First of all, Masters of Arms by Second World Publishing is a very good book. I highly recommend it for anyone looking to spice up fighters.
Now, on to business.
I have some bad news - there's about five months until Iron Lore comes out, so I can't keep answering questions. Otherwise, we'll end up in a situation where I tell you everything you need to know this week, then we send 5 months pretty much saying nothing, or reminiscing about how I managed to answer every question about IL in 4 days and. This is very hard on me, because I really, really, really want to talk about this game. We're going to take the book piece by piece, go over it, show you what I think is cool and interesting, and go from there.
There's an Iron Lore forum over on the montecook.com message boards. I'll be looking there and here for IL threads. But again, I can't answer specific mechanics questions until the time is right.
I figured that it'd be cruel to just sign off with nothing else, so here's something I posted on the montecook.com boards, about IL's inspiration.
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When I was a kid, my parents took the MPAA movie ratings a bit too literally. To them, an R rating meant the movie was A-OK for me as long as they were with me.
So, I saw lots of bloody, violent, ultra-cool movies in the theatre as a kid. I was 6 in 1981, so at a very young age I saw Dragonslayer, Time Bandits, and Conan the Barbarian. I even saw such lesser known gems as The Sword and the Sorcerer. In a lot of ways, I think Time Bandits made me what I am today, but that's a topic for my autobiography or something.
But at the same time, I was exposed to D&D. I had the '78 basic set, sans the map folio for B2. In 1983, my parents bought me Deities & Demigods for Christmas. One of the chapters in that book described the Nehwon mythos, along with Fafhrd, the Gray Mouser, and some of the villains they encounter.
That chapter absolutely fascinated me. I dreamed of Lankhmar, sketched maps of it in my notebooks alongside dungeons, new monsters, and classes. Leiber took hold of my imagination and wouldn't let go.
I have to admit that part of my fascination was driven by how blatantly Nehwon broke all of D&D's rules. Fighters eschewed heavy armor, AC be damned. Wizards were few and far between. Warriors and thieves spent their treasure on women and drink. The gods meddled in mortal affairs. Two warriors took on powers from beyond space and time, the gods themselves!, and lived to tell the tale.
That chapter from Deities & Demigods, that fevered dream, the garbled vision of a series that I wouldn't read for 10 years, that inspired Iron Lore. Hell, that *is* Iron Lore.
So really, there isn't a direct inspiration for Iron Lore. It's more inspired by a feel, an emotion, a time and place in my life that built the foundation for everything that came afterward.
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I would also like to add one thing - I'm really flattered by all the attention that this thread has gotten, and I'm glad to see that people are excited about IL. To me, this is a big challenge. I hope that the trust people place in me, the expectation that This Game Will Be Good, is well placed. Seeing people excited about the game is all the more inspiration to make it the best possible game that it can be. IL just passed out of its first round of major playtest changes, and the first supplement just went to the editor.
I don't mean to get all maudlin here, but I feel a tremendous responsibility to every gaming group that sits down to use one of my books. D&D, and RPGs in general, are a very precious thing. There's nothing else in the world that encourages you to be creative, to make your own stories, to build your own worlds. A lot of entertainment is all about sitting you down to watch someone else's story, to admire someone else's creation. I really, honestly, and truly believe that D&D makes the world a better, more interesting place, and I hope IL helps keep that flame alive.
So that's that. Believe me, when we're ready to start pulling the curtain back on this baby, I'm going to be all over it.