This precipitated a trip to the Sanguine site, which then showed me that there is a revised version of Ironclaw that has been available since the. Book of , , MB. Book of , , MB. Ironclaw , , Ironclaw is a game made by furries, for furries and about furries. It takes place in a sort of feudal european fantasy setting. Basically Furcadia.

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It looks like you’re new here. If you want to get involved, click one of these buttons! March edited March in Story Games. At one in the morning, a man begins to ponder things, like the meaning of life, and the relative quality of RPGs featuring anthropomorphic characters.

And I haven’t really seen much buzz for this, except some cryptic statements on RPG. So is there anything about it that’s uniquely awesome? Coming from the perspective of story gamers first and foremost? March edited March The dice mechanics for all of the Sanguine systems is very clever. Combat isn’t it’s the best way to show them off, however. For instance, we ran a Jadeclaw game Ironclaw but in mythic China, different species and careers, that kind of thing.

And the following thing happened all the time: You gather a dice pool from many different sources, and so does your opposition, and then you roll them all in one big pile like oracle bones and the results tell you something.

So, is Ironclaw any good?

My oration skill dice from my Career were weak this roll, but the dice from my own independent skill were much stronger. Clearly I have captured a passion within me to argue this round. My opponent rolled poorly to resist my argument, but the bonus die he received to his roll because of the accusations thrown at me in a previous scene was the highest die rolled, beating even my oration.

No one believes me, even though I speak passionately, because I was accused already. The system works the same in combat.

I ddition from cover at an opponent, slightly out of range for my weapon. This gives him some bonus dice, which are different colored.

So if I lose, we can back-narrate how I lost based on the highest die rolled on his side. Perhaps the weapon itself malfunctioned, perhaps the range proved too great, perhaps the projectile struck the cliff-side, etc. But this pooling rolling cycle happens on each action for every round in combat.

It would be a fantastic system if used for conflict resolution, rather than round-to-round strikes. However, Jadeclaw, Ironclaw, Usagi Yojimbo, and even Albedo are all heavily dependent on round-to-round actions and detailed combat ironclqw. Gain ironc,aw to but cool techniques to be able to kick ass and show off in combat.

True, there are other techniques, ediiton non-combat skills, but they don’t occupy much of the ironclaa. Usagi Yojimbo even has a kind of Mana system to fuel your techniques, and scene based refreshment rolls feeling much like a blend of TSoY and the new Powers based 4e.

Them’s my two cents. It has great potential if it is also your flavor. But it can alienate anyone who wants to get 22nd done quickly inside of combat. I was in a hurry the first time. The experience reminded me of why I left traditional games several years ago. Everything is slow, a moderately large combat sequence lasted 4 hours of a 4 hour session. If you were a trad gamer, perhaps you might like it.


The setting is detailed, and you ironclaq have to be a furry to enjoy it. And the rules are on the complex side of average, but give some value for the effort spent, like the dice-trick Harlequin mentioned. But if you have gotten accustomed to the rapid narration and story progression that follows conflict resolution rather than task resolution, like I have, you will pull your hair in frustration. If you want to play furry stuff, take a look at Mouse Guard, or buy IronClaw for the setting, and use SolarSystem for rules.

Ironcoaw Sanguine games were an influence on my development of Cortex Plus. I like the idea of grabbing a bunch of dice of different sizes from different appropriate places and generating some kind of result. The new version of Ironclaw looks pretty good; I want to try ironcllaw it sometime. I heard the new edition Squaring the Circle was supposed to be a faster combatwise than the older editions, and was the one I was looking at specifically, which perhaps I should have clarified.

Although it confirmed my suspicions the older versions weren’t worth taking a look at, which is still pretty helpful to me. So let me ask you, what do you think is the strength in running an anthro game? I mean, what do you look for in a “good” one?

Sanguine’s games with ironclww exception of Usagi Yojimbo all give your Species a trait die, which describes how animalistic you are in a sense. It’s kind of like your Nature in Mouse Guard.

