S3-E05: Crown of Charon Review

This week we give our take on the 13th Age adventure, The Crown of Charon. It’s a tournament adventure, which is different from other products we’ve reviewed in the past.

Listen in as we give a high-level overview of it as well as some things worth bearing in mind as you consider picking up this product, which you can do over at DriveThruRPG.

 

 


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S3-E04: Ending a Campaign

All good things must come to an end, and a 13th Age campaign is no exception. Whether it be because everyone hits level 10 or the party needs to disband for some reason, it’s a good idea to start thinking about how you’re going to bring your campaign to a close. In this episode we talk about some things that are good to keep in mind as you anticipate that ‘final session.’


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Fear in 13th Age

As GMs and as players, we want to immerse ourselves into the story that’s being told. Many games ask the GM to craft an elaborate world for the PCs to learn about. While the imagination can certainly take hold while describing that world, one of the best ways to get a player invested in it is to get their emotions invested. As a GM, you can’t expect your players to fall in love with all the NPCs you portray or want to prove their loyalty to the guild you’ve slaved over creating. But you could probably get them to fear the monsters they encounter. Yes, describing the demon in all its slavering glory could get the players trembling, but 13th Age has a mechanic built in to create fear within the character. This fear effect seems simple enough, but it comes with dire consequences.

Fear, at its very basic mechanic, forces the PC to be dazed and prevents them from using the escalation die. While not obviously dire, when the PCs are facing a Large Red Dragon with an AC of 25, (who does get to use that escalation die) the bonus from the escalation die goes a long way to helping the party land a hit. If the fighter has a -4 penalty due to being dazed and cannot use the escalation die from being afraid, the player is going experience some frustration as well as fear for their character’s life.

Typical monsters who have this effect are demons, devils, dragons, and really nasty minotaurs. Usually these monsters are the bigger, badder, out-to-wreck-the-party monsters. They will have a fear aura, which is based on the amount of hit points the character has. For example, a large red dragon is a level 10 monster. Any enemy engaged with this monster who has less than 72 hit points will succumb to fear. This penalty is intense as between the -4 Attack and lack of Escalation Die bonus, it’s doubling down on the PCs’ ability to fight the monster.

Players have a couple of different avenues for combating fear. The paladin class has a talent called Fearless, which allows them to be immune to fear. It has a few other sweet perks such as actually giving the player a bonus against enemies who have that fear aura and abilities. An Occultist can also choose a talent that has a feat which negates fear, but because that’s a champion feat; it’ll take some time to get that ability. Since all of the characters probably won’t be Paladins or Occultists that take those Talents, the other way to beat that fear aura is to either remove themselves from being engaged with that particular monster or to heal themselves above the fear threshold. There are very few monsters who allow the PCs to roll saving throws and shake off that fear.

As you run your next 13th Age game, we at Iconic hope that you will consider how to use this fear mechanic to further invest the players into the game, and we look forward to hearing your creative uses of it. Is there a room in the castle that has a fear threshold? Or will the characters inch closer to the unseen monster who lurks, waiting to devour all will and bravery? Would you let your players roll a wisdom check to see if they can withstand the horror?

Written by Becca

S3-E03: Being a Better GM

Not that long ago, we did an episode on Being a Better Player, and we wanted to do a followup to that with a discussion about how to be a Better GM, especially when running 13th Age.

As a part of this episode, we briefly talk about the Wangrod Defense as discussed by Matt Colville, which you can watch here.


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And a special thank you to all of our awesome Patrons!

S3-E02: Why 13th Age?

This week we answer a question that we should have answered back in Season 1: Why do we love 13th Age so much? Join us as we talk about the various aspects of the game that make it one of our favorites, and leave a comment as to why you love it!

 


If you enjoy listening to the Iconic Podcast, please consider supporting us by becoming a patron or by using our Amazon referral link to do your online shopping.

And a special thank you to all of our awesome Patrons!

