Here are a couple of the releases that you can look forward to on Record Store Day.
First we have a collaboration between The Flaming Lips and New Fumes, with a very NSFW music video after the jump.
"Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details," said Tweet, who spoke alongside other game industry veterans on panels at Norwescon 35, a fantasy, science fiction and gaming convention in Seattle.and
Tweet continued, "13th Age makes the play group’s campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics of 13th Age draw from classic games as well as newer, story-based games."
Although they can't yet share details about 13th Age with others, playtesters have been enthusiastic about it on online message forums. Playtester Adam Dray said, "Tonight, the one player who comes to the game for mostly social reasons said after a test combat, 'That was fun!' and engaged with her character in a deeper way than she ever has."
Another playester, Eric Provost, said simply, "I want to play this until I can't play anymore."
So yeah, there is a playtest going on. For awhile the NDA was simply don't distribute the files and a bunch of information was posted (see every post after this one). Now, it's don't talk about the game beyond the broadest of terms. Here's some of those broadest of terms. Keep in mind this is playtest and everything could change next round.So, some interesting stuff. Let's see what happens with it, as it develops. I did manage to grab an exclusive look at a piece of pencil art from the upcoming game. This is an Orc Lord, which I am assuming is going to be a bad guy.
- I am enjoying this playtest.
- The playtest document is 200 pages of text, and extremely put together for such an early draft. The underlying framework is very exposed. There's a monster on a business card section as well as instructions on how to tweak monsters in general.
- There's lots of advice on how to play the game; everything from which classes have the least fiddly bits to track, to "this mechanic ties into our design goals this way; this mechanic ties into D20 traditions this way."
- The whole thing is riddled with optional rules. There are tons of "this is the rule, don't use it if you don't want to. Rob certainly doesn't," and, "if you ignore this rule, do X to fix the math."
- Combat is simplified. Maps are still used, but distances are relative and broad. Minions are faster to run, status effects and modifiers are simplified, combat moves faster after each round.
- This isn't a complete revision of D&D traditions (at least not yet). Alignments, ability scores and binary skill checks are all in, but have been reduced in importance, modified, or their most obnoxious elements have been otherwise diminished.