I've been involved in playtest of both DCC RPG and 13th Age and enjoy both games, but they are very different. (By the way, there is a DCC Blackmoor thread already, so I'll avoid talking about it here.)
I love the way 13th Age plays overall. It's a very "hero centered" system where the characters are assumed to be bigshot dudes and not just some shlubs who wander the wilderness. And with so many "d20 Blackmoor" products out there (plus a 4E sourcebook) I should think that working out a "13th Age Blackmoor" should be pretty easy. (You know, I assume, that 13th Age is sort of a simplified and streamlined version of 3E/4E. Funny, because I'm not a fan of 3E or 4E but love 13th Age. Weird.)
Anyway, specific comments:
(1) The icon concept is a great one, and I like the idea of applying it to the Blackmoor campaign. Whether these would be a whole new list of icons or an add-on to the rulebook list, either way this could be a lot of fun.
(2) My initial thought would be to have Blackmoor be its own place rather than a northerly expansion to the 13th Age map, but I think it could work well either way. That would probably have an impact on how you deal with icons, whether they are a list of their own or an extension.
(3) I think that the way I would approach this campaign is to work out icons for the Blackmoor area only and any special classes or monsters that fit the Blackmoor area only, and see where that takes you. I figure that if you work through things that don't tie to the campaign world of 13th Age then you can decide at a later time if it ties to their world or not, but if you link it all together then you are stuck with that decision.
I'm excited about this! 8)
_________________ Marv / Finarvyn Member of The Regency Council Visit my board since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
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