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Showing posts with label 13th Age. Show all posts
Showing posts with label 13th Age. Show all posts

Friday, 24 January 2014

Against the Slave Lords

Posted on 12:10 by Anthony Carold
It is curious to note that in 2013, a year when there was all but no official support for Dungeons & Dragons, the best support came in the form of nostalgia. Not the ‘new’ nostalgia as seen in the form of the Old School Renaissance, but actual honest to goodness proper nostalgia. Wizards of the Coast made available much of the official Dungeons & Dragons and Advanced Dungeons & Dragons back catalogue via dndclassics.com as well as publishing two collections of classic Advanced Dungeons & Dragons scenarios. The first was Dungeons of Dread, which compiled S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth. The second was Against the Slave Lords which collated the ‘Aerie’ or ‘A’ Series – A1: Slavepits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords. Both were presented as handsome hardback books, but what marks out Against the Slave Lords are the extras that are included in the book. 


The four scenarios began life as the 'AD&D Open Tournament at Gen Con XIII' in 1980. They would each be released in 1980 and 1981, before being collated as Scourge of the Slave Lords in 1986 as the middle part of the super campaign between T1–4 The Temple of Elemental Evil and GDQ1–7 Queen of the Spiders. Set in the World of Greyhawk, the series introduced the Slavers as threat in the setting and to do so, it expanded upon four scenarios that were originally designed to be played in a time frame of just four hours each. Included in each of the four scenarios were those tournament guidelines and a set of six pre-generated adventurers. This shows in the maps in particular, which either come in two versions, one with just those locations used in the tournament, the other with all of the locations; or with the tournament sections marked within the larger map given for the full scenario. 


Designed for play by a party of adventurers of fourth to seventh level, the ‘A’  Series begins with A1: Slavepits of the Undercity. For the past four years, the towns and villages along the coast of the Sea of Gearnet have been beset by the raids of slavers. In response the local lords hire a band of adventurers to investigate and put an end to this menace. An escaped slave has identified a ruined temple in the city of Highport in the Pomarj as one of the stops on the slave trade trail and as the scenario opens, the heroes find themselves standing outside a secret entrance to this temple – which they learned about from an escaped slave – ready to penetrate its dilapidated halls and uncover the first secrets of the Slave Lords. The scenario consists of the ruined temple above ground and the re-purposed sewers beneath it. The ruins above ground are split into two sections, one half of the temple unused (though parts are still patrolled by Orcs), the other half a reworked temple. Below the sewers have been extended into a nest of ant-men and seemingly endless pits of stinking, fermenting refuse.

There is a fundamental flaw with A1: Slavepits of the Undercity, at least as far as the non-tournament version is concerned. The tournament version is a straightforward affair, not to say linear and the accompanying maps reflect this. The non-tournament version is not quite as straightforward and expands greatly upon the rooms and ruins of the temple. In the process, what both the text and the maps lack are connections between various areas of the temple. For example, one of the new areas, currently home to a pair of basilisks, has been blocked off by a brick wall and the text does not describe how it can be accessed. Similarly, as drawn, the non-tournament map of the temple does not show a means by which a party can go from the abandoned area on the one side to the actual temple on the other without exiting the temple complex and walking round the outside to another entrance. Which effectively defeats the initial use of stealth to gain access. This is one element of A1: Slavepits of the Undercity that the DM will need to address before running the scenario.

Overall, A1: Slavepits of the Undercity is a serviceable dungeon/adventure. Given its origins as a tournament scenario, it cannot avoid being linear in structure and play. Nevertheless, it does in places present some challenging tactical situations, most notably the ‘Main Slave Chamber’ where the adventurers must fight over the tops of the slave cages with great care or be tipped into the cages below. 


The opening of the second scenario in the series, A2: Secret of the Slavers Stockade, has a familiar feel to it. The adventurers find themselves outside a slavers’ base, ready to sneak inside using a route provided by an escaped slave. Despite the repetitive nature of this beginning, A2: Secret of the Slavers Stockade has a much more rounded feel to it as well more depth and detail. Following a map found below the temple in Highport, the adventurers have located a second slavers outpost, a hillfort deep in the Drachensgrab Hills. The stockade is only a stopping point upon the route used by the slave caravans, so if the adventurers are to learn more, they investigate what lies behind its walls and below its gatehouses and barracks.

