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Also, Dorvan has now found ANOTHER game, this one set in a futuristic city run by a schizophrenic supercomputer with paranoid delusions. Or something. It should be crazy fun.
Anyway, we play at something like 20:00 - 00:00 GMT on Tuesday night. Poke at me if you're free!
I find this an intriguing concept that might be worth a shot at least. Hopefully something I could fit in my very tight schedule of doing absolutely nothing useful (surprisingly demanding, that) on my free time, even. Where does one learn more?
...if any of you can be bothered to join in.
You don't get to make excuses about needing to learn the rules either, because you don't need to know any . Here is everything you need to know:
• Something happens in the world. Make up some cool IC ♥♥♥♥ to deal with it.
• If the ♥♥♥♥ you make up triggers a Move, roll 2d6.
• Roll 10 or higher, the ♥♥♥♥ happens.
• Roll 7-9, the ♥♥♥♥ happens but not the way you wanted.
• Roll less than 6, the GM screws you .
• Make up more cool IC ♥♥♥♥ to deal with what just happened.
That's it.
• Juani, The Cleric. A dwarf wearing a nun's habit who keeps trying to pass himself off as a saint. He worships Drudgesleg, Dwarven God of Love and Healing and can only pray if he bashes a toe first. His own or someone elses, Drudgesleg doesn't care.
• Grom, The Fighter. A jacked up human wearing a neon singlet made of scale mail. He has a shield shaped like a WWF title belt and wields his signature weapon... a bloodstained steel chair which glows in the presence of jabronis.
• Morgan, The Wizard. A bearded human whose arcane spells manifest as the gayest of rainbows. He has "healing potions" (rum) concealed inside his wizardly books and is also, somewhow, a pirate captain.
As you can tell, we are staying true to Iron Wheel's reputation for hardcore roleplaying excellence.