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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="JohnSnow" data-source="post: 2372090" data-attributes="member: 32164"><p>I suspect this game will appeal to people for several different reasons:</p><p></p><p>1. People fed up with the "Christmas Tree Effect" of default D&D. This is clearly the target market for <em>Iron Heroes</em> and the people Mike is shooting for.</p><p>2. Those who really want rules for Sword & Sorcery with an emphasis on the <em>sword</em> aspect. I suspect most of the game's early adherents are in this camp.</p><p>3. Anyone interested in a new and very different magic system.</p><p>4. People who want to make use of some of the new mechanics in their games, like zones, challenges, stunts, traits, feat mastery, skill groups, tokens or whatever. </p><p>5. People interested in reducing the amount of time it takes to stat up characters. Similarly, any simplications to the combat system that make it possible to support less "board-gamey" fights. I suspect this will attract many of the "rules light" folks who prefer storytelling to wargaming.</p><p></p><p>My guess is that your White Wolf player falls either into category 3 or category 5. Similarly, many of the folks who ditched D&D for <em>Castles & Crusades</em> probably fall into the latter category as well. I know that my old DM may snag the IH magic system for his C&C game, as he hates the D&D magic system.</p><p></p><p>Of course, he hates feats, so I doubt he'll totally take to IH.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2372090, member: 32164"] I suspect this game will appeal to people for several different reasons: 1. People fed up with the "Christmas Tree Effect" of default D&D. This is clearly the target market for [i]Iron Heroes[/i] and the people Mike is shooting for. 2. Those who really want rules for Sword & Sorcery with an emphasis on the [i]sword[/i] aspect. I suspect most of the game's early adherents are in this camp. 3. Anyone interested in a new and very different magic system. 4. People who want to make use of some of the new mechanics in their games, like zones, challenges, stunts, traits, feat mastery, skill groups, tokens or whatever. 5. People interested in reducing the amount of time it takes to stat up characters. Similarly, any simplications to the combat system that make it possible to support less "board-gamey" fights. I suspect this will attract many of the "rules light" folks who prefer storytelling to wargaming. My guess is that your White Wolf player falls either into category 3 or category 5. Similarly, many of the folks who ditched D&D for [i]Castles & Crusades[/i] probably fall into the latter category as well. I know that my old DM may snag the IH magic system for his C&C game, as he hates the D&D magic system. Of course, he hates feats, so I doubt he'll totally take to IH. [/QUOTE]
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