In comparison to the first scenario in the series, A2: Secret of the Slavers Stockade is not only a more coherent adventure, it feels much as if the setting is alive. The stockade is heavily guarded and should its guards be alerted to the adventuring party’s intrusion, they will react accordingly. Much of the scenario is written to that end… What the adventure also includes are more tactical breakdowns of certain locations that give more detail and help support the actions of the various NPCs described in the room entries.

Where A2: Secret of the Slavers Stockade disappoints by modern standards, is in its lack of narrative beyond the guards’ possible reaction to the intruding adventurers – at least initially. A closer reading of the scenario reveals that there are events going on at the stockade beyond the arrival of the adventurers, in particular the poor relations between the head of the stockade and her deputy. This may well influence how the DM runs the adventure, but being buried deep in the adventure the information is not as useful. Were the scenario not appearing in reprint, then arguably another edit would have moved this information to the front of the module so as to alert the DM. 

Another issue with A2: Secret of the Slavers Stockade is that it does not address solutions to situations that do not involve combat. Much of this is due to ‘A’ Series’ origins as tournament adventures, but there are situations where non-combat solutions should have been given. Most notable of these is an encounter with a ‘Haunt’, the restless spirit of someone who died before it could complete a now unfinished task. What the adventure never really addresses is how this task can be finished except through combat. Still, A2: Secret of the Slavers Stockade is a solid affair with more to it than A1: Slavepits of the Undercity.


If the tournament origins of the ‘A’ Series have been evident in the first two parts, they are explicit in A3: Assault on the Aerie of the Slave Lords. Following various slaving parties has led the adventurers deep into the Drachensgrab Mountains where the parties seem to disappear into one mountain… After many days’ search they have located a possible tunnel entrance to the ‘Aerie of the Slave Lords’. These tunnels, or rather this tunnel, basically links a series of linear rooms that feel as if they have been written to deplete the player characters of their resources. This feeling is only exacerbated when the designer does exactly the same for this adventure’s third part.

The adventure’s second part is actually quite interesting and involves far more than combat. Once the adventurers have made their way through the first series of rooms, they find themselves in the ‘Aerie of the Slave Lords’, an island located in a lake that fills the caldera of an extinct volcano. Nearby is where the Slave Lords conduct the slave trade – Suderham, the City of the Nine, above which stands below their fortress, Drachen Keep. The latter is the party’s intended destination, but a direct assault would be foolish, so they must search for an alternate means of entry. In this they have the aid of several other agents of their employers who suddenly appear from nowhere to give the adventurers clues as where they should go… This requires some investigation upon the part of the adventurers and interaction with the inhabitants of the city, which is itself fully detailed.

In the tournament version of A3: Assault on the Aerie of the Slave Lords, this section is all but skipped over. In the full version of the scenario, it is but a necessity, providing a welcome change of pace between the grinding trudge of the beginning and ending dungeons that make up the scenario. In terms of organisation, it would have helped if the information about the agents had been given at the start of the section covering the city. Similarly, it would have been helpful if the information explaining the nature of first dungeon had been given before the start of that dungeon and not at the start of the section detailing Suderham. Then of course, there is that ending...


Now at last we come to the ‘A’ Series’ pièce de résistance, A4: In the Dungeons of the Slave Lords. It opens in a most spectacular fashion, with the adventurers lying in the dark without all of their equipment. They have been cast into the caves below the island and must gather the means to aid their escape as well as find their way out. At the end of the tournament version of A3: Assault on the Aerie of the Slave Lords, the adventurers are captured, although in the non-tournament version, their defeating the slave lords is allowed for. Still, if they are cast into the caves below the island, the players will need to be ingenious with what they do have to hand if their characters are to escape. There are plenty of opportunities to gather the means to arm themselves, not all of them involving combat, such as negotiating by very odd means with a tribe of intelligent fungi, the Myconoids.

