Introduction
Politically Incorrect Games’ Iron
Gauntlets reminds me of my start in role-playing. Here, the excitement of discovery and adventure in “old school”
fantasy meets new, highly playable ideas.
While still capturing the classic archetypes from my youth, Iron
Gauntlets relies less on combat bookkeeping and more on flexible action
resolution and an expansive magic system.
Fully customizable while remaining complete, Iron Gauntlets revisits
something old and comes out something new.
The Basics
Iron Gauntlets clocks in
at a crisp 93 pages. The layout gives
the book a nice, clean appearance. The
support products look to keep the same design, lending a nice consistency to
the product line. Some neat freebies
lie at the end of the book – a sampling of the customizable Disposable Heroes miniatures
and a few one-page battle maps
provided by 01 Games. Shy of a
fistful of ten-sided dice, the PDF supplies all the material you may need to
play right out of the gate.
A clear
writing style helps the material get absorbed quickly. While I couldn’t find any out-and-out
grammar errors, a few wording slip-ups pop up, mostly the kind only copyeditors
notice. No writing in the PDF should
embarrass the creators or readers.
I wish the
same held true for Iron Gauntlets’ art.
While most illustrations come from medieval-style clip-art, a few
poor-quality line drawings litter some of the pages. The art quality looks better in the support products, but the
selected art here, including the cover, detracts from the heroic fantasy style
the game targets.
I have one
cautionary note about printing the PDF.
No decorative or blank page separates the cover and contents. If you print the PDF double-sided straight
through, the pages will face incorrectly, with the page numbers along the
inside edge.
Purchasing Iron
Gauntlets from RPGnow
or directly from
Politically Incorrect Games nets you a free set of Disposable Heroes customizable
miniatures. A soft cover version of the
game should appear later this year.
The Guts
Taking the book chapter by chapter:
Introduction – After a brief introduction to
role-playing, the book jumps into world building. By doing this, Iron Gauntlets highlights customization
right out of the gate. This compact
section, essentially a checklist, reminds the GM (called the director here)
about all the basics a living fantasy world needs, from big concerns like
religions and landmasses to the little details which bring a setting alive,
like constellations and holidays.
Should the director prefer to avoid world building, the rest of the book
revolves around standard medieval fantasy, with a few Greek touches.
Characters – Abilities, races, backgrounds,
skills, gimmicks, and vocations all define characters in Iron Gauntlets. Except for the special luck ability and some
other touches, most ratings get determined by spending points rather than
through random rolls.
The basic abilities may take some
getting used to for some players. For
example, only one ability, fitness, covers all physical aspects of a
character. Luck acts similar to hero or
drama points in other games. If you
want your character to possess magical ability, you need to allocate points
towards those specialized abilities.
The remaining abilities define mental attributes, such as influence,
reasoning, and creativity. The races
include standard medieval fantasy fare, including the bizarre-to-me addition of
centaurs. More text describes the races’ roles in the world than detailing
their special abilities in game terms.
Fantasy characters can come from many divergent backgrounds. Iron Gauntlets’ backgrounds provide
certain bonuses, such as a cost break on associated skills. A lord receives skill breaks on
influence-based skills and gains the wealth gimmick, while treefolk start with
the sure-footed gimmick. Gimmicks give
advantages and disadvantages to characters.
Your character may believe he’s a “childe of hell”, possess a dark aura,
or act as a mentor. Vocations, a
better-fitting term than “classes”, determine a character’s role in
society. Mechanically, vocations list
skills purchased at normal cost; all other skills cost double. The included vocations lean heavily towards
medieval fantasy with a few nifty exceptions.
My personal favorite, the architect, sells his talents to the highest
builder, while scouting out old, dangerous ruins for inspiration. Skills appear next. While skills generally link to one specific
ability, skill ratings exist separately from ability ratings; an explanation of
how this works in action resolution appears in a bit. Styles, specific thematic combinations of skills, come up
next. I’ll touch on styles later, since
they have more to do with action resolution than character generation. Instead of hit points, Iron Gauntlets
characters
use separate word-based fatigue and injury tracks.
While
creating characters, a random number of previous exploits get detailed by the
player and awarded some experience on related tasks. This neat piece of character creation gets you thinking about
what previous adventures your character may have had. That run-in with the bandits in the forest gave your character
some experience in tree-top fighting, for example.
Like in the
rest of game, ease of use and customization rules this chapter. Most standard fantasy archetypes happily
reside in the book, but others come easily.
While reading, I knew I’d want a ruin hunter, discovering and exploring
old ruins with a charter from the knowledge-hungry king. Since vocations simply list skills, I wrote
a short, appropriate skill list and had my new vocation. Iron Gauntlets encourages readers to
customize and it happens easily without unbalancing the game.
Task Resolution – Iron Gauntlets uses
Politically Incorrect Games’ Impresa Modular system,
the same system featured in their Rune Stryders game.
