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Martin Killmann
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I am working on an expansion book for the 13th Age RPG (based on their open license). I have a 57,000 word draft doc that is currently in playtest and editing. Next phase is graphic design and layout, and I'd like to hire a professional for that.
I already have a stack of illustrations, so the task will be be to put it together. The goal is to sell a PDF and a PoD version.
If you are interested, please post here or contact me with your rate, availability and samples, so that we can talk about details.

(First post - I hope this sort of request is OK here.)

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Playtest news! This one is all about psionics. Let's start with the artwork, where a master psion shows off his ecto golem! Bonus points for the first poster to guess the building in the background.
Over the last two weeks, I did a major overhaul of the psion, streamlining the talents, re-balancing broken powers (cough Null Lance), and adding MOAR powers, for a total of 85. That's enough.

Playtest doc and sample characters:

I'm still looking for a layouter, so if anyone has a recommendation, please contact me.

I'm also planning another open playtest session on Roll20. I'm just really booked this month, so please bear with me. Fingers crossed for July.
(I'm still playing a Warlock and my offline campaign now has a Swordmage and a Fateweaver, so some playtesting is happening at least...)

Tazio's post raised an interesting question: Is it better if an RPG is so consistent and detailed that all rules questions can be resolved by looking at the book, or should it provide the basic guidelines and encourage the GM / group to decide the details?

I was wondering because 13th Age is clearly and deliberately in the second camp. It's the only RPG I know that has sidebar text where two designers offer different approaches to a situation.
For example, should you allow players to do recharge rolls for spells and items once after use, or after every battle? Yes or No, you decide.

It's an unusual approach if you consider 13th Age's heritage. AD&D is very prescriptive, with the (unstated) goal of having tournaments of competing parties, trying to solve the same module under a "standardized" GM.

Some indie games are in the same camp, for a different reason. They try to create a consistent experience that expresses the designers intent, and reduce the role of the GM to the point where you can even do without one (like in Fiasco).

So my question after this wall of text then is, whether as GM you embrace this 13th Age philosophy and create a set of campaign rules or whether you prefer to have a "one true way" that tells you how to resolve a certain situation. Or something completely different.

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It's been a while since the last update about my 13th Age class expansion book. Over the last month, I did a big overhaul of the Abomination, Fateweaver and Psion classes.
- The Abomination got a streamlined power structure
- The Fateweaver got more interesting talents that support narrative play
- The Psion got new powers and talents to get closer to my original vision of the class, a rebalancing and a rewrite of the flavor text
You can find details in the file:

Even though the current version feels like it's pretty close to final, I'll keep the playtest open because it's always better to get more feedback. My playtest Warlock has now reached level 10 (yay!), but the other classes haven't proven themselves yet at higher levels.
So please have a look, play a few games, and tell me here or per email how it went.

I've made a bunch of pregens to make test games easier:

After this phase, the plan is to continue with editing and layout.

Good gaming!

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First of all, thanks to everyone who is playtesting my classes for the "Dark Pacts and Ancient Secrets" book. I'd like to collect everyone's feedback by April 31 and make a big update.
Here's the latest package:
The Abomination class saw the biggest changes, mainly streamlining by removing all references to having more than one native element, and moving all element-specific effects of maneuvers to feats. To make up for that, everyone gets a free maneuver that triggers on natural 20, based on the element that you choose!
There's also tons of new items to support the classes, and talents for core book classes to make use of the material.
Oh, and I added a Psion and a Warlock as sample characters (other classes to come with the next update).
Last but not least, artwork! (The class should be easy to guess here)

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My 13th Age expansion, working title "Dark Pacts and Ancient Secrets", is slowly coming together. I have combined everything in one PDF, Swordmage, Warlock, Psion, Fateweaver, Abomination and Savage. I've also started making items that support the new classes. If you'd like to provide feedback and help me improve things, here is the document:
Bonus: Cover preview!

The old Talislanta books have been released for free download, but does anyone know what license the material is under? As in, is there an equivalent to the Open Gaming License for it? What if, for example, you want to convert some things for a different game system?

Quick heads-up: I created an FB group ( as a sister page to the existing meetup ( I'm looking forward to seeing you there. I expect more of a casual / English language / D&D crowd to show up, but feel free to pitch J-TRPGs there too, as I'm sure it's a new world to explore for most players and GMs.

Quick heads-up for Tokyo-based gamers: I created an FB group ( as a sister page to the existing meetup ( I'm looking forward to seeing you there.

Some market research (if you don't mind)... How do you guys prefer your splat books? PDF on PC / tablet? PDF printed out? Soft cover? Hard cover? What do you guys think is a reasonable price for an expansion book (PDF only / book + PDF)?
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