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How does IH actually play?
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<blockquote data-quote="Pbartender" data-source="post: 3454946" data-attributes="member: 7533"><p>Yup... As much as I like IH, I also fully realize that it's not everyone's cup of tea.</p><p></p><p>Right now, my three favorite systems to play are:</p><p></p><p><strong>Iron Heroes - </strong>It does fantasy in the style I like, which is to say high action, moderately powerful characters but without the magical reliance of D&D. Much like the R.E. Howard and Fritz Leiber stories I'm so fond of, characters are good because they are good, not because they're equipment is good. To me, that's important for fantasy... The world's best swordsman should be able to pick up any rusty sword and and kick ass with it. On the other hand, the system was rushed to completion and has parts that can be very buggy. That's slowly changing.</p><p></p><p><strong>Spycraft 2.0 - </strong>It is a very detailed game, with some exceptionally innovative game mechanics. It's a lot of fun, if you've got the time for it, and it let's you do some really cool stuff in the modern and near-future genres. The trouble is, for certain types of games, it's got too many rules... it's too detailed. Spycraft has rules for practically everything, and it can be tough to remember them all.</p><p></p><p><strong>True20 - </strong>This is the game I'll be using in the future for any ganre that doesn't fit in with the previous two games, or any game that I want to go a little bit "rules lite" with. It's simple, generic without being boring, and canbe easily be converted to any style or genre of play. The genericness is also the downside - sometimes people want to have a concrete difference between longswords, rapiers and cutlasses as opposed to having just a "sword".</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3454946, member: 7533"] Yup... As much as I like IH, I also fully realize that it's not everyone's cup of tea. Right now, my three favorite systems to play are: [B]Iron Heroes - [/B]It does fantasy in the style I like, which is to say high action, moderately powerful characters but without the magical reliance of D&D. Much like the R.E. Howard and Fritz Leiber stories I'm so fond of, characters are good because they are good, not because they're equipment is good. To me, that's important for fantasy... The world's best swordsman should be able to pick up any rusty sword and and kick ass with it. On the other hand, the system was rushed to completion and has parts that can be very buggy. That's slowly changing. [B]Spycraft 2.0 - [/B]It is a very detailed game, with some exceptionally innovative game mechanics. It's a lot of fun, if you've got the time for it, and it let's you do some really cool stuff in the modern and near-future genres. The trouble is, for certain types of games, it's got too many rules... it's too detailed. Spycraft has rules for practically everything, and it can be tough to remember them all. [b]True20 - [/b]This is the game I'll be using in the future for any ganre that doesn't fit in with the previous two games, or any game that I want to go a little bit "rules lite" with. It's simple, generic without being boring, and canbe easily be converted to any style or genre of play. The genericness is also the downside - sometimes people want to have a concrete difference between longswords, rapiers and cutlasses as opposed to having just a "sword". [/QUOTE]
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