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Is Iron Heroes Dead
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<blockquote data-quote="snowitch" data-source="post: 5041380" data-attributes="member: 87104"><p>A couple of years ago, I DM'd an IH campaign for 3 sessions. It was an intergeneration game with grownups and kids. The players did not own copies of IH, instead we had a char-gen session, then I typed up detailed character sheet for each, with a "menu" of some advantageous (or flavorful) stunts and challenges. I think this helped combat flow quicker than if each player had a copy of the rule book to flip through.</p><p></p><p>Off the top of my head (it's been a while), the PCs were a deadly ninja (harrier), stealthy master of poison (hunter), bounty hunter (armiger/executioner), rune blade (intelligent man at arms with weapon bond: bastard sword and maxed out lore and academia skills), and a bewitching thief. We all found it a refreshing break from the elves/trolls/wizards fantasy archetype.</p><p></p><p>The recurring antagonist was a demonic brute who kept coming back bigger and stronger (with new powers). Everyone else was NPC class (using the IH rules of course), and said NPCs were slaughtered by the low-level PCs. Our heroes made it to 3rd level before we called it quits. Since there were no PC arcanists, our "magic system" was basically "run away!"</p><p></p><p>IH is a lot of fun. The most memorable combat (against the fire-breathing variation of the above-mentioned demon) took place in a circus tent. IH zone rules simulated the stampeding crowd, trapeeze, and spreading flames. We also ran through the first sunken tower of Dark Harbor. Highly recommended.</p></blockquote><p></p>
[QUOTE="snowitch, post: 5041380, member: 87104"] A couple of years ago, I DM'd an IH campaign for 3 sessions. It was an intergeneration game with grownups and kids. The players did not own copies of IH, instead we had a char-gen session, then I typed up detailed character sheet for each, with a "menu" of some advantageous (or flavorful) stunts and challenges. I think this helped combat flow quicker than if each player had a copy of the rule book to flip through. Off the top of my head (it's been a while), the PCs were a deadly ninja (harrier), stealthy master of poison (hunter), bounty hunter (armiger/executioner), rune blade (intelligent man at arms with weapon bond: bastard sword and maxed out lore and academia skills), and a bewitching thief. We all found it a refreshing break from the elves/trolls/wizards fantasy archetype. The recurring antagonist was a demonic brute who kept coming back bigger and stronger (with new powers). Everyone else was NPC class (using the IH rules of course), and said NPCs were slaughtered by the low-level PCs. Our heroes made it to 3rd level before we called it quits. Since there were no PC arcanists, our "magic system" was basically "run away!" IH is a lot of fun. The most memorable combat (against the fire-breathing variation of the above-mentioned demon) took place in a circus tent. IH zone rules simulated the stampeding crowd, trapeeze, and spreading flames. We also ran through the first sunken tower of Dark Harbor. Highly recommended. [/QUOTE]
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