WHAT WORKS: No cumbersome skill system, no Prestige Classes, no pre-planning your character from level 1. Monsters stat blocks are short, sweet, flavorful and easy to customize. The magic item system is one of my favorites I've ever read, and many of the Icons are very, very interesting. The broad strokes setting is very handy, providing ample detail to help you along, but giving you room to customize as desired. The rules are deliberately designed for free-wheeling, on the fly gameplay, with even combat modifiers left to the GM's discretion.
WHAT DOESN'T WORK: The art is generally very good, but the bestiary is largely full of symbols and silhouettes, which detract from the flavor.
CONCLUSION: I stopped running Dungeons & Dragons a long, long time ago, and some D&D fans would tell you I ran it wrong all along. I didn't want to run games about killing monsters and taking their stuff, I wanted to run games about fantasy heroes with great destinies who did amazing things and thwarted evil. I tried to emulate the D&D of fiction in my games and found it fell short (in AD&D2e) or found it to be too cumbersome (in 3/.5). 13th Age, from reading, sure seems like it's scratching the itch I wanted out of D&D but never found, and I feel strongly enough about it that I signed up for the Organized Play program (which has some fantastic adventure support). It definitely feels like the designers wrote the game I was trying to run 20 years ago, and I dearly look forward to bringing it to my table (virtual or otherwise) and seeing if it truly scratches that heroic fantasy itch.
For my full review, please visit http://mostunreadblogever.blogspot.co-
[5 of 5 Stars!]