13th Age-Style Icons in the Sandbox, Part 4: Creation, Second Pass

In my last post in this series I drafted a set of twelve icons, based on twenty campaign elements or themes. This is to fit a Celtic-inspired setting, so we’ve got raids (between clans and otherwise), fey, giants, curses, spirits, invasion from a couple directions (sea reavers/’vikings’, and more civilized …

13th Age-Style Icons in the Sandbox, Part 3: Creation, First Pass

I am exploring the creation of icons for a sandbox campaign setting. Icons can be useful in a sandbox for several reasons. Icon agendas provide a overarching plots for PCs to interfere with; Icon relationships provide many ‘sides’ for PCs to align with, often with conflicting or ambiguous goals; Icons …

13th Age-Style Icons in the Sandbox, Part 2: Definition and Planning

A couple days ago I briefly considered using something like 13th Age-style icons in a sandbox setting. Having had a couple days to let it sink in, I still like the idea and I’m ready to develop it further. Defining Icons Icons in 13th Age are powerful NPCs. They are personally powerful …

13th Age-Style Icons in the Sandbox, Part 1: Introduction

One of the cooler ideas in 13th Age is the icons, thirteen powerful figures who have their fingers in intrigues all around the campaign. In fact, I consider the breadth of their influence their defining factor rather than their personal power. I am starting a new project where I will facilitate the creation of …