A4: In the Dungeons of the Slave Lords also comes with a timing mechanism, or at least an implied one, both the ‘dungeon’ and the island being beset by earthquakes which prove to be evidence of an volcanic eruption once the adventurers are free of the caves. This adds a further air of desperation to the adventure as the inhabitants of Suderham attempt to flee the island. The adventurers must find their way through these frantic islanders if they are finally to confront the surviving slave lords on the harbour front.

The issue at the core of the scenario is that the adventure begins with the player characters having their equipment confiscated. Putting aside the fact that the players  never like their ‘toys’ being taken away – let alone disliking getting captured in the first place, one of the challenges to this adventure is that Advanced Dungeons & Dragons, First Edition is not a game really designed to be played without such equipment and magic items. Later iterations of the RPG possess more flexibility with regard to such a situation, though they might make the situation in this adventure less of a challenge. That said, advice is given on handling both the dark environment of the caves and the discoveries necessary for the characters to equip themselves, but this advice does begin with a surprisingly harsh admonition. A4: In the Dungeons of the Slave Lords is the most mature of the original quartet of scenarios in Against the Slave Lords, pushing at the boundaries of what Advanced Dungeons & Dragons was capable of.

What A4: In the Dungeons of the Slave Lords really provides is a rousing and memorable conclusion to the ‘A’ Series and thus Against the Slave Lords. It is the most focused and most effectively executed of the quartet and the least hampered by the tournament format of the four. 


Of course, whilst Against the Slave Lords primarily consists of the reprint of the ‘A’ Series modules, the compilation actually consists of more than this. To begin with, it includes a new foreward for each of the four modules, written by the original authors. These add an interesting retrospective on each, but the main addition to Against the Slave Lords is A0: Danger at Darkshelf Quarry. Designed for characters of first to third level, this is the first official scenario to be written for Advanced Dungeons & Dragons since 1999, it is intended to lay the groundwork for the ‘A’ Series. It takes place in Nyrond, further along the coast of the Sea of Gearnat in quarry above the village of Darkshelf. Although the quarry continues to be productive, of late, strange noises have been heard from within its depths, a third shift works the quarry in secret, half-eaten bodies have found in the nearby river, and slavers have operating in the area. These goings on are enough for the head of the village to hire adventurers to investigate.

Now there are not the adventurers as suggested for the tournament play-through of the ‘A’ Series, indeed A0: Danger at Darkshelf Quarry is not designed for tournament play nor does it come with pre-generated adventurers. Shorn of the tournament format, the scenario is a more rounded affair and given much more detail. It also lacks the built-in starting point that the other scenarios all have, so the adventurers have a freer hand in how they approach the quarry and its mystery and workforce. This a solid adventure and a decent introduction to the ‘A’ Series campaign.

If there is a weakness to the inclusion of A0: Danger at Darkshelf Quarry, it is that it only lays the groundwork for the events of the ‘A’ Series rather than linking to it. Being written for levels one through three, it leaves something of a gap of two or three levels before the player characters are suitable to tackle the next four parts. Unfortunately this gap is not addressed in Against the Slave Lords.

Physically, Against the Slave Lords is well presented. The reprint of the original ‘A’ Series is clean and tidy, although in retrospective, it is a shame that none of the art in A1: Slavepits of the Undercity, A2: Secret of the Slavers Stockade, and A3: Assault on the Aerie of the Slave Lords really serves these three scenarios. In comparison, the art in A4: In the Dungeons of the Slave Lords is far more useful and overall, the layout and style of the series’ final part is cleaner and feels more competent. In retrospect it would have been nice if the four modules themselves had been accompanied by the type of illustration found in the ‘S’ Series that the DM could show to his players. To some extent, the fan illustrations at the end of Against the Slave Lords could be put to that purpose. 

One physical element missing from Against the Slave Lords are the original covers of the ‘A’ Series. They are present on the cover slip, as is the mockup of what the cover of A0: Danger at Darkshelf Quarry would have looked like had it been published in 1980. The inclusion of the latter is a nice touch, but being a separate item, the cover slip can easily be lost. It would have been better had this been presented as the back of the book rather than as a slip. The cover slip is also the only use of colour throughout Against the Slave Lords.

