No longer must you merely be thought a fool … now with the IRONCLAW BOOK OF FOOLS, you can remove all doubt!
Streamlined for second-edition IRONCLAW rules, this book has pared down the original 772-page volume to just 6 pages, yet the number of character options have actually QUADRUPLED in size. How do we do it? Why did we do it? A better question is, why didn’t YOU do it? Now you can! Buy this book today.
For a limited time, this book will be marked down from $99.99 to the wonderfully low price of $0. At these prices, we’re practically giving this book away! Act now before we raise the price and apply a rebate scheme where you have to pay full price but we promise we’ll mail you a third-party check from some non-existent country 6-to-8 weeks after your order.
BOOK OF FOOLS: Show your players what you really think of them.
When one has a large team of people to work with, it can make a lot of sense to split them up.
In a novel, movie, or television show, the main characters may be pressed for time, and they may have numerous leads to follow up with. (Did the bad guys hole up on the east side or the south side of town?) If the party splits up, they can cover more ground. Or the Player Characters will have different interests. Some will want to visit their noble peers; others will want to provide charity at the church; still others will want to buy and sell items. Read more on “Notes from the Aleph: Get More Done by Spreading Out the Party” »
Notes from the Aleph will be our ongoing series of game-design notes from the Sanguine authors.
As role-playing games have evolved, they have become richer and more complex: more options in combat, more special abilities to use. What characters can and cannot do becomes more and more refined … and the books get bigger and bigger, with more and more rules. Since tabletop games are turn based — each player gets a chance to do something, and they get all the time they need to think about it — they will want to plan, they will want to know what options are available to them, they will want to read the rules. Is it any wonder that many table-top games will take three or four hours to play out a simple fight sequence that a movie, TV show, or video game could’ve handled in five minutes?
Sanguine Productions is proud to announce the availability of IRONCLAW: SQUARING THE CIRCLE at the Studio 2 Publishing online store.
The book is available in both a digital PDF version as well as a case-bound full-color hardback.
Everything you need to play in one volume, this new and updated version of IRONCLAW includes all the rules for character creation, with hundreds of character options. Choose your species, or make up your own! Learn amazing powers such as gravity-defying parkour, bone-breaking strikes, last-minute dodges, and wondrous magics. Explore the lands of Calabria, with its unsavory thieves, scheming nobles, evil sorcerers, and bizarre monsters.
IRONCLAW’s unique rules allow quicker play with better results. Combats are fast and furious. The same encounter is different if you’re a noble, a priestess, a layman, or a scofflaw. Enjoy the pacing of a movie as you fight bad guys, solve problems, parley with the locals, and save the kingdom … all in one play-session!
Even though he’s frequently busy, both with his day job and with his rule as Imperator of the Sanguine Empire, Jason took some time to answer some questions for Examiner.com. Click here to read the full article…