I'm just gonna post some stuff on here and draw your attention to the most interesting parts. Like here, for example, where Senses and Sense are different attributes on a single character:
Or here, the rules for owning a flashlight (flashlights are then not used in the 14-page example of play):
(It's a D1000 system, by the way. Not sure if you've clocked that.) Here's the system for recognising a particular song, illustrating that just because you perform music you don't necessarily know much about music in general:
The game seems to put a large division between what you *know* and what you can *do,* in general. Here's another example where a player wants to see if some guys are ready for a fight:
You might have guessed that the author is big into martial arts and heavy metal; this paragraph really cements the former supposition:
(So much of this game seems to be about asking players to roll to acquire information and then not bloody telling them)
Ah, this is what we came for! Pulp nazi fighting action! Two-fisted combat! Let's go let's go let's go!
... oh
please, as I just did, try to smile and frown at the same time
Genuinely thrilled to read this; I just ran a game jam were we tried to make overcomplicated comedy roleplaying games, and this would be more than welcome amongst them:
The other delicious thing about Iron Sky is that not only is it a D1000 system but that it uses acetate overlays to determine hits in combat:
The fight's over, and the big dude is dead (or at least super-unconscious); the drama points are called Awesome Points, and in this mode (Pulp Horror) you can mainly spend them on detecting stuff or finding old news reports...
... and that's it. Am I taking the piss out of Iron Sky? Absolutely. It's the absolute antithesis of everything I stand for in game design, aside from the way that you get to beat up nazis, which is good. But it's fascinating stuff, and I'm glad I get the chance to see it.
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