 

S3-E01: Shards of the Broken Sky Review

For our first episode of Season 3, we take a look at the soon-to-be-released Shards of the Broken Sky. It’s a great sandbox setting that you can run through multiple times or pull bits and pieces out for your own campaign. Listen in as we give a chapter-by-chapter breakdown of what’s in the book!

The long-anticipated book is now available for pre-order at Pelgrane Press’ website, and for the fantastic listeners of the Iconic Podcast, you can use this voucher code to receive a 10% discount off your pre-order!

POD#ICONSHARDS


If you enjoy listening to the Iconic Podcast, please consider supporting us by becoming a patron or by using our Amazon referral link to do your online shopping.

And a special thank you to all of our awesome Patrons!

S2-E26: The Occultist

This week, in another Class Acts segment, we take an in-depth look at The Occultist. This class is based on the idea of someone being able to bend reality to their will, and we talk about how that’s handled mechanically, as well as a number of ways to bring that in through One Unique Things and Backgrounds. And remember, there’s only ever one in the game at a time! This is truly an Unique class!

This topic was selected by our patrons, and one had commented that he doesn’t allow the Occultist to be played at his table. When asked for clarification, this is what he responded:

I think it is related to my take on the Occultist as a “world-breaker.” I don’t mind the class if it was a one-on-one game where the Occultist plays a solo campaign with a GM. But around a table I think it would risk being a spot-light-hogging machine. Every Hero is “unique” in some way, but the Occultist is doubly so, and it’s hard to NOT build the whole campaign around that one person and make everyone else feel like side-kicks.

And the caution to not let this become a ‘spotlight-hogging machine’ is excellent advice. If you have had a player play an Occultist or have played on yourself, leave a comment below and let us know your thoughts on it!


If you enjoy listening to the Iconic Podcast, please consider supporting us by becoming a patron or by using our Amazon referral link to do your online shopping.

And a special thank you to all of our awesome Patrons!

S2-E25: Dark Pacts and Ancient Secrets Review

This week we open the covers of Martin Killmann’s book Dark Pacts & Ancient Secrets. Listen in as we discuss the six, new 13th Age classes that are introduced, what the highlights of each are, and what they bring to 13th Age that wasn’t there before.

If you want a copy of the book, you can purchase either the PDF or print-on-demand at DriveThruRPG. The classes are also available on 13thagesrd.com and if you like the classes there, we encourage you to buy the book as well!

 

To find out more information on the next book Martin is working on, join the 13th Age Discord server and check out the #dark_alleys_playtest channel!


If you enjoy listening to the Iconic Podcast, please consider supporting us by becoming a patron or by using our Amazon referral link to do your online shopping.

And a special thank you to all our awesome Patrons!

Awesome 13th Age GMs

In our last session, we put a call-out to players to publicly give their GMs some kudos on GM’s Day. If you would like to add your GM to this list of “Awesome 13th Age GMs” send an email to iconicpodcast@gmail.com!

And if you’re not aware of it, there’s a great GM’s Day Sale going on over at DriveThruRPG this week!


Alex’s GM

I would like to show some appreciation for my 13th age GM. The campaign has been running for 4 years now and we meet almost every week.

My GM has drawn artwork of each of the players characters and many of the predominant NPCs. Along with this he’s done detailed maps of continents and countries and it really helps to visualize and understand the world.

My GM is awesome!


Clark’s GM

Chris is an awesome GM. When our group lost one of our GM’s to another state, Chris stepped up to run his first ever 13th Age campaign. We’re a handful of sessions into 1st level. I really appreciate his generosity, giving us his time and creativity, and I’m excited to see where this campaign of ancient mysteries and iconic intrigue will take us.


Hans’ GM

My GM Clark has put in a lot of time on our latest campaign including tent cards for some temporary characters that we portrayed during a fantasy scene. we have also done some really interesting background story creation with intertwined experiences in past ages of factions that we are apart of. Long live the elf queen.