Of the ‘A’ Series itself, I never played through the whole of the campaign, only through A1: Slavepits of the Undercity. I did purchase A4: In the Dungeons of the Slave Lords, but at the time was not impressed by it. I would later locate a copy of Scourge of the Slave Lords. Thirty years on and my opinion of the ‘A’ Series has changed. Certainly the fourth part of the series is much better than I recall, whereas the third part is particularly disappointing. In coming back to the ‘A’ Series thirty years on, Against the Slave Lords proved to be far from an engaging read. Perhaps that is because such modules are not designed to be read for pleasure, but studied; perhaps my reading and gaming tastes have changed too much, the question remains, would I play or run Against the Slave Lords after such a long gap? The simple answer is, if I were to do so, it would not be with Advanced Dungeons & Dragons, First Edition or indeed, any version of Advanced Dungeons & Dragons. It might be with D&D Next, which the cover slip says that Against the Slave Lords is compatible with, then again, it might be fun to play this with a set of rules with a sense of energy, such as Pelgrane Press’ 13th Age.

The ‘A’ Series has long been out of print, so having it available once again is a welcome sight, especially when it comes as a sturdy hardback as Against the Slave Lords does. As uneven as the four scenarios are in the series – A2: Secret of the Slavers Stockade and A4: In the Dungeons of the Slave Lords are certainly better than A1: Slavepits of the Undercity and A3: Assault on the Aerie of the Slave Lords – the series should be of interest to the ‘Old School Renaissance’ and anyone coming back to Dungeons & Dragons with the release of D&D Next in 2014. The addition of A0: Danger at Darkshelf Quarry is equally as welcome, although a bridging scenario between it and the rest of the series would have been a reasonable addition. Still, the flexibility and choice of Dungeons & Dragons-style RPGs available means that Against the Slave Lords can be run and played using a variety of different RPGs, making it accessible and playable even thirty years on.
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Posted in 13th Age, Advanced Dungeons and Dragons, Dark Fantasy, Dungeons and Dragons, Fantasy, Nostalgia, Old School Renaissance, Pelgrane Press, Wizards of the Coast | No comments

Saturday, 17 August 2013

What killed Dungeons & Dragons?

Posted on 14:33 by Anthony Carold
It is difficult to approach 13th Age without a sense of hyperbole. In effect, Rob Heinsoo and Jonathon Tweet, respectively the designers of Dungeons & Dragons, Fourth Edition and Dungeons & Dragons, Third Edition have backstabbed their respective editions of Dungeons & Dragons, taken the corpses of both and revivified the choicest cuts with action and drama. Where Dungeons & Dragons – and most variants and retro-clones – are perhaps a little staid in their play style, 13th Age is a d20 System variant is written to be anything but that… It employs streamlined mechanics and choices in play to speed the play of the game and it employs mechanics that actively work to engage the player characters in both the setting and the story. In effect it takes the war game simulation origins of Dungeons & Dragons and sacrifices them on the altar of dramatic action and storytelling. Although it very much has the underlying architecture and many of the elements of the archetypal Dungeons & Dragons game, 13th Age is what would have happened if Dungeons & Dragons got its arse handed to itself by Feng Shui and its corpse was stamped on by Dungeon World. 

Hyperbole aside, 13th Age is a Dungeons & Dragons-style RPG unlike anything that that ‘style’ in gaming has ever seen. What it brings to Dungeons & Dragons are contemporary mechanics that encourage storytelling as part of the game’s play that combine the best features of the last two official versions of Dungeons & Dragons – and it does this before we have the next official version, D&D Next. Published by Pelgrane Press, better known for its GUMSHOE System family of games, including Trail of Cthulhu, Ashen Stars, and Night’s Black Agents, 13th Age just might be everyone’s next fantasy heartbreaker.

At the heart of 13th Age are three core elements that change Dungeons & Dragons as we know it – Icons, “One Unique Thing”, and Backgrounds. The setting does not have gods as such, but thirteen Icons, each a being or personality that shapes part of world. They drive and direct the events of the world, and include the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the Three – the latter being ancient evil Dragons. In another setting they might be Sauron or Vecna, Elminster or Gandalf, Conan or Drizz’t Do’urden, Orcus or Tiamat, and so on, but either way, each player character has relationship with one, two, or three of the Icons. Each relationship can be Positive, Conflicted, or Negative depending upon how many points are assigned to it and will further vary depending upon if the Icon’s nature is Heroic, Ambiguous, or Villainous. Before each session each player will roll for his Icon relationships to see if one or more will somehow influence the events of the forthcoming session. As a player character progresses from First Level up to the maximum of Tenth Level, the strength of his Icon relationships will also grow, whether becoming an Icon’s champion, enemy, and so on, or indeed as is inferred by 13th Age, eventually supplanting the Icon. The question is, would such a change inaugurate the 14th Age?