Actions get resolved quickly using 10-sided dice. First, determine the relevant skill and
ability for the task. Theoretically,
any skill can link with any ability for action resolution. Roll a number of dice equal to the
ability. Each result less than or equal
to the skill rating counts as a step towards success. Difficulty determines the number of steps required to succeed,
either a set number or an opponent’s steps.
Unskilled attempts use a skill rating of one, meaning the ability dice
rolled must come up as ones to count as steps.
Certain gimmicks and spending luck can raise the number of dice
rolled. Combat expands on the basic
task resolution without bogging it down in too many details.
Styles, introduced in the
character creation section, don’t show their utility until you understand
action resolution. As thematic bundles
of skills, styles let you use any of the skills under their banner at the
highest skill level for relevant tasks.
For example, the athletics, brawling, and composure skills comprise the
Elven Acrobatics style. Whichever of
those three skills ranks highest gets used as the skill rating for any Elven
Acrobatics tasks – even if that means using a higher rated unrelated skill like
brawling to perform a back flip to reduce damage from a fall.
Characters
automatically gain skill-specific experience whenever they succeed at tasks
with a difficulty of four or higher.
Players can either save experience to raise or buy new skills or spend
it to roll an additional die during task resolution. Players may buy new styles with experience as well. Abilities only change under rare
circumstances, such as undergoing intense conditioning to raise fitness by one
point.
Equipment –Standard fantasy equipment
appears here. Weapons and armor get
nice prose descriptions, as do poisons and magical potions. Players, way back in character creation,
randomly determine starting money and hit this chapter’s shopping lists. Given the nice, streamlined touch the rest
of the game has, the equipment section slightly disappoints. I would’ve rather seen something like an
abstract wealth system for determining necessary equipment on the fly.
Magic – With magic, Iron Gauntlets presents its
most flexible system. Though short,
this chapter shows one of the more powerful and useful aspects of the
game. The sample magic systems cover
three sources for magic: crafting-, divinity-, and totem-based. All three receive their unique approaches
through different skills and styles.
Crafting
closely resembles standard fantasy gaming magic in effect. Crafting comprises several different skills,
such as range and movement. Generating
effects comes from using a combination of those skills. Characters can memorize a limited number of
effects ahead of time or spend a turn referencing a spell book. Alchemy, circles, and scrolls provide
alternate casting choices. Styles
include necromancy, rune magic, and some nasty witchcraft.
Divinity-based
magic deals more with specific endowments, such as blessings and prophecy. Faith and proximity determine the difficulty
to call on endowments.
Nature-based
and mythology-heavy cultures make use of the spiritual totem-based magic. The use of spirit guides grants knowledge
and power based on a totem. I haven’t
seen this touched on too much in my gaming, so I liked its inclusion.
Since Iron
Gauntlets magic simply exists as a combination of a specific ability, a few
skills, and some styles, other traditions seem easy to create. Rumor has it that the upcoming soft cover
edition defines a fourth tradition.
Bestiary – All the basic monsters you expect in a fantasy
game show up in Iron Gauntlets.
While each monster has its own specific skills and gimmicks, the
director randomly determines each monster’s abilities within a set range. Though not filled with new concepts, its
light touch keeps it quick and playable.
The short paragraph-length description for each monster sets up exactly
what directors need to know to use it.
Without dealing with large stat blocks, the director can throw monsters
at the characters on the fly without trouble.
My personal favorite enemies, the undead, threaten in four unique and
exiting forms. Have I mentioned
customization enough? Yes, new monsters
stat out easily with Iron Gauntlets.
The only improvement to the
bestiary I could see would come from the addition of a brief “common knowledge”
sentence or two for each monster. This
character knowledge may or may not reflect the truth of the monster. I remember seeing this in Quest
of the Ancients and feel it would fit in nicely here.
Behind the Scenes – A lot of powerful information
resides in this GM section. First,
solid and simple advice outlines the director’s roles as storyteller, referee,
and guardian angel. More rules bits
come in next, from time and travel to additional enhancements for action
resolution. Then, simple guidelines
recommend ways to dole out experience and replenish character luck scores after
each session.
From there,
a formal section on customization outlines plain advice on how to make the
setting and game your own. The ease of
customization appears plainly while reading the book, but having a devoted
section with examples helps.
Stuck for
an adventure? A dozen or so story ideas
and random encounter tables should fire up your imagination.
From there,
some favorite fantasy trappings get touched on. Your favorite spells from other fantasy games get touched on,
showing you how to cast classics such as charm, fireball, and turn undead in Iron
Gauntlets. Then, what’s a fantasy
game without treasures, traps, and relics?
All three receive the same light, yet complete and satisfying, touch the
rest of the game has.
From there, the game nicely rounds out with a brief list of web resources, rules for diceless play using Politically Incorrect Games’ Active Exploits, reference and character sheets, an index, and the aforementioned sample Disposable Heroes miniatures and battle maps. While the miniatures and maps make attractive extras, no details regarding their use appear in the rules.
