Showing posts with label Parsantium. Show all posts
Showing posts with label Parsantium. Show all posts

8/16/2015

Icons of Parsantium Review

Type of Hobby: Roleplaying Game (Supplement)
Number of Players: 3+
Authors: Richard Green
Publisher: Ondine Publishing
Price: £2.58

Icons of Parsantium by Richard Green

Disclosure: I received a copy for review from the author.

When I reviewed it last year, I was pretty impressed with Parsantium. I liked it's mash-up of historical and fantasy tropes; I liked that it was packed with detail; and I liked that it was cosmopolitan and varied.

I viewed Parsantium through a 13th Age lens, as that was (and is) my fantasy RPG of choice (although 5e has got a look in now I've actually seen the books!), and in my heart the two are inextricably intertwined, having initially encountered both at the same time at a convention.

Rich Green was quick to bring icons to Parsantium, presenting them on his blog. Now by popular demand, he's collected them together into a single product, alongside some very welcome extras.

15 Icons for 13th Age
Pasantium's 15 icons give players plenty of villains to choose as enemies and allies to throw their lot in with. Many have obvious parallels with those within 13th Age; covering as they do obvious fantasy archetypes. The Basileus is analogous with the Emperor, for example, and the Lady of the Summer Kingdom parallels the Elf Queen. However, thanks to Parsantium's more intimate scale, we learn much more about Corandius XVIII than 13th Age's near anonymous Emperor. We learn that's Corandius XVIII is 'a short, stocky and physically powerful male human in his thirties, who conducts himself with a confidence that borders on arrogance, though he is handsome and charismatic enough to get away with it.' That kind of detail is much more engaging, which is what you want from an icon; icons need to hook the players in and encourage them to engage with the setting. Parsantium's icons do just that. They have personality in spades.

I think my favourite icon is The Mummy - awakened evils are always a favourite of mine! Hunting down (and/or trying to prevent them falling into her evil hands!) ancient artefacts could lead to some fun pulp adventurers.

Parsantium is a melting pot, and its icons are a varied bunch too, many representing the leaders of the regional powers and threats outside the city. As links to cultures they are evocative. These interests all want their piece of Parsantium's pie and they give players plenty of ways in to the intrigue within the city. They also offer plenty of opportunities for action beyond the cities borders, perhaps protecting caravans from gnoll raiders loyal to the Khan, or investigating evil-doers for the Platinum Knights. Speaking of which, I liked the world map that helped put the city's place in the world in context. Now I really want to go on expeditions!

Races
I was pleased to see two races that I felt essential to playing in Parsantium included - the gnoll and the vanara. The gnoll of course has always been a staple of D&D, and usually in a villainous role. Having them as potential violent and feral sell-swords is a neat option.

The vanara are monkey men; nosy and with a predilection for pranks. In the right hands they should make fun characters.

Of course, races in 13th Age lack the depth of other systems, usually only having a single racial power and a stat adjustment, so these races could have been cobbled together by enterprising groups. There's something to be said for 'correct' rules, however, so I'm grateful to see them.

Icon Relationship Ideas
After the icons is a section full of sample icon relationship rolls, at least four for each icon (Positive 5 or 6 and Negative 5 or 6). Thinking up new and interesting ways to use involve those icon dice is one of the most challenging aspects of 13th Age, so I really enjoyed reading through these, both to use them in Parsantium and just generally for ideas in my other 13th Age games.

I really liked the format these took too - most 5s were simply an additional complication to the more broadly positive 6. As I find 5s far more difficult to work out than 6s, having these examples has been a great source of inspiration! For example, a positive 6 with the Grand Master of the Blue Lotus might find the party acquiring the use of a magical staff - but a 5 might add on top that an 'unscrupulous wizard belonging to the Fireball Club' finds out and decides he is more worthy of it than the party!

You could easily ransack these examples and use them as plot hooks too! The example above might lead to a fair few fun encounters if built upon, with the wizard going to increasing lengths to obtain the staff! (and what's so special about it anyway?) There's a lot here to get the ideas flowing in a pinch, and Parsantium was already rich in that regard!