One further influence that the Icons have on any setting is that they replace the Dungeons & Dragons sacred cow that is Alignment. Without the presence of Alignment in the game, 13th Age has no need for player characters to select it or to have spells that work with it, such as Detect Evil or Protection from Good. Whether or not an Icon or an NPC is ‘Lawful Good’ or ‘Chaotic Evil’ is down to the story that the GM and his players are gaming. Of course it will be obvious that the Great Gold Wyrm is good, that the Diabolist is evil, and so on, but when it comes to the Ambiguous Icons, such as the Crusader, the Dwarf King, the Elf Queen, the High Druid, and the Prince of Shadows as well as occasionally the Emperor and the Three, there is more flexibility in their attitudes and actions. Thus there is also a greater flexibility to telling stories where they are involved. (Of course, the GM and his players are free to re-adopt Dungeons & Dragons’ Alignment system if they want, and it should be noted that 13th Age actually places all of the Icons on an Alignment diagram for such an eventuality.)

Every player character has One Unique Thing, an aspect of his origins or personality that singles him out in the 13th Age. No other character will possess this aspect, and whilst it cannot confer a mechanical benefit of any kind, including a combat benefit, it serves as one big fat story hook for the GM to play with and give that character his moment in the spotlight. For example, “I hear the Music of the Spheres and sometimes it guides my song” or “My true father was not a blacksmith, but the Prince of Shadows who never stayed to raise me.”

13th Age forgoes traditional skills in favour of Backgrounds. Each Background is essentially a flexible package of skills represented by single catch all phrase or word. How each Background works or can be applied in each situation is determined by the agreement of both player and GM. For example, ‘Lady of the Emperor’s Court +4’ would indicate a person with an understanding of etiquette, a head for court politics and intrigues, and who possesses a certain status. Whereas ‘Bounty Hunter +5’ would be able to investigate where his target is, interrogate suspects, track his target, and so on.

Of course, the Icons, the One Unique Things, and the Backgrounds are not the only changes in 13th Age when compared to Dungeons & Dragons, but these changes escalate aspects of the game and how it is played. They lie at the heart of characters in 13th Age. The game gives nine familiar choices for a character’s Race – Dwarves, Dark Elves, High Elves, Wood Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans plus some further options if the GM wants to add them to his world. Each Race provides a bonus to one of two characteristics – the player’s choice, though the bonus cannot stack with the one gained from his chosen Class – and a Racial Power that a character can use once per battle. For example, a Dwarf has the choice of +2 Con or Wis and receives the Racial Power of ‘That’s Your Best Shot?’ which lets him heal as a Recovery free once per battle.

Similarly, the choice of Classes available will be familiar, but each is different to the familiarity of Dungeons & Dragons. The differences are given up front in a Play Style section for each Class which describes how easy it is to play, who it would appeal to, and so on. Certain elements of each Class are optimised – Armour Class and choice of armour and weapons and choice of weapons for example. Thus the Rogue can wear any armour, but wearing heavy armour or wielding a shield imposes an attack penalty. His optimal choice of Armour is Light which gives him a base Armour Class of 12. The Rogue can use any weapon, but with Martial or Heavy weapons he again accrues an Attack Penalty, so small, light, or simple are a better option. What is interesting is that weapon damage is determined by how well the Class can use it, so that the Rogue is as deadly with his knives or his shortsword as a Fighter is with his longsword. In effect this is dramatic damage rather than simulationist and this only escalates because a character gets a damage die per Level. So a Third Level Rogue would roll not 1d8 for his knife attack damage, but 3d8! 

