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Iron Heroes...what's your opinion?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2486579" data-attributes="member: 6533"><p>Hmm, I'm sorry I lost you where I did.</p><p></p><p>I only think IH is generic in the sense that it evokes a specific Genre, and I do think it's a big G genre not a little g genre in the sense of how much it can incorporate from specific mediums. Something more along the lines of prosody than plot.</p><p></p><p>In terms of the GT comparison, I think if you look at the reception that IH is getting you can see how much setting based creativity the mechanics alone element of IH inspires. So from a reception standpoint I think IH is doing fine. On the flip side I'm certain if you showed GT to twenty different people there would be someone who wouldn't 'get' it and would be inspired to do nothing at all. So I'd argue from your comparison that they certainly seem to be on the same page in terms of audience guidance, though I don't know for certain given my very limited experience of Grim Tales.</p><p></p><p>Reading your response I am struck by how much my experience of Conan is pushing my argument in this debate. I just really had the impression that Conan was telling me it was doing something, doing a little bit of something in that regard, and then contradicting itself later. Two mechanical examples: Armor as DR and Multiple Attackers. Armor as DR in Conan drove me mad. The game was very proud of it as a feature and it was integrated into everything, but then it got ridiculous. Armor as DR was too static and so the game evolved two distinct methods for ignoring Armor as DR. And the complexity of the defense systems of the game just seemed to snowball from there with dodging and parrying becoming two distinct mechanics that were initially too distinct and then just seemed to become a means of inflicting pain on confused players. Multiple attackers was a simpler annoyance in that it was billed as a huge component of a gritty game and then only delivered a potential +5 bonus to attack, excepting of course a swarm of tiny creatures who were now insanely mighty. So in that sense I think my argument and, indeed, my very like for IH is that for the most part I feel it actually delivered. And in that sense I meant very literally that IH provided a better Conan than Conan OGL did, though don't get me wrong there were a number of things that Conan OGL did dead right.</p><p></p><p>If I hadn't been dissatisfied with the prior Heroic Fantasy systems out there I don't know that I'd be as into this. That said I don't think that dissatisfaction rested entirely on the mechanical elements of the game. I've been needing something with the genre understanding that IH has for some time. A sort of Feng Shui, there's my comparison, for DnD both in the sense of 'furious action' and in the sense of a genre hopping fusion machine.</p><p></p><p>That said, I'm a little uncertain as to how this ruleset is more hard-coded than DnD.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2486579, member: 6533"] Hmm, I'm sorry I lost you where I did. I only think IH is generic in the sense that it evokes a specific Genre, and I do think it's a big G genre not a little g genre in the sense of how much it can incorporate from specific mediums. Something more along the lines of prosody than plot. In terms of the GT comparison, I think if you look at the reception that IH is getting you can see how much setting based creativity the mechanics alone element of IH inspires. So from a reception standpoint I think IH is doing fine. On the flip side I'm certain if you showed GT to twenty different people there would be someone who wouldn't 'get' it and would be inspired to do nothing at all. So I'd argue from your comparison that they certainly seem to be on the same page in terms of audience guidance, though I don't know for certain given my very limited experience of Grim Tales. Reading your response I am struck by how much my experience of Conan is pushing my argument in this debate. I just really had the impression that Conan was telling me it was doing something, doing a little bit of something in that regard, and then contradicting itself later. Two mechanical examples: Armor as DR and Multiple Attackers. Armor as DR in Conan drove me mad. The game was very proud of it as a feature and it was integrated into everything, but then it got ridiculous. Armor as DR was too static and so the game evolved two distinct methods for ignoring Armor as DR. And the complexity of the defense systems of the game just seemed to snowball from there with dodging and parrying becoming two distinct mechanics that were initially too distinct and then just seemed to become a means of inflicting pain on confused players. Multiple attackers was a simpler annoyance in that it was billed as a huge component of a gritty game and then only delivered a potential +5 bonus to attack, excepting of course a swarm of tiny creatures who were now insanely mighty. So in that sense I think my argument and, indeed, my very like for IH is that for the most part I feel it actually delivered. And in that sense I meant very literally that IH provided a better Conan than Conan OGL did, though don't get me wrong there were a number of things that Conan OGL did dead right. If I hadn't been dissatisfied with the prior Heroic Fantasy systems out there I don't know that I'd be as into this. That said I don't think that dissatisfaction rested entirely on the mechanical elements of the game. I've been needing something with the genre understanding that IH has for some time. A sort of Feng Shui, there's my comparison, for DnD both in the sense of 'furious action' and in the sense of a genre hopping fusion machine. That said, I'm a little uncertain as to how this ruleset is more hard-coded than DnD. [/QUOTE]
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