Essential?
While the icons have been available on the Parsantium blog for a while now, they've been updated here and collected in a nice little package, with extra content. I'd definitely recommend it if you're planning to run 13th Age Parsantium - having the icons in one place is handy enough, both the races and icon roll ideas are nice to have and worth a look for a couple of pounds.

If you're not running 13th Age, you'll still find the information on the icons useful - powerful NPCs that vie in the background are useful to know about whether they're connected mechanically or not! 

8/22/2014

Thoughts On... Parsantium

Type of Hobby: Roleplaying Game (Supplement)
Number of Players: 3+
Authors: Richard Green
Publisher: Ondine Publishing
Price: £12.99


Parsantium is a melting-pot setting for fantasy roleplaying games, able to stand alone or be incorporated a city within an existing setting. Taking it's primary inspiration from the great city of Constantinople/Istanbul, centre of trade and both the Byzantine and Ottoman empires, with a smattering of southern and eastern Asian influences, Parsantium is a truly cosmopolitan city fitting for almost any kind of adventure.

My first encounter with Parsantium was at last years Dragonmeet, which was also my first encounter with 13th Age. Byzantium has always held a certain fascination for me, so Parsantium was a delightful surprise.

City at the Crossroads
Ruled by it's king, the basileus Corandias XVIII, Parsantium stands at the centre of several important trade routes. This brings characters from all across the known world into the city, meaning that far from being static, any number of interesting things could be going on and new characters can constantly be introduced.

The current rulers (and they have ruled more or less constantly for centuries), are Barthuran. This is a Greco-Roman culture, based heavily on the ancient Byzantines. The original settlers were the Sampurans, fleeing persecution. The Sampurans are heavily influenced from indian culture, only with bonus monkey people. The monkey people are pretty rad.

Adding to these cultures are the Aqhrani, who add an arabian flavour reminiscent of the old Al-Qadim D&D setting, and the Tiangon, who bring a touch of the oriental.

There are villains aplenty, from the traditional orcs and hobgoblins to devious rakshasa and dark, hidden cults. There's a lot for enterprising players to sort out!

A Living City
Parsantium is a living breathing city, richly detailed, with intertwining plot threads and locations that give GMs plenty to work from. Important NPCs are given plenty of description, including motivations and history, as well as a rough guide to their power level. As the book is system agnostic no stats are provided, which may be a turnoff for some. This has meant there is more room for solid, well thought out, background, which for me is a plus. There are some really interesting characters in Parsantium, usually with several connections to plot threads and many have some very interesting secrets. Because there are several different cultures within Parsantium there is a great variety within the NPCs.

More than that though, even little details could be plot hooks. I really enjoyed reading the gazetteer section which detailed the city, and particularly the 'First Impressions' and 'Passers By' sections, which are filled with both flavour and plot hooks that would work particularly well in a sandbox game. Each little vignette contained within them is charming, and often surprising. It seems everyone Parsantium has a story to tell!

A lot of work has gone into making the city so rich and alive. There's even a table to help GMs discover what occurs during the city during downtime or particularly long adventures.

History in the Making
There's a lot to see and do in Parsantium. It would impossible to try and do everything! Either as a sandbox or a structured campaign, there's plenty to draw from. Political intrigue, exploration, mercenary work, gang wars, dark prophecies, and evil cults can be combined to create almost any adventure you might think up. There's even a hidden undercity, filled with all manner of evils (some known, many not!) for your traditional dungeon delve needs.

With such a lot to draw from, players have a lot of exciting options open to the for characters too. Traditional D&D characters can be found, of course, but with all these interesting cultures and factions there's plenty to draw inspiration from and, Parsantium being what it is, a truly varied party wouldn't seem out of place or cartoonish at all. This is a setting I'd love to play in just as much as run.

Highly Recommended
I can't recommend Parsantium enough if you want a rich, detailed setting for your fantasy roleplay that's different from the usual fare. No matter what kind of game your players like, Parsantium can fit it in.

If your preference is for 13th Age, Parsantium icons are being rolled out on the Parsantium blog.