Every Class has its selection of Powers and Talents, many of which a player can enhance though his choice of Feats. Both Talents and their accompanying Feats come in three levels – Adventurer, Champion, and Epic – and barring the general Feats, every Feat serves to enhance one of a character’s Powers or Talents. The selection of Powers and Talents available varies in number and complexity from one Class to the next and 13th Age is again quite open about which Classes are more complex than others, from the simple Barbarian and Paladin Classes to the complex Bard and Wizard Classes. At the heart of each Class is a singular feature that only members of that Class can do in 13th Age. For example, the Barbarian can Rage once per day – more if certain Feats are selected – allowing him to roll two twenty-sided dice in combat and if both roll eleven plus and hit, then the attack is a Critical, while the Paladin can ‘Smite Evil’ several times a day to add more damage. In comparison, the Bard sings magical Songs that have initial effects, continuing effects, and a final effect when the song ends. For example, the Song of Spilt Blood levies a penalty against a Bard’s attackers equal to the number of his allies with greater Hit Points than the Bard when first sung and sustained, and then grants the Bard or an ally a heal using a Recovery when it is ended. The Wizard can of course cast arcane spells, whether that is Cantrips, Cyclic spells that can be cast from one battle to the next, and Ritual spells that can take hours to cast, but have a greater effect. The complexity of the Class comes in knowing when to cast what spell and in taking the right Talents and Feats to customise the Wizard according to the player’s design.

Of the other Classes, the Cleric possesses Domains and can modify some of his spells for broad or power effect and the Fighter can use flexible attacks called Manoeuvres that are triggered under certain circumstances, the player selecting which one to be triggered. The Ranger focuses on Talents that might for example make him a better archer, an expert tracker, or give him an Animal Companion, whilst the Rogue has a Sneak Attack and Trap Sense as well as Momentum, which is gained and lost in battle and then spent to fuel the Class’ Powers. Lastly the Sorcerer gets spells, but can also re-use Breath Weapon spells over the course of a battle, chain spells to attack multiple opponents from round to round, and can Gather Power to cast double-strength spells, amongst other Powers. At first it might seem that in creating a character has a lack of choice when it comes to the selection of Talents and Powers, but 13th Age does not so much restrict a player’s choice as focus it, enabling a player to better define the character that he wants and what he wants his character to do.

Our sample player character is a Dwarf and a Barbarian – the simplest of the Classes available in 13th Age. In keeping with that simplicity, his Backgrounds and his One Unique Thing pretty much define Fandor whilst leaving room for further detail to come up in play. Plus whatever the GM comes up with…

Fangor
Dwarf; First Level Barbarian
Str 18  (+4) Dex 15 (+2) Con 17 (+3)
Int 12 (+1) Wis 08 (-1) Chr 13 (+1)

Hit Points: 30 Armour Class: 15 (Ankheg Hide)
Physical Defence: 14 Mental Defence: 12
Recovery Die: d10 Recoveries: 8
Initiative Modifier: +3
Melee Attack: +5 (Orc F’ckin’ Kleaver 1d10+4 damage)
Ranged Attack: +3 (Orc Bone Bow 1d8+2 damage)
Feats: Barbarian Rage (Adventurer), That’s Your Best Shot?
Talents: Building Frenzy, Unstoppable, Whirlwind

Icon Relationships: The Dwarf King (+2), The Orc Lord (-1)
One Unique Thing: “I am Fangor, son of Fandin the last son of lost Second Host of the Forge; and the adopted son of the Orc Lord, Zildak, and I have fought my way out of the Underhome and  beyond – and will fight my way back in!”
Backgrounds: Master of the Forge +2, Orc Pit Fighter +4, Underhome Refugee +2

Although there is flexibility in designing a character within the limits of his Class, what 13th Age does not allow a character to do is Multi-Class. This is not a wholly slaying of a classic Dungeons & Dragons sacred cow, for a future supplement will give the rules for it, plus some Class’ Talents allow the Class to use certain aspects of another Class. For example, the Paladin can select one of the Domains from the Cleric Class, whilst the Sorcerer has access to lower Level Wizard’s spells.

