Here is an idea I came up with when I mixed DW and 13th Age. This was written for my 13th Age Game but I could see it making its way into a DW game easily enough.
http://ramblingsofjacobanddelos.com/2015/02/20/new-take-icons/
Here is an idea I came up with when I mixed DW and 13th Age.
Here is an idea I came up with when I mixed DW and 13th Age. This was written for my 13th Age Game but I could see it making its way into a DW game easily enough.
http://ramblingsofjacobanddelos.com/2015/02/20/new-take-icons/
Comments are closed.
Looks workable.
I would write more specific triggers for each icon instead of a generic “When your character runs into something”, and replace the dice bonus and reroll boons with more “fiction first” choices that let the players have control beyond the immediate situation. I think there is a lot of untapped potential there.
The idea is interesting, but the results are very mechanical and combat-oriented, which is sort of the exact opposite of the point of icons. Thinking of boons as plot opportunities and drawbacks as plot complications might work better.
(Also, in 13th Age, the boon that drops a magic item into your lap is so much better than the others that it is hard to imagine anyone choosing something else.)
Lester Ward You mean that a magic item just appears in the adventurer’s possessions, with no cost or strings attached? As the kids say, lame.
sub