13th Age

13A · 13th Age TTRPG

13th Age

13th Age brings high fantasy to the table with significant choices and even greater rewards. Your party stands at the heart of a living world, where alliances with powerful rulers and secretive cabals draw you into daring quests and tough decisions. Players appreciate how swiftly the game transitions from concept to action, how each character feels distinct in play, and how the narrative keeps pace with the battles. It is heroic, vibrant, and adaptable, perfect if you seek grand stakes without extensive bookkeeping. See the High Fantasy page.

At the table, scenes shift rapidly between vivid roleplay and dynamic, tactical combats. A professional Game Master maintains a brisk pace, intertwines your character hooks into the plot, and adjusts the tone from bright heroism to intrigue or monster hunting. New players grasp it quickly, veterans enjoy the clever twists, and it suits birthday groups and corporate teams well. One-shots provide a satisfying arc in an evening, while campaigns allow rivalries to deepen and legends to flourish.

How to play 13th Age

You roll a d20 when you swing a sword, cast a spell, or attempt something risky. Add your bonuses and compare to a target number set by the Game Master. In battles, the escalation die starts at 1 on round two and increases, providing the heroes with a growing bonus that accelerates the fight and heightens tension. On your turn, you choose a manoeuvre or spell, move, and describe what that looks like on screen. Outside of combat, broad backgrounds cover skills, and your connections to Icon factions can open doors or bring trouble your way.

Bring a character idea and a willingness to improvise. A professional Game Master provides prebuilt adventures or custom scenarios, safety tools, and clear rulings. For a one-shot, expect quick character creation or ready-made characters, a strong opening, one to two set pieces, and a tidy conclusion. In a campaign, your characters level up every few sessions, relationships with Icons evolve, and long plots develop around your choices. Play in person with maps and tokens, or online with voice, dice rollers, and shared boards, including the options on online platforms.

Dungeon Master wearing a wizard hat, narrating a dnd adventure, engaging with players in a decorated room.
Dungeon Master wearing a wizard hat, narrating a dnd adventure, engaging with players in a decorated room.
Top-down view of a green miniature bush, ideal for tabletop board games like warhammer.
Top-down view of a green miniature bush, ideal for tabletop board games like warhammer.

Frequently Asked Questions

What distinguishes 13th Age from D&D 5E?

It uses the same d20 core, but it reduces bookkeeping and prioritises story. Skills are replaced with broad backgrounds, allowing you to roll based on what suits your character rather than a lengthy list. Classes offer clear, concise options that are quick to read at the table. Combat intensifies each round, making battles conclude more swiftly and feel more decisive. The setting incorporates relationships with powerful figures that propel plots from session to session. Interested in alternatives as well? You can compare systems here: see other game systems.

Do I need to know the d20 rules to join?

No. If you can roll a d20 and add a number, you are good to go. A professional Game Master will teach you the basics in just a few minutes and provide quick character creation or ready-made characters. The game employs straightforward language for powers and checks. During your turn, you will move, take an action, and describe what that looks like. The emphasis is on bold choices rather than rules trivia. New players settle in quickly, while experienced players can jump straight into creative tactics.

What are Icons and how do they influence adventures?

Icons are the key players in the setting, such as a dragon queen, an archmage, or a crusader. Your character begins with a few relationships with these figures, which can be positive, conflicted, or negative. At the start of a session, you roll for those ties. The results provide the Game Master with material for allies, favours, rivalries, and complications. This means your connections actively influence scenes, clues, and twists. Politics and power struggles become integral to the story without requiring extensive lore to memorise.

What is the escalation die in battle?

At the start of round two, a large d6 comes into play showing 1. Each new round it increases by 1, up to a maximum of 6. Heroes add that number to their attack rolls, and many abilities depend on it. Enemies almost never benefit. The bonus rewards daring choices, helps to conclude fights before they drag on, and creates memorable moments for heroes in the later rounds. Your turn remains focused on a few clear options, ensuring that even large battles stay dynamic and easy to follow.

What is a One Unique Thing and how do backgrounds function?

Your One Unique Thing is a statement that distinguishes your character, such as being the only dwarf who hears the earth sing. It does not provide power; instead, it offers a narrative hook for the Game Master to utilise. Backgrounds replace a fixed skill list. You define a few broad past experiences, allocate points, and roll those when appropriate for the task. This approach keeps the rules light, encourages creativity, and ensures your character’s history is significant during challenges and investigations.

Is 13th Age suitable for 2 to 6 players?

Yes. With two players, the Game Master adjusts encounters and can introduce an ally to ensure you get your moment in the spotlight without dragging things out. Three to five players is the ideal number for quick turns and diverse tactics. Six players can work, provided there is a focus on pacing and simplified monster choices. The system’s straightforward mathematics and clear class roles help keep everyone involved. Your Game Master will balance scenes so that each player has meaningful moments in both roleplay and combat.

Which edition and books do your Game Masters use?

Sessions use 13th Age 1st Edition. Your Game Master runs the core rules and, if your group wishes, may include options or creatures from official expansions by agreement. For one-shots, expect pregenerated characters or simplified creation. For campaigns, you can add material as you progress, with clear guidance on tone and complexity. To see who is available and their approach, browse our Game Masters.

Booking Form


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Genres you can play in 13th Age

  • Heroic

    Stand tall, choose the right path, and triumph in the end. Heroic games evoke the spirit of The Lord of the Rings, featuring bold oaths…

    View genre: Heroic
  • Epic

    Grand tales of world-altering stakes and legendary heroes, from the initial spark to the ultimate confrontation. Imagine the scale of The…

    View genre: Epic
  • Medieval

    Knights, castles, guild halls, and the burden of oaths. Feudal politics, harsh winters, and hard-earned honour, much like Game of Thrones…

    View genre: Medieval
  • Pirate

    Salt spray, creaking decks, and cutlass duels as you pursue treasure and rivals across treacherous waters. Swashbuckling adventure…

    View genre: Pirate

What players think

  • Tom was brilliant! He was really great with the children and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His attitude was fantastic, and he made the game enjoyable for all. I particularly appreciated how he could clearly explain what was required from our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a wonderful time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thank you!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I arranged a session as a gift for my boyfriend, who is very enthusiastic about it, and he was thoroughly pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • A very good GM, Baptiste adapted well to our group and helped us progress in this one-shot. One issue was with the character sheets provided, which were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells (no healing spell) even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they'd ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach enabled the players to fully immerse themselves in the game by allowing them to control how they wanted their actions to be carried out. I would certainly work with her again.

    John

  • A pleasant and straightforward introduction to D&D. Amber was adept at explaining and guiding the game, allowing us as players to quickly get into the rhythm and concentrate on the narrative. Collaborating with my colleagues to devise attack strategies was an enjoyable experience and provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a highly enjoyable session.

    Jens

    Triodos Bank N.V.

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