Combat in 13th Age is also streamlined and focused to speed up play. In addition to the simplified choice of weapons and armour per Class and the increased damage a character does as he rises in Level, a character also does damage when he misses – usually half damage, which means that a character is always doing something, just not always effectively! This works well when facing Mooks where their damage is listed as big block for all of them and as damage is done to their Hit Points, a Mook is lost from the pack. Range and position are also simplified; this by abstracting what would be a map in Dungeons & Dragons to three range bands – Engaged, Nearby, and Far Away. Characters are more freely allowed to move around the battlefield, with some Talents and Feats, such as the High Elves’ ‘Highblood Teleport’ Racial Power almost encouraging it. 

As well as simplifying combat, 13th Age also intensifies it with the Escalation Die. This is a six-sided die placed in the midst of the table on the second round of a combat. It is initially set at one and on each subsequent round it is increased by one until it reaches six. What the Escalation Die represents is the momentum of a battle, driving it forward to a climatic outcome. It can be de-escalated if the player characters do not really engage with the enemy, but as long as the Escalation Die keeps rising, the player characters receive a number of benefits from it. First, a player character always receives a bonus to his Attack roll equal to the value on the Escalation Die, but second, the Escalation Die can trigger certain Powers. For example, as a Barbarian, Fandor can Rage once per day, but because he has the Barbarian Rage Feat at Adventurer level, he can Rage for free if the Escalation Die is four or more – and this gets better if he takes the same Feat at Champion and Epic levels!

13th Age takes two approaches to magic. First it divides magic items into two types. One-use items that a character purchase, such as potions, oils, and runes, and ‘true’ magic items that are amazing and rare and therefore special. The latter are not only special, but like the intelligent swords of Dungeons & Dragons, actually have an influence over the wearer or user, particularly if the character wields too many items. For example, the Boots of Ferocious Charge has the quirk of “You like to start fights as much as you like to finish them”. Simply, a character can own and use one ‘true’ magic item per level. Beyond that and the character is in trouble… Second, just as each Class has a limited range of Talents to choose from, so all spell casters have a limited number of spells to choose from, but their spells get better at higher level as they learn to cast the higher Level versions rather than the lower ones. So at First Level, a Wizard can cast five First Level spells, and then six at Second Level, but at Third Level, he can cast three First Level spells and four Third Level spells. This progression continues as he rises from First to Tenth Level, so that at Tenth Level, he can cast three spells of Seventh Level and nine of Ninth Level.

One effect of the limited number of spells available to the Wizard Class is that it loses a lot of the spells from Dungeons & Dragons that do not inflict damage, for example, Feather Fall, Hold Portal, and Levitate. What 13th Age does instead is amalgamate all of these spells into one single Utility Spell. This gives the Wizard access to a number of non-combat spells that grow with the Level of the caster and further, the Wizard chooses the effect that he wants when he casts the spell rather than when he takes the spell. Similarly, the Wizard’s cantrips and rituals are intended to be as versatile in their use, this being limited by the player’s imagination and the GM’s agreement.

Roughly half of 13th Age is devoted to supporting the GM. This includes advice and rules on handling the storytelling elements of the Icons; building battle encounters – at higher levels, they are intentionally unfair, or ‘challenging’; and handling healing. Characters can take a quick rest after a battle to heal using Recoveries and even recharge some Powers, but more dramatically, the GM decides when a Full Heal-Up occurs and everything is restored and if the players demand one, the GM can impose a Campaign Loss, the latter something that will hinder the player characters in some way… 

It should be noted though that the fact that the player characters can heal themselves with the use of Recoveries divorces 13th Age of the need to construct the player character party along traditional lines. No longer is there the need to have a party consist of a Cleric, a Fighter, a Thief (or Rogue), and a Wizard. Thus it also divorces it away from the obvious need to have four players or more in a party, so 13th Age has the capacity to work with smaller as well as larger groups.

Another sacred cow that 13th Age sacrifices is Experience Points. Indeed, the authors’ opinions are that XP are better left to computer games! Instead, the characters should ‘Level Up’ when it is dramatically appropriate, plus they should each receive an Incremental Advance at the end of each successful session, such as a bonus to an attribute, a new Feat, or a new or altered Icon Relationship.

