I have an idea for a 13th Age game, but I'd like to skip the usual slow story intro phase and throw the characters right into the action right away. To that end, I would have the players start off in the thick of an adventure.
The characters would know eachother and have preestablished reasons to cooperate and work together, and the PC's would be drawing directly on the archetypal power of the icons to accomplish great deeds.
Icon rolls would be treated as plot points that allow a player to edit scenes in a manner befitting the icon they got the icon success from - a '5' lets you edit the scene, but the GM gets to add a complication with it. 6's are all goodness.
Icon roll successes would also function as free rerolls - 5's let you reroll and take the best of two rolls (minimum of 11 if both rolls are below that) and 6's make the roll a natural 20 for all intents and purposes. You can also use your icon rolls to help or hinder others in the same way - edit a scene to give them an edge or a hindrance, or make them roll twice and take the worst of the two (maximum of 10 if both rolls exceed 10) and with a 6 make them auto-fail a roll. Players can also spend an icon die to increase the escalation die by 1, with 5's also giving the die to enemies for a round and 6's just increasing it with no strings attached.
The 13th Age SRD is here: www.13thagesrd.com
Material from 13 True Ways is usable as well as races and classes from www.13thage.org
pending my approval.
Basically we would start in an adventure and work out the details as we go.