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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="mearls" data-source="post: 2097339" data-attributes="member: 697"><p>I was wondering when the word would finally get out. Iron Lore will be officially announced at the GAMA trade show in Las Vegas. Technically, the show has already started, so I can answer a few questions.</p><p></p><p>Iron Lore is a game of high action and adventure. Like most fantasy games, it draws inspiration from a variety of classic sources - Robert Howard, Fritz Leiber, Clark Ashton Smith, and so on. However, if you were to ask me which movie most closely embodies Iron Lore's design, I'd say Die Hard. John McClain is the prototypical Iron Lore PC - he's tough, resourceful, clever, and he takes a beating but keeps on going.</p><p></p><p>Iron Lore is *not* low magic - there are plenty of powerful spellcasters in the world, it's just that not many (if any) of them are PCs.</p><p></p><p>The key design concept of Iron Lore is that you can use *any* D&D monster book with this game. 10th-level Iron Lore characters can fight demons, beholders, frost giants, and so forth, with the same lethality/resource curve as their D&D counterparts. While the PCs don't normally cast spells or carry a lot of magical gear, they're just as powerful as their D&D counterparts.</p><p></p><p>This has a variety of interesting changes for the system - Iron Lore combat tends to be much more tactically rich. Players have more options and class abilities that are more interactive than D&D ones.</p><p></p><p>As a consequence of the changes to the core d20 engine, you can now stat up an 18th-level NPC from any class in about 5 to 15 minutes, tops, once you're familiar with the system. I estimate that Iron Lore adventure prep takes about half, if not less, time than adventure prep for D&D. The time savings become even more pronounced at high levels. Yet, the game still supports all the cool, weird, fun action of D&D - trips to other planes, battles against dragons, demons, and other powerful monsters, and so forth.</p><p></p><p>We'll be doing a lot of previews, design diaries, and other stuff on the website leading up to the game's release.</p></blockquote><p></p>
[QUOTE="mearls, post: 2097339, member: 697"] I was wondering when the word would finally get out. Iron Lore will be officially announced at the GAMA trade show in Las Vegas. Technically, the show has already started, so I can answer a few questions. Iron Lore is a game of high action and adventure. Like most fantasy games, it draws inspiration from a variety of classic sources - Robert Howard, Fritz Leiber, Clark Ashton Smith, and so on. However, if you were to ask me which movie most closely embodies Iron Lore's design, I'd say Die Hard. John McClain is the prototypical Iron Lore PC - he's tough, resourceful, clever, and he takes a beating but keeps on going. Iron Lore is *not* low magic - there are plenty of powerful spellcasters in the world, it's just that not many (if any) of them are PCs. The key design concept of Iron Lore is that you can use *any* D&D monster book with this game. 10th-level Iron Lore characters can fight demons, beholders, frost giants, and so forth, with the same lethality/resource curve as their D&D counterparts. While the PCs don't normally cast spells or carry a lot of magical gear, they're just as powerful as their D&D counterparts. This has a variety of interesting changes for the system - Iron Lore combat tends to be much more tactically rich. Players have more options and class abilities that are more interactive than D&D ones. As a consequence of the changes to the core d20 engine, you can now stat up an 18th-level NPC from any class in about 5 to 15 minutes, tops, once you're familiar with the system. I estimate that Iron Lore adventure prep takes about half, if not less, time than adventure prep for D&D. The time savings become even more pronounced at high levels. Yet, the game still supports all the cool, weird, fun action of D&D - trips to other planes, battles against dragons, demons, and other powerful monsters, and so forth. We'll be doing a lot of previews, design diaries, and other stuff on the website leading up to the game's release. [/QUOTE]
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