13th Age

13A · 13th Age TTRPG

13th Age

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

At the table, scenes shift quickly between vivid roleplay and dynamic, tactical combats. A professional Game Master maintains a brisk pace, weaves your character hooks into the narrative, 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 a single night, while campaigns allow rivalries to deepen and legends to unfold.

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 finish. In a campaign, your characters level up every few sessions, relationships with Icons evolve, and long plots unfold based on your choices. Play in person with maps and tokens, or online with voice, dice rollers, and shared boards, including the options on online platforms.

A player laughs across the table from a bearded Game Master during a tabletop roleplaying session.
A player laughs across the table from a bearded Game Master during a tabletop roleplaying session.
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.

Common questions

What sets 13th Age apart from D&D 5E?

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

Do I need to know d20 rules to join in?

No. If you can roll a d20 and add a number, you’re good to go. A professional Game Master teaches the basics in minutes and provides quick character creation or pre-made characters. The game uses straightforward language for powers and checks. On your turn, you will move, take an action, and describe what that looks like. The emphasis is on bold choices, not rules trivia. New players settle in quickly, and 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 dynamics become integral to the story without requiring extensive lore to remember.

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 gain any benefit. The bonus encourages bold 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 are engaging 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 doesn’t grant power; instead, it provides 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 they are relevant to the task. This approach keeps the rules light, encourages creativity, and ensures your character’s history is significant during challenges and investigations.

Does 13th Age accommodate 2 to 6 players?

Yes. With two players, the Game Master adjusts encounters and can introduce an ally to ensure you get your share of the spotlight without dragging things out. Three to five players is ideal for quick turns and diverse tactics. Six players can work, provided there's a focus on pacing and simplified monster selections. The system’s straightforward maths and clear class roles help keep everyone involved. Your Game Master will manage scenes so that each player has significant 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, make the right choice, and triumph in the end. Heroic games evoke the spirit of The Lord of the Rings, featuring brave oaths…

    View genre: Heroic
  • Epic

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

    View genre: Epic
  • Exploration

    Set out with a map and a question. Exploration stories pursue horizons, chart ruins and wilderness, and reward curiosity, much like Indiana…

    View genre: Exploration
  • 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

  • Ruby was fantastic; this was our group’s first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were in stitches laughing :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children 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 fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot 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 see it as honest criticism. Cheers, Mario

    Mario

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

    Casey

    The Merry Meeple

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