Review Editing
Review of Ironclaw: Anthropomorphic Fantasy Role-Playing
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The setting is based on the island-continent of Calabria, split between five Great Houses: the vulpine Rinaldi (very much like the Renaissance Italian Venetians), the equine Avoirdupois (very Germanic Knight), the lupine Bisclavret (owing much to a pseudo-Celtic feel), and the boar Doloreaux (who remind me of the mideval French but are the hardest to pin down). Of course there are assorted Minor Houses, including the goat Chevernaise in the mountains of the northwest of the continent. Most of the focus is on the port-city of Triskellion where the Houses freely mingle although the city proper is nominally under Rinaldi control. There's a rich diversity of terrain and the holdings of the Houses are described well enough and have enough individual quirks to make traveling the continent's breadth interesting.
Mechanically, Ironclaw plays much like a synthesis of Over the Edge, Dirtside II, Heavy Gear, and Earthdawn, taking the best parts of each. Characters have six basic Traits (Mind, Will, Body, Speed, Race, and Career). Each of the Traits is assigned a die (yes, a polyhedral) from d4 to d12. Skills can then be purchased, also with die ratings from d4 and up. To resolve most Tests, one simply throws the dice that seem to apply and compare the highest number rolled. Its simple, fast, and radically easy for both the old hand and the newbie.
Example: Willem Orange is a burgler by trade (Career: Burgler d10) and he's spent a bit of his extra time working on his lock-picking (Lock-picking d6). Late one night, Willem's practicing his trade on an average lock (Difficulty 2d6). To find out if he picks it, Willem's player rolls d10 & d6 while his Game Host rolls 2d6. Later, Willem is trying to run away from the night watch. Willem rolls d12 for his Speed vs the watch's d6; he'll need three successes to get away, his Host decrees.
Combat in Ironclaw is smooth and understandable; there are both Basic and Advanced combat systems so you don't have to jump in with both feet from the beginning.
The magic system in Ironclaw is traditional but well put-together; mages can become 'Adept' at a spell, no longer requiring rolls to see if it goes off.
All in all, I find Ironclaw an /excellent/ game and one that bears watching; future suppliments promise to cover the Rinaldi, the Phelan (a group of shaman-led primitive tribalists who give rise to many Atavists, people who reach back to their animal nature for power), and an entire book on the Eastern-influenced neighboring continent.
[Addenda after original write-up: The next suppliments for Ironclaw planned are an in-depth study of the Rinaldi and, by extension, the noble culture of Calabria, followed by a digest on the Phelan, a primitive tribe of wolves. After both of those will be published a large tome on the Eastern anthropomorphs, with new forms of magic and new species.]
Style: 5 (Excellent!)
Substance: 5 (Excellent!)

