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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2105574" data-attributes="member: 94"><p>Invariably people want to know about DR, and dragons, and undead, and the reliance on magical healing, and other typical challenges that seem as if they can only be defeated by magic. (Or at least, are better handled through magic.)</p><p></p><p>And in some of your prior posts I notice code words like "different style of game."</p><p></p><p>Now, obviously, having invested myself in low-magic design, I believe there are some things that just don't "convert" very well in a low magic game. </p><p></p><p>That is, if you want to build a character-focused, skill-focused, story-focused game, you <em>just don't</em> put low-magic characters into a dungeon crawl full of wights, shadows, and bodaks. It isn't a failure of the ruleset that such a scenario is "broken" with regard to the low-magic ruleset. The system will fail, yes-- because the story is flawed.</p><p></p><p>I gather such things under the umbrella of "different style of game" as you seem to-- but on the other hand you claimed to have "solved" the balance issues some monsters and some styles of play (dungeon delving in particular) bring with them, and you seem to have claimed that you do it in a way that other low magic games presumably have failed to do.</p><p></p><p>What interests me most about Iron Lore-- and what I concede and defer to your greater game design mojo-- is that you seem to have moved a few more things out from under the umbrella of "story"-- that is, the place where you put things that just aren't going to have a system solution-- and put them into the system. </p><p></p><p>I am wondering just how much smaller your umbrella got, or if it's still pretty superficial compared to the other low-magic systems that are out there. Iron Lore's "... And a griffon shows up to fly you there..." is the kissing cousin of Grim Tales', "You can't teleport because the GM doesn't let you <em>learn</em> teleport in his campaign." (A hand-wave is a hand-wave, after all.)</p><p></p><p>To put it yet another way: To what extent did you create a system-solution for things that (I believe) are more easily fit under that story-solution umbrella?</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2105574, member: 94"] Invariably people want to know about DR, and dragons, and undead, and the reliance on magical healing, and other typical challenges that seem as if they can only be defeated by magic. (Or at least, are better handled through magic.) And in some of your prior posts I notice code words like "different style of game." Now, obviously, having invested myself in low-magic design, I believe there are some things that just don't "convert" very well in a low magic game. That is, if you want to build a character-focused, skill-focused, story-focused game, you [i]just don't[/i] put low-magic characters into a dungeon crawl full of wights, shadows, and bodaks. It isn't a failure of the ruleset that such a scenario is "broken" with regard to the low-magic ruleset. The system will fail, yes-- because the story is flawed. I gather such things under the umbrella of "different style of game" as you seem to-- but on the other hand you claimed to have "solved" the balance issues some monsters and some styles of play (dungeon delving in particular) bring with them, and you seem to have claimed that you do it in a way that other low magic games presumably have failed to do. What interests me most about Iron Lore-- and what I concede and defer to your greater game design mojo-- is that you seem to have moved a few more things out from under the umbrella of "story"-- that is, the place where you put things that just aren't going to have a system solution-- and put them into the system. I am wondering just how much smaller your umbrella got, or if it's still pretty superficial compared to the other low-magic systems that are out there. Iron Lore's "... And a griffon shows up to fly you there..." is the kissing cousin of Grim Tales', "You can't teleport because the GM doesn't let you [i]learn[/i] teleport in his campaign." (A hand-wave is a hand-wave, after all.) To put it yet another way: To what extent did you create a system-solution for things that (I believe) are more easily fit under that story-solution umbrella? Wulf [/QUOTE]
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