Characters in 13th Age need something to fight and unsurprisingly, they come in the form of monsters. There are no surprises when it comes to the choice of monsters included and to be honest, there is no reason for there to be. The monsters are all very traditional – dragons, goblins, skeletons, what have you, but all are presented with the minimum of fuss and the minimum degree of detail. More detail would just have got in the way… Every monster though is associated with one of the Icons, which enables the GM to tailor his choice of monsters to the Icon Relationships selected by the players and to the Icon Relationships that come up in play. The sparse simplicity of the monster stats in 13th Age make them easy to use and customise as well as prepare for an adventure.

The setting of 13th Age – The Dragon Empire, is given in broad swathes, leaving room aplenty for the GM to add his details. What is given in terms of setting tends towards the dynamic, for example, gladiatorial games regularly take place in the Dragon Empire’s capital, Axis, City of Swords, including a boardgame played with living pieces; there are numerous flying realms in the overworld above The Dragon Empire and demon-infested Hellholes transformed by the Diabolist that beg to be explored; and a ruined coastline of castles, cities, and villages that are regularly assaulted by tsunamis and inhuman aberrations coming in from the Iron Sea. What matters here is not the day-to-day lives of the natives of The Dragon Empire, but where the player characters can adventure. Rounding out 13th Age is an adventure, ‘Blood & Lightning’, which is specifically designed to introduce the players to Icon Relationships and combat 13th Age style.

Physically, 13th Age is a full colour hard back, neatly illustrated and laid out. The writing style is again unlike any Dungeons & Dragons rulebook that you can think of; it is light, conversational, and throughout takes time to step away from the rules to talk directly not only to the GM, but also the players about various elements of the game. Further, where another rulebook would maintain a single voice, 13th Age allows both authors to speak about how each approaches each rule or how they run it in their campaigns. Overall, whilst you might not want this with every RPG, here it is engaging and often it gives a slight alternative to a given rule. One final, very pleasing touch is the combination of the index and the glossary into one and it is very effective, quickly recapping the rule and giving its page number elsewhere in the book.

Given all of the hyperbole so far placed at the 13th Age’s feet, it is really quite difficult to identify issues that count against it, but in the interests of some semblance of balance, here goes… Whilst 13th Age is very much written for anyone who is familiar with Dungeons & Dragons and the d20 System, such that it is very easy for them to pick this game up and play, it does not serve those who are less familiar or even new to roleplaying as well. Primarily this shows in the lack of an example of character generation and in an example of play, though there is an example of combat given somewhat later in the book. Mechanically, it seems rather odd for a classic Dungeons & Dragons-style game not to include the Druid Class, especially given that one of the Icons is the High Druid. Another Class not present is the Monk, but this is less of an issue, and anyway, both Classes will be presented in a future supplement. That said, once the Monk is presented it would be nice to see it accompanied by some cinematic style rules or mechanics, perhaps in the Wuxia style, to reflect the Class’ Oriental origins; and if so accompanied, perhaps such rules could be expanded to cover the other Classes in 13th Age too?

13th Age can be best described as the first post Dungeons & Dragons, Fourth Edition ‘Dungeons & Dragons’-style RPG. It is a Dungeons & Dragons-style RPG that looks to contemporary sensibilities rather than looking back to 1974 and it does so in three primary ways. First, it takes account of the fact that most roleplayers have less time to play, offering optimised character design, easier encounter and monster design, and faster, much faster combat. Second, it takes account that in playing a roleplaying game we are telling stories, with the Icon Relationships that tie the characters to the setting and their use to improvise elements of the on-going story, and the use of the familiar advice to ‘Fail Forward’ and reinterpret a character’s near failure as a success with consequences. Third, the game wants the characters to be ‘great’, not necessarily to be heroic, but to have their moment in the spotlight, and this again is supported by the Icon Relationships as well as the mechanics that escalates both what each character is capable of and the challenges that he will face. The resulting combination of these three ways is a game that is AD&D – ‘Action Dungeons & Dragons’ or perhaps DD&D – ‘Dramatic Dungeons & Dragons’, but whatever you call it, in summing up 13th Age it is difficult to avoid the clichés; so I am not going to… Thus Dungeons & Dragons and its staid playing style is dead, because in taking the familiar architecture and elements of Dungeons & Dragons Pelgrane Press’ 13th Age not only makes them its own, it also energises fantasy roleplaying up to eleven.
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