GlassJaw said:
To clarify, it's my opinion that when I read a Malhavoc product, the emphasis is on the new mechanics and character options, not necessarily the fluff or story behind them.
Ah, but wouldn't you say that there is more emphasis on fluff and story in IH than in the D&D Core books? At least I personally think so.
GlassJaw said:
I definitely think a book chock full of options and abilities can get in the way of creative thought. Instead of creating a cool character concept, some players get their heads stuck in the books and analyze ever ability combination.
Now we
are going in circles. You think the emphasis on combat options and abilities can get in the way of character concept, but you don't like Iron Heroes warning that combat options and abilities can get in the way of character concept.
GlassJaw said:
Perhaps on some level I was. And I could be guilty of having some preconceived notion of what it was going to be even though I tried to stay as impartial as I could be while I read it. I still think I was but it's tough to not have some personal opinion spillover into everything you read.
Well, one of the telling statements by you in this thread is "It so wants to be Conan but it isn't." Because it really really doesn't want to be Conan. If you had realized this before you read it, perhaps that would have helped. It wants to be D&D. It wants to be High Fantasy with a cinematic flair and a pinache for daring do an danger. It wants to face off against dragon and demons and all sorts of giant monstrocities like purple worms in the same way that any D&D characters would. It wants to be concievably
less deadly than D&D, too. While preserving that old notion of a sense of wonder at the magical.
So comparing it to Grim Tales or Conan is one of the biggest flaws in logic you make. Lots of people made this mistake, so its an easy one to make, though. Wanting to go "low magic" and "low power" seems to be the hip thing these days. Mearls just didn't agree.
Now onto something else:
One of your main complaints, if you will indulge me, seems to be that there is a theoretical structure of a campaign setting inside. It's as if Mearls has a campaign setting detailed somewhere but is only sharing bits and pieces with us when he sees fit. Thus, you feel like there is supposed to be a substantial world to run this game in, but we have no knowledge of what that world actually is.
In fact, I can't tell if that is the case, and he detailed a setting during playtest that got added in as fluffy bits in the book, or if he's just making it up as he goes along. Personally, I plan on scrapping it all and going with my own thing, but I can see how that would be frustrating. It leads to a certain expectation that isn't met. Of all your discussion against Iron Heroes, this is what I agree with most. It's not, to me, that the mechanics are disjoined from each other in the game, but that the implied setting is disjointed from itself (and possibly the underlying mechanics - its hard to tell).