So here's the first of my promised TTRPG thoughts, featuring a rule you should steal for every TTRPG you play.
And yes, like, every single game. It's really simple, too.
13th Age is a really neat game: it's only theater-of-the-mind combat, very customizable characters, and a neat NPC relation system. But the thing you should steal is its "One Unique Thing" rule. Here's what the game's rules (which are FREE right here) say about it:
This is written nice and big right at the top of your character sheet, something that makes your character stand apart from every other character in the setting. It doesn't have to be big or grandiose (unless you want it to be!), but it gives your GM an extra foothold to get you involved in the world! And, you get a nice little feature of it as well. And as you can see, it really works in any system. I'm a huge fan of this mechanic in most tabletop games I play, making it mandatory encourages your players to think about what makes your character impactful in the story and setting.













