13th Age

13A · 13th Age TTRPG

13th Age

13th Age brings high fantasy to the table with significant choices and even bigger payoffs. 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 idea to action, how each 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 dynamic roleplay and engaging, 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, giving the heroes a growing bonus that speeds up the fight and heightens tension. On your turn, you choose a maneuver or spell, move, and describe what that looks like in the game. 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 clean conclusion. In a campaign, your characters level up every few sessions, relationships with Icons evolve, and long plots develop based on your choices. Play in person with maps and tokens, or online with voice, dice rollers, and shared boards, including 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.

Frequently Asked Questions

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

It uses the same d20 core, but it reduces bookkeeping and prioritizes storytelling. Skills are replaced with broad backgrounds, allowing you to roll based on what suits your character instead of a lengthy list. Classes offer clear, engaging options that are easy to read at the table. Combat escalates each round, making battles conclude more quickly and feel more decisive. The setting incorporates relationships with powerful 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 the d20 rules to join?

No. If you can roll a d20 and add a number, you’re good to go. A professional Game Master can teach you the basics in just a few minutes and provide 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 rather than rules trivia. New players become comfortable quickly, while experienced players can jump right 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 inspiration 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 combat?

At the beginning of round two, a large d6 is introduced, displaying 1. With each new round, it increases by 1, up to a maximum of 6. Heroes add this number to their attack rolls, and many abilities depend on it. Enemies rarely gain any advantage. The bonus encourages daring decisions, helps conclude battles before they become tedious, and creates memorable moments for heroes in the later rounds. Your turn remains centred on a few clear options, ensuring that even extensive battles remain engaging and easy to track.

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; rather, it offers a narrative hook for the Game Master to utilise. Backgrounds replace a fixed skill list. You outline a few broad past experiences, allocate points, and roll those when they are relevant to the task. This approach keeps the rules simple, 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 include an ally, ensuring you get time in the spotlight without dragging things out. Three to five players is ideal for quick turns and diverse tactics. Six players can work if there's a focus on pacing and simplified monster choices. The system’s clear math and defined 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 Dungeon 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.

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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 bold 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 perilous waters. Swashbuckling adventure reminiscent…

    View genre: Pirate

What players are saying

  • Joran had 6 kids aged 12 fully engaged for the entire four hours. Most were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had great game materials on hand.

    Haiko

  • Ruby was amazing; 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 laughing so hard we could hardly breathe :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 amazing! He was really great with the kids 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 positive attitude made the game enjoyable for all. I truly appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his expertise in the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared. Punctual. And had a wonderful sense of humour.

    Corey

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