Arts and crafts has always been one of my favorite parts of the table top hobby. Since I didn’t want to throw money at the secondary market to get my hands on out-of-print D&D minis, I have designed, printed, and assembled my own paper tri-fold minis using art
stolen repurposed for personal use from Google Image Search. However, I’ve gotten out of the habit of creating these little minis in the last year. I’ve been using dice for enemies, which works just fine until one of my players says “I attack d6 number 2″. Those little cubes are supposed to be ghouls!
But thanks to a trip to Target and my wife’s crazy good ideas I have a new easily portable, extremely durable, and quick to make mini to drop on the table. Introducing the plastic grip token:
I was introduced to 13th Age through a demo run at PAX Prime 2012. The demo was so unique and so fun that I preordered the game immediately after PAX. It was the hands-on experience that made me fall in love with the game. When I was asked by Wade Rocket to run a few demo games at Norwescon 36 this past weekend I jumped at the opportunity! Continue reading
Lich King, Pelgrane Press Ltd
My gaming group started with a large six hour chunk carved out of each Sunday to play make believe. While the quality of our games certainly benefited from such a large time investment, we’ve since moved to a shorter (four hour) mid-week game. The shorter sessions posed unique challenges to us as a group, but thankfully we chose to play Mouse Guard. Mouse Guard’s system is built for shorter play and its structure gives clear instruction on how to make the drama happen in a smaller window of time. Now that we’ve moved on to D&D (13th Age specifically) I’m taking the lessons I learned from Mouse Guard and applying them to more traditional (less structured) play. Even if each mid-week session seems too brief every time, these lessons make sure the fun gets in under the wire. Continue reading
After weeks of flu, cold, and eye trauma, our group finally (finally!) has a few hours of 13th Age under its belt. I don’t want to commit too much to a post yet, but I did want to jot down a few of the impressions I got of the mechanics. I’m happy to report that the game has a strong core of Dungeons & Dragons gameplay that manages to be simple and authentic feeling. Continue reading
Our weekly gaming group has successfully created characters for our new 13th Age game, and to say that I’m excited is an understatement. 13th Age, at the surface, seems like a pretty typical version of modern d20 (3rd and 4th editions of D&D) that’s chock full of house rules born from thousands of hours of gaming experience. I wanted to get into a few of the details of these character creation house rules. Continue reading
I’m starting a 13th Age campaign with my group (which includes a few Dorkadia folks) and I couldn’t be more excited. We just finished a group character creation session this past Thursday and it inspired me to revisit an idea that I’ve written about before: generating attributes for Dungeons & Dragons games. It also doesn’t hurt to recycle content when I’ve been busy with New Year merry-making and planning for the new campaign.
13th Age’s character creation system knows what it’s doing; it will create a D&D character that is both loaded with interesting stories/conflicts and ready to slay monsters in dungeons. This is why I’m confused that it introduces a classic die rolling system to generate the 13th Age character attributes before it offers up a point buy system. There only warning in the book about the possibility that players may roll poorly and not like it. But that’s not actually the problem that d6s cause when generating D&D stats in modern iterations of the game. I wrote about rolling-vs-point-buy generation when I started a Pathfinder game last year. The random generation of stats using a bell curve creates bland characters that undermine the mechanical niche protection so crucial to modern editions of D&D, 13th Age included. It’s bad for you, your character, and your game. Continue reading