Yes, A'Koss, that's probably the best design element I've read about so far.
This is probably the worst:
So what's the strategy here? Advertise how your game is shallow and that you aspire to provide us with the Jerry Bruckheimer version of an RPG? I won't say I hate every Bruckheimer movie I've ever seen, but I do want to see other movies when I go to the theatre.
Now combine it with it the following statement:
So, all you ever do is scream "boo-yah!" and move from one explosive, action-packed scene to the next--with nary a moment to slow down, think, or savor anything--and your role in every fight is pretty clearly scripted. How does this not amount to tediousness?
I'm still interested in the book, but I can't say I think it's being presented in a good light by its author.
This is probably the worst:
The character classes in Iron Lore all had to fill a few specific criteria. In considering how the game would work, I decided early on that I wanted classes that promoted action, adventure, and excitement. Iron Lore isn't a game about political intrigue, the unbearable angst of a tortured existence, or deep questions like, "What does it mean to be human?" Iron Lore is a game where, nine times out of ten, the correct answer (regardless of the question) is, "I shout a battle cry and charge into the fray!" If the question doesn't fit that answer, then maybe it's a question better served by a different game.
So what's the strategy here? Advertise how your game is shallow and that you aspire to provide us with the Jerry Bruckheimer version of an RPG? I won't say I hate every Bruckheimer movie I've ever seen, but I do want to see other movies when I go to the theatre.
Now combine it with it the following statement:
A friend of mine pointed out something very interesting about Iron Lore, something that didn't really emerge until the game was done. In Iron Lore, the rules pretty much tell you how you are supposed to act. Armigers stand at the front of the fight and soak up attacks. Weapon masters pick out one worthy foe to duel to the death. Archers find high ground and snipe at the enemy. There is a very clear connection between your class and how you act in combat, a connection made even stronger by the use of tokens.
So, all you ever do is scream "boo-yah!" and move from one explosive, action-packed scene to the next--with nary a moment to slow down, think, or savor anything--and your role in every fight is pretty clearly scripted. How does this not amount to tediousness?
I'm still interested in the book, but I can't say I think it's being presented in a good light by its author.