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Using IH/Grim Tales for medieval fantasy games using the Cthulhu Mythos and styles
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<blockquote data-quote="Odhanan" data-source="post: 2582692" data-attributes="member: 12324"><p>See, I think the paradigms are different but none of them is "better" than the other: One of the themes for the Swordlands of Iron Heroes (the basic setting) is to have characters in a new-born world facing the dark primitive and/or magically corrupted world surrounding them. The magic system is very comparable to Cthulhu's. Some of the art is so Cthulhu-esque it doesn't leave the shadow of a doubt (look at <a href="http://www.montecook.com/images/IH_Descr_arcanist.jpg" target="_blank">this</a>). Mike Mearls was speaking of a very Cthulhu-esque approach to magic and monsters (magic is corrupted, rare and extremely dangerous, some monsters depicted are nothing but protoplasmic blobs that would have made HPL rave etc).</p><p></p><p>Saying one is better than the other for Cthulhu is like choosing, from my perspective, between Chaosium and d20 Cthulhu. My answer: I don't. They are ideal for different types of Cthulhu games. Chaosium Cthulhu for the "doomed loner in the Dark" approach (which is <strong>not</strong> the only style possible when treating of the mythos), d20 Cthulhu for an Indiana Jones, pulp approach (works great with Masks of Nyarlathotep, by the way). </p><p></p><p>Now think of IH as "d20 Cthulhu" and Grim Tales as a more "Chaosium Cthulhu":</p><p></p><p>Want your players in a "loner in the dark" game? Use Grim Tales.</p><p>Want your players in an "action pulp" game? Use Iron Heroes.</p><p></p><p>I'm getting a bit tired of the argument of IH vs. GT, personally. I hope you are as well so we can move on and get to the specifics of each style and how to represent them optimally with their relative system.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2582692, member: 12324"] See, I think the paradigms are different but none of them is "better" than the other: One of the themes for the Swordlands of Iron Heroes (the basic setting) is to have characters in a new-born world facing the dark primitive and/or magically corrupted world surrounding them. The magic system is very comparable to Cthulhu's. Some of the art is so Cthulhu-esque it doesn't leave the shadow of a doubt (look at [url=http://www.montecook.com/images/IH_Descr_arcanist.jpg]this[/url]). Mike Mearls was speaking of a very Cthulhu-esque approach to magic and monsters (magic is corrupted, rare and extremely dangerous, some monsters depicted are nothing but protoplasmic blobs that would have made HPL rave etc). Saying one is better than the other for Cthulhu is like choosing, from my perspective, between Chaosium and d20 Cthulhu. My answer: I don't. They are ideal for different types of Cthulhu games. Chaosium Cthulhu for the "doomed loner in the Dark" approach (which is [b]not[/b] the only style possible when treating of the mythos), d20 Cthulhu for an Indiana Jones, pulp approach (works great with Masks of Nyarlathotep, by the way). Now think of IH as "d20 Cthulhu" and Grim Tales as a more "Chaosium Cthulhu": Want your players in a "loner in the dark" game? Use Grim Tales. Want your players in an "action pulp" game? Use Iron Heroes. I'm getting a bit tired of the argument of IH vs. GT, personally. I hope you are as well so we can move on and get to the specifics of each style and how to represent them optimally with their relative system. [/QUOTE]
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