In Theory
Iron
Gauntlets’ encourages flexibility by providing a solid heroic-fantasy
foundation. Don’t get the idea that it
lacks completeness, because a fully playable medieval-style fantasy role-playing
game exists inside the PDF. You could
happily play for months and months with just the included samples. This setting, though, just provides a fully
fleshed-out example. Starting with the
opening world building advice, Iron Gauntlets sets out to let you tailor
your own vision of heroic fantasy. Each
aspect of the game customizes easily without throwing any of the other pieces
out of balance. All the extra details
come via exciting prose snippets instead of boring stat-based detail. This framework should also allow for easy
on-the-fly creation of an adventure, which I tested in my first playtest
session.
In Practice
Everything
up to this point I wrote prior to playtesting.
True to my earlier plan, I did no setup or planning prior to the game. I simply wanted to see how easily Iron
Gauntlets ran on the fly.
After a
brief overview of the rules, we jumped into character creation. Backgrounds and vocations got customized to
generate the characters we wanted – not because of any flaw in the system, but
to end up with exactly what we wanted.
For example, one of the players envisioned nomads as more rugged and
less about herding, so we replaced the backgrounds bonus to animal handling
with survival. We also got good use out
of that ruin hunter vocation I had made up while reading the book.
Some
questions and observations that hadn’t occurred to me came up during character
creation. For one, do players still get
cost breaks on skills provided by background regardless of vocation? This becomes important since to purchase
even base proficiency in a skill outside of your vocation costs four of your
starting thirty points. This cost alone
makes the idea of a dabbler character rather unplayable.
Also, the
cursed relic gimmick tells you to select one out of the relic list, except no
out and out cursed effects appear there.
For the tomb raider character that had a cursed relic, we ended up
selecting a ring of perpetual light – both a boon and a curse in his
profession!
Selecting
beginning equipment didn’t turn out as boring as I had feared. As long as we stuck to the character
concepts, we purchased necessary goods quickly.
We loved the whole character
exploits option and took the chance to really tell some past stories. We turned into old braggart adventurers as
we recounted the times we once fought undead hordes, scaled cliffs to reach the
lost wizard’s tower, escaped servitude as a galley slave to the pirates of the
Azure sea, and deciphered the mysterious language of the Northern Kings all came
to our minds immediately. Cool. One player commented how this reminded him
of the Solomon Kane stories – old bits of relevant experience getting mentioned
as they help the character out.
Another character creation option
I didn’t mention earlier cropped up – veteran characters. With this option, experience equal to the
governing ability gets granted to each skill.
The composure skill caused the only issue here, since it has no
governing ability. We ended up granting
experience equal to the average ability score to the character who had it.
After that, I took a few minutes
to plot a tale of rival treasure hunters turned uneasy allies, goblin
cutthroats, the hidden tomb of a legendary king, a connection to that ring of
perpetual light, and animated dragon bones.
The game played out in a few hours.
So how did it go? Iron Gauntlets plays quick. The easily remembered task resolution system
speeds up play. Characters performed as
expected, a nice touch the first time playing a game. I do realize one mistake I did make though, which slowed down the
game for me. I didn’t prepare and
customize ahead of time.
I found remember specific skill
names and what abilities they should link to tough. Skills as given in the book didn’t always map out like I would’ve
expected. Had the players and I spent
time customizing things more, I would’ve run things a tad smoother. Again I must point out that this didn’t come
from an inherent flaw in the game, I simply should have taken the brief time to
tailor matters.
We liked experience. Sometimes spending those few points to boost
the number of dice rolled really made the difference.
Damage certain earns its name
here. We actually ran no combats – the
players found clever ways around the stickiest of situations – but we did
crunch numbers later. You will find
combat lethal. This may not map to your
view of high adventure.
Not only do skills outside of your
vocation have prohibitive costs, unskilled attempts sit at a nearly impossible
plateau. Since you only have a 10%
chance with each die rolled, you don’t have too much hope for success out of
the gate. Spending luck only allows you
an extra die. In the future, we may
alter this to each luck point spent equals one step. Unless a vocation includes the relevant skill, you probably can’t
do it – better to stick with a few skill areas and keep your actions centered
on those skills. Not action remains
possible, and again, this may not map to your idea of high fantasy.
The final verdict? We may play again. I would definitely customize more first. Games runs smoother for me when the small
details play as I imagine them. Iron
Gauntlets can get me there.
Wrap-Up
Iron Gauntlets presents a
solid system. You can use its medieval
fantasy as is, but I would recommend tinkering with the setting and character
options to get exactly what you want.
The game remains impossibly easy to tinker with. I’ve never had it so easy to get exactly the
setting I want out of a game. While I
originally missed a sample adventure not coming with the rules, I ended up with
exactly what I wanted with a minimum of effort.
In the end, Iron Gauntlets can
play out a long campaign in a fantasy world of my choosing or give just a quick
jaunt down memory lane. It has the feel
I want and fresh mechanics to keep it exciting. For the few dollars spent, great value returned.
