: The
blue-robed necromancer and the red-robed occultist were painted by Richard
Bark. I believe they are both old Ral Partha minis. The monk with his back to
the camera appears to be an old Shang-Chi figure, I bought it from the WotC
library when it sold off many of its old minis. Maybe Steve Winter knows who
painted it....]]
Tuesday, September 18, 2012
Battle captain, chaos shaman, druid
There are nine character classes in the 13th Age core book. Four new
classes are definitely appearing in the first expansion book, 13 True Ways. Two more classes, the
battle captain and occultist, could be added as stretch goals for the Kickstarter.
It
takes a lot of work to do a new class right, particularly when we’re also
committed to handling multiclassing. I suggested the two new classes as stretch
goals for 13 True Ways because they
would make the book into something bigger and better than I could have hoped.
I’m
going to say a few words about each class that appears (or might appear) in 13 True Ways, three at a time. Let’s
start with the battle captain, chaos shaman, and druid.
Battle Captain
Originally Jonathan and I were
planning to let the bard fill the role of “healer who gives people orders.” But
obviously bards are more than that. And the warlord’s approach to
commander-style healing seems to resonate with many players. So I started
thinking about how we’d do the mechanics for this type of class in 13th Age. I came up with some
answers I liked, at which point it seemed obvious to add a warlord-style
character to the list of stretch goals.
Who
remembers the marshal class that appeared in the Miniatures Handbook that Jonathan and I helped design for 3e? Hand
that gamer the ancestral badge of obscure
discernment. The marshal was an important antecedent for the warlord. I’m
not saying the battle captain is going that route. But I thought I’d mention
that the warlord wasn’t the first
commander in the squad. Definitely the first martial healer commander in the
squad though. I imagine that adventuring parties led by a warlord would have a
bit of trouble going back to a marshal: “What do you mean that you can give us
orders but you can’t let us heal? Arrgh!”
Chaos Shaman
I’m fond of occasionally
random mechanics. This fondness can be a strength when I figure out how a
particular section of the gaming audience isn’t being served by mechanics that
are too cut-and-dried. It can be a weakness when I let randomness get in the
way of actions that should be straightforward. Well, the chaos shaman is going
to be an unapologetic class for people who prefer to play on the ragged edge of
WTF instead of the cautious curve of well-ordered priorities. It’s likely to
present a very different way to play. Some people will love it. Others, not so
much, which means part of the design challenge is to make sure that people who
don’t want to play a chaos shaman have no problem playing with a chaos shaman.
In
the story of 13th Age, the
chaos shaman is a tradition of magic kept alive by the High Druid and now
invigorated by the reappearance of the Orc Lord. Classes that make more sense
of connections with problematic icons are part of what 13 True Ways is about. You may not need to be a half-orc to be a
chaos shaman, but it might help.
It killed me to have the High
Druid as one of our thirteen icons and not be able to get the druid into the
original book. But my design goals for the druid were a bit too ambitious to be
finished working in the initial phase of this project. We needed to nail the
system down before mastering the stunts we hope to pull with the druid. We’re tinkering with
themes that have always been in stories involving druids but haven’t shown up
in druid class mechanics. I’m happy to get a chance to take a deep breath, go
over the whole thing with Jonathan, and carve the druid into shape.
Wednesday, September 12, 2012
2 Serendipities
1
Last week my aunt and cousin visited from Wisconsin.
They drove through Oregon and visited my mother's grave in Springfield.
They ran and laughed and dodged through the cemetery, scattering in four directions every thirty seconds
because all the sprinklers were on and they were big powerful sprinklers, not the kind you want to get blasted by the whole hit.
Eventually the older generation accepted its fate and stood stoic in the spray, but the younger generation kept dodging.
A wonderful visit to my mom's grave.
I can't decide, now, if Mom would have kept dodging the water or taken the hit, if she'd been there.
When she had her mobility she liked a challenge.
But she was always the first person to say "It's only water," and accept the rain or a splashing.
2
Our friend Steve has organized or run the Cereal Thrillers breakfast cereal bar at Burning Man for years.
We helped the first year since it had somehow turned out to be my idea, but haven't been back.
This was the best year ever for Cereal Thrillers.
There are dozens of stories from this year I don't know yet, but the one I heard came from Dreamblade minis.
Every other year I've supplied a case or two of Dreamblade minis (and early on, some D&D minis as well) to be inserted in the cereal boxes as prizes. Shake a cereal box, get a freaky miniature from humanity's dreamscape, the cereal barista gets to tell a little story about the newly discovered creature.
When I started running out of minis, my olde Dreamblade co-creator Jonathan helped with a case or three.
But this year I was out. No more Dreamblade minis to give away as prizes.
Then Steve found a full case of Dreamblade sitting on the bar at Burning Man and thought it was something Jonathan had brought.
No. It was a gift from a man sitting and eating his cereal.
He had loved getting the Dreamblade minis in his cereal two other years, so this year he decided to bring a case of his own to contribute to the cereal bar.
So the tradition continues.
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