And Now...
Before I start, a bit of a confession. I do not care much for the tropes of the games that led to the creation of this game. It just fails to appeal, mostly. That said I have played a lot of the previous games, as I am sure you have too. Hard to avoid it really. That said I rather enjoy this incarnation of the tropes and the mechanics just sing. So without further ado...
13th Age

Peritextual Elements
This book is just beautiful. High gloss medium weight pages of full color art and side bars. It reuses the art, but it is done in a genius way. The images of the Icons are used in the icon descriptions and as the intro art for the chapters. The pictures are beautiful, even the sketchy images used in some of the chapters. In the bestiary section the monsters do not have full illustrations but have specific diagrams that represent that creature in a unique way and could easily be made into tokens for the table to show distances and numbers. Not sure if that fully works, but it is an interesting idea and a good way to stretch an art budget. It is well indexed and referenced, I have had little trouble finding what I need in play.
Mechanics
Have you played D&D 3.x or 4? OK then you get the basics of how the game rules work. You roll a d20 and compare to a target number either set by the GM or the defense of the monsters you are fighting. There are loads of sections explaining how to set up appropriate difficulties that would best apply to the level of the characters. In fact the book is chock full of advice from top to bottom. The game is really set up for ease of play on all levels, but especially for GMs, and I love that. If there is one thing I hate, it is a game that fails to help the GM do their job. So some of the best new additions to the mechanics? There are no skills. Instead there are backgrounds which are rated like skills and apply whenever it would be appropriate. These backgrounds are created by the players during character creation, though there are loads of examples throughout the various classes and such. These can add a bunch to the world and how your character fits in it. Another new addition is the One Unique Thing, which is something every player character has and is truly unique to them. That means that if a player take something as their one unique thing then that is true. If they are the last elf to be born, then that means no more elves can be born after them. That is a lot of control and there is a lot of advice given on how to build and use these in play. I love the One Unique Thing. It is such a simple thing, yet it makes the game world special and interesting.
Finally there are Icons. Icons are the movers and shakers in the world. They are the most important beings that the players can(and do) interact with. Basically when you make a character you set up you relationship with one or more Icons as either Beneficial, Detrimental, and conflicted. At the beginning of most sessions(and sometimes at other times) you roll a number of six sided dice equal to your relationship with the icon(relationships max at three). if you roll a five or a six you check the chart for your relationship type and see what happens. Basically this acts as an adventure generator and a way to gain neat benefits for interacting with the Icon or the groups they represent. Gonna be honest here, I don't mush like the Icons system. I don't hate it or anything, but I have yet to see it used super well in games I have played. that may just be how things go in my games though, so I will continue to try and use the system.
Finally there is the escalation die, which is my favorite rule. At the end of the first round of combat a d6 is set down on the table showing one pip. In the next turn it is turned to two, and so on up to six in the seventh round. What this does is adds that number you your players' attack rolls. There are also a bunch of abilities that players can get that allow them to manipulate and use the escalation die for a bunch of stuff. This speeds up combat while still allowing for challenge. Also some of the big scary monsters, like dragons, get funky abilities that manipulate or use the escalation die for various effects, It is such a simple addition to the rules and yet it adds a whole new layer of tactical thought to the game.
Setting

Next time...
Burning Wheel
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