Over at the RPG Talk Slack 13th Age channel, redman808 asked, “what do you all think of the starting adventure presented in the core book? Is there anything you all would change about it?”
I’ll share some of my thoughts on hacking Blood & Lightning here, because I suspect plenty of other people wonder the same thing.
- I’m not second-guessing Jonathan Tweet and Rob Heinsoo here, nor am I “fixing” the adventure. 13th Age is designed to be customized for the needs of each group running it, so I’m adjusting it to fit my preferences.
- I’m not going to do the actual work of hacking the adventure (reskinning monsters, building new battles, writing variant icon text). This is just how I’d approach the task. I hope it helps other GMs think about how they might customize this adventure, and other published 13th Age material, for their tables.
I’m hiding the rest of the post because spoilers.