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This game has a lot of charm. It's not just nostalgic, and it doesn't just clone the old basic OSR rules. It's mechanics are most unlike OSR revivals, but the old school vibe and charm are there in spades. The magic system is simple and cinematic. These rules are complete, covering all of the needs of a full campaign. Now let's talk about why I love the system. It's built entirely on attributes. Your attributes are your defining scores. They are also your skills, your saves, and your aptitude. It uses levels but it is classless. You build your character with abilities, which are like your class abilities. You can acquire these abilities if your attributes are high enough. The magic design is pretty brilliant. It's mana based and uses a set of schools, which is creatively original. These schools aren't defined so much by the effect of their spells, as by a schtick or nuance of a tradition. It feels like the schools you choose define your character in a more immersive way. The effects of the spells you'll choose are quite cinematic. They really seem to depict the character of fantasy movies and literature. The rest of these rules are done well. Everything is well rounded. Nothing oversimplified. The injury system also adds a lot of character to the storytelling. A long lived character may have difficulties because of old wounds, and if you get one it's likely you'll remember what gave it to you. This game is a really enjoyable understated gem. Every element of an excellent OSR game is here. Every nuance that you want an OSR game to have Grim Castle rules has. It actually seems to have been built according the mood of play, that you want to have in an OSR game. It's the primary ingredient, and everything else conforms to it. You have plenty of innovation, and just enough new school mechanics to simplify it. This is the game I wish I remembered playing, when I was young. I think I've purchased almost every OSR on Drivethru, and this is the one I most want to play. It's renaissance not revival, and that's what's really great. The Grim Castle rules revive everything you'd want to revive, and innovates everything quite simply. Even though it's new to you, these rules are so intuitive that you'll feel familiarized with them almost immediately. Try this out.
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There is so much to this small package. Classless & level-less. This system incorporates so much into it's basic mechanics. The melee sytem handles multi-attacks, superiority of experienced warriors, dealing with multiple attackers, and defense in it's single melee mechanic. Character building is only the essential, but easily allows builds to any archetype, and easily one of your own. The magic system is likewise extremely uncomplicated and adaptable. A free form spell creation, that actually requires very little math, and remains exact.
The creativity allowed in the magic system, and item creation does make for some opportunistic power gaming. It could be a bit OP, and NPC's taking advantage of this system could turn it into a fast paced slap jack system, of outwitting enemy spellcasters, or them you. The damage causing effects of spells seems well regulated, but the advantages of non-damaging spells, could greatly influence balance. Which could be good or bad? This system seems to promote problem solving, not only by making simply swinging through battles dangerous, but also by making sneaky and inventive solutions enticing.
This system is something that just must be tried. It's an innovative system, for innovative exciting roleplaying.
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Base on the Warrior, Rogue & Mage ruleset, this is a well done translation of those elegant and simple rules, to the pulp genre. Honestly these are the most admirably elegant rules I have found. Classless & Leveless. Reading this left me wondering why roleplaying ever had to be so difficult to learn. The adaptation to pulp is well done, and leaves plenty of room for the story to be a bigger part of the game, than the rules. As nostalgic as an OSR. Simpler than a Hack. You'll love this game.
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Even if you don't plan on playing a Goblin campaign, if you are running a fantasy setting, you should get this. It gives insight into societal behavior of monstrous humanoids. That alone makes this a good read.
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This is an emerging company, and this is where they're breaking the surface. This IronCore engine is very interesting. It is simple, believable, and does it's job by incorporating dramatic effects. The dramatic effects aren't add ons to a simple system, they're integrated with the basic rules. The road warrior aspect of this game is fleshed out very well in this playtest release. There is still work to be done. The vehicle combat needs expansion. The Mythos concept which is hinted at and teased at in the proposed adventures, give a taste of what it might be. Of course the Mythos is supposed to be mysterious, so we can expect them to have some surprises. This game looks very deadly. And that's just the humans threats. We haven't seen what the terrible lovecraftian creatures are capable of. With the world transforming around the characters, it is also similar to an alien exploration game. on your home planet. Chthonian Highways has the ability to pace characters through changing dynamics and moods, from different kinds of threats and environments. It contains possibilities for multiple attitudes for approaching conflicts. The vehicle building and scavenging aspects, will compel players to find creative uses for materials and junk that they find. Of course any modern setting allows for this, but this game will make this aspect intrinsic to gameplay. Thank you IronSpine. Hail Cthulhu, Rise R'lyeh. And you might need an Iron Spine for this game.
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I just cannot imagine anyone who would feel comfortable in this setting. Combine that with how it reinforces the idea of an oppressive caste system, and I'm out.
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I hate abstract, storytelling Rpg's. But I like this, and what's more I like it because it's abstract. Most abstracts I've seen seem to have no rules that I can comprehend. With this one I see function, and actually want to try out the game mechanics. A neme your own power mechanic which actually seems hard to abuse! I'm kinda fascinated with this.
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Simple and to the point, this one doesn't waste your time. It gives you interesting ways to put a zombie plague into any campaign setting. Offers new ideas on how a plague can spread. It quickly gives you all the tools you need to replicate zombies from any movie you might be familiar with. It gave me new ideas as well. If you want a zombie plague..... Well if you want to kill some cocky players, throw some fast zombies at them.
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There are some innovative ideas here. The gift system gives you a new way of looking at attributes. It is thickly themed with randomness, which it mentions at the start. I have never liked the idea of taking my rolls and letting them decide my characters class before, but these talents and traits make it seem interesting.
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Not all the creatures are great, but the good ones are very good. This one should have a price on it.
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I've been looking for rules lite, which this isn't, but tight. Love the time keeping battle mechanic. Combat is very detailed without being a bit clunky. This is the most professionally concise game mechanics I've seen. Use this core for your campaigns and you will not be disapointed.
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