Is that a positive thing for your, or a editioon of impairment? And Ironclaw deals with a lot of undercurrents of racism or species dominance. Is that a bonus, or is it a theme that is important to the genre? Albedo allows for a massive variety of species, and can really get them custom built to suit your needs, but it assumes that for the most part they work and live together except for the Fascist I,L,R, Rabbits Is that the tone you are looking for?

Have you looked into Big Eyes, Small Mouth? It’s fairly generic, but it has had success being bent in an anthro direction. We were playing the new edition. I have 2bd experience fresh in mind as the last of the four sessions were last Saturday. I’m just looking for games that have an interesting take on the whole anthro thing.

Ironclaw and it’s ilk try to sell themselves on that, and I was trying to get a feel for if it sounded like something I’d be interested in playing. Mouseguard is by far the edittion of the edjtion I’ve read, because it actually does make the fact you’e a mouse matter a lot. It doesn’t hurt that I’m an unabashed Burning Wheel fanboy as well. But I was interested in more of a multi-species game, where you could be more than mice. And potentially, one with neat mechanics that put the fact you were playing as an animal-like humanoid at the forefront.

Exactly how wasn’t really anything I was thinking about, as long as it had some interesting mechanics that elevated it above just using one of the many 2ns I have floating around IE: Just Hack Dresden Files.

And sadly, it does not sound like Ironclaw is the game I’m looking for. Have you seen Justifiers? I played it at Forge Midwest last year. I don’t know if it ediyion past this early draft I don’t know what happened to The Exchange rules. All the old links seem to be down. And yeah, a Fate hack 2nf Justifiers is something I’ve considered Your species is an aspect! And yeah, I think I’m going to have to work on it now. Sanguine is a company doing a lot of amazing design that is a bit orthogonal to both traditional and story game design.


I 2ns go on forever about them. Let me share a story with you about something that happens in real life and how IronClaw is aware of it in ways many games aren’t. Baboons aren’t nothing to fuck with.

Let me tell you why And yet in the wild, these little motherfuckers can intimidate a baboon into giving up a kill just by jumping around trying to scratch him: It probably doesn’t happen routinely, but I know it happened at least once, because I saw the footage. And it happened precisely because the baboon was no idiot. A fight’s a fight and any fight is one where someone can walk away with a missing eye or worse, like a career-ending infection.

Ain’t no antibiotics in the wild. Sometimes it’s just not worth it. The new IronClaw knows this and bakes it right there into the combat system. The first two things you do when you hit someone in combat is make them take a moment to think things over and make them go away. The first two things! And I’ve got to tell you, someone pulls a sword on me, those are precisely the first two things I’m doing. Specifically the first “point of damage,” if you will, in IronClaw sends you Reeling, which means on your next round you’ve got to spend a moment getting over the fact that someone just swung a hunk of sharpened steel at your head.

So, is Ironclaw any good? – Story Games

The second “point of damage”–not precisely what it’s called but you get the idea–makes you Afraid, which means you can’t attack anyone until you’ve ended the turn out of sight from all attackers. You can counterattack to your heart’s content, but you can’t press the attack and assault targets of your own choosing until you’ve done this bit of hiding.

What’s more, several prey species, like rabbits, can take advantage of this. They dodge better and move faster when this Afraid condition is on them, because shit just got real. And those who are experienced with combat that is to say, those with the Veteran gift can keep their cool a bit longer in a fight, which gives them a distinct and interesting advantage.

It’s a deadly combat system in which life ain’t cheap. I should point out that as of this post, I’m just a rules admirer, not an experienced rules user when it comes to IronClaw. Despite having interior art like this: The furry bit is still a something of a tough sell to folks. Soon, however, I’ll have my game and be able to report on more than just design envy. For someone that really isn’t into anthropomorphic fantasy this also sounds like it would be a good system for doing something akin to Steven Brust’s Dragaeran books.