Tag Archives: 13th age

13th Sage: Thoughts on a Swords & Sorcery Campaign

When I asked the 13th Age Facebook group what they’d like me to write about in this month’s column, the first response was, “Sword & Sorcery for 13th Age! Some ideas for tweaks, reductions and hacking.” My initial reaction was, “No freaking way can I turn a game specifically designed to emulate the heroic fantasy […]

13th Sage: Class Stories for Shards

I just finished the final pass on the “page XX” references for Shards of the Broken Sky. Some designers dislike this type of finicky work, but I sort of love it. Partly it’s a great moment in the lifecycle of a book—it’s actually about to be finished! Partly you get to take a last look […]

13th Sage: Wicker Golem

The wicker golem appears in Shards of the Broken Sky, where it’s one of several golems performing various magical maintenance functions. But its inspiration, of course, is the 1973 British horror film The Wicker Man—making it a great monster for a creepy adventure set deep in the High Druid’s woods, where the people still hold […]

Free RPG Day 2019

We’re happy to announce we’re once again taking part in Free RPG Day 2019 on Saturday, June 15th, and this year’s free Pelgrane giveaway features adventures for the forthcoming The Yellow King RPG and 13th Age. The Yellow King RPG – The Doors to Heaven Behind Iron Doors, a Gateway to Doom! Paris, 1895. A […]

See P. XX: Using a Game’s Core Activity to Sharpen Your Creature Design

See P. XX a column about roleplaying by Robin D. Laws A well-designed modular element for an RPG, whether we’re talking about a GMC, location, conspiracy, or occult tome, does more than extrapolate from an evocative premise. The text you write, explicitly or otherwise, indicates to the GM how it will be used in play. […]

13th Sage: Escalate the Drama!

Want to heighten dramatic tension or foreshadow a huge battle far beyond what the PCs are accustomed to? Here are a couple of tricks you can do with the escalation die to achieve that. (For a change, I haven’t used either of these tricks yet—I’ve been playing lately instead of GMing. Maybe I can talk […]

13th Sage: Giant Shark Bowl Ooze

Here’s what I love about the giant shark bowl ooze from Tome of Beasts 2: Creature Codex by Kobold Press: it’s a perfect over-the-top addition to a master villain’s lair in 13th Age. Spy movie masterminds often have tanks full of sharks, alligators, piranhas, and other menaces in their headquarters. These remind everyone who they’re […]

The Plain People of Gaming: Songs of the Icons

If you use background music in your 13thAge games – such as the wonderful 13thAge soundtrack – you can replace the regular rules for icon relationships with a more improvisational approach. Here’s how it works. Players choose their icon relationships as normal during character creation. The GM creates a playlist, mixing in the songs for […]

13th Sage: Three-Part Disharmony

Wanna bend the rules a little and play a character who has the ultimate in conflicted relationships? Choose one icon that suits your character’s story best. Spend your three icon relationship points like so: take one relationship point that’s positive, one that’s conflicted, and one that’s negative. Yes, all with the same icon. What interwoven […]

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