If I were to run an Iron Heroes game for my next campaign, it would be set in Utolso Varos, the Last City. This, as the name suggests, is the last city on earth, and mankind has retreated to it as the world grows old and fades, and life for human beings becomes hostile.
Like Nessus or Viriconium, Utolso Varos is almost collapsing under the weight of its own history. It is many thousands of years old, and feels it - it is decadent, listless, and resigned, although it still possesses a faded and elegant sort of beauty. It is situated on an island in the middle of a great inland sea, and beyond that sea is the wild, dying earth, peopled by beings wondrous and alien, and scattered with the ruins and remnants of the civilizations of aeons past.
The earth has become so old that its very existence has become tattered and frayed. Time passes slowly, and the light of the sun has become flat and dull. Alien spirits and demonic things from other realities slip through the decaying fragmentary boundaries between their worlds and ours. Those who can practice magic hoard it, as if it might protect them from the inevitable end of all things. Gradually the human race dwindles, and history turns its face away.
And in this world we find the PCs: a bunch of guys with big swords raging against the dying of the light by killing things and taking their stuff.
Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Showing posts with label iron heroes. Show all posts
Showing posts with label iron heroes. Show all posts
Friday, 13 January 2012
Wednesday, 11 January 2012
Shadows of the Iron Sorcery
Being a bit of a contrarian, I'm starting to think about what's become the red-headed stepchild of D&D in recent years (at least, as far as I'm concerned): 3rd edition. It's been left behind by the OSR, by Wizards of the Coast, and by most of the remaining fanbase (who all now seem to play Pathfinder), and it now feels like a somewhat forlorn and desperate figure at the fringes of the D&D pantheon. We won't talk about 2nd edition, which is even worse off, but at least that has the saving grace of partially coming under the OSR umbrella - if only due to compatibility issues.
I didn't like 3rd edition when I came across it, which was years after it came out (there was probably a 10 year period in my life where I didn't play RPGs at all), and d20 always struck me as a bland and quite irksome way of running a game. D&D never had a really sensible or coherent set of rules, let alone an elegant one, and shorn of D&D there was just no point in using the system whatsoever when so many others were available. I played in a d20 Modern campaign fairly recently and loathed that particualr iteration in particular.("You get hit by a 7.62mm round. Lose 12 hit points!")
But I have a vague hankering to run a more Sword & Sorcery, Shadows of the Colossus-tinged affair, in which the PCs go around taking on mighty mythical beings, horrible ancient demons, and gargantuan Things That Should Not Be (something I've written on in the past) in a Fantastical Post-Apocalyptic World Populated With All Sorts of MenacesTM, and I've got something of an idea that Iron Heroes is the way to go with that.
The more I read about Iron Heroes, indeed, the more I start to like the thought. Listen, I love tactical combat in a wargame setting, so why not in an RPG? I like the notion of taking magic out of the hands of the players. Something about starting off the PCs as relative "bad-asses" also appeals to me, since almost all my games start off with the opposite approach. And above all, there's something almost perverse about playing Iron Heroes in this day and age, given that it's sort-of proto-4e-while-retaining-elements-of-the-worst-edition-ever, which is what I really like about the idea.
I didn't like 3rd edition when I came across it, which was years after it came out (there was probably a 10 year period in my life where I didn't play RPGs at all), and d20 always struck me as a bland and quite irksome way of running a game. D&D never had a really sensible or coherent set of rules, let alone an elegant one, and shorn of D&D there was just no point in using the system whatsoever when so many others were available. I played in a d20 Modern campaign fairly recently and loathed that particualr iteration in particular.("You get hit by a 7.62mm round. Lose 12 hit points!")
But I have a vague hankering to run a more Sword & Sorcery, Shadows of the Colossus-tinged affair, in which the PCs go around taking on mighty mythical beings, horrible ancient demons, and gargantuan Things That Should Not Be (something I've written on in the past) in a Fantastical Post-Apocalyptic World Populated With All Sorts of MenacesTM, and I've got something of an idea that Iron Heroes is the way to go with that.
The more I read about Iron Heroes, indeed, the more I start to like the thought. Listen, I love tactical combat in a wargame setting, so why not in an RPG? I like the notion of taking magic out of the hands of the players. Something about starting off the PCs as relative "bad-asses" also appeals to me, since almost all my games start off with the opposite approach. And above all, there's something almost perverse about playing Iron Heroes in this day and age, given that it's sort-of proto-4e-while-retaining-elements-of-the-worst-edition-ever, which is what I really like about the idea.
Labels:
d20 modern,
iron heroes,
random blatherings,
things to try
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