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Metal, Magic and Lore - Basic Player's Rulebook Hardcover – June 25, 2007
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This game is brilliant in thought, and brilliant in application. Many games have attempted to create realism, but none have achieved this level of intricacy with such ease of play. The game flows like no other I have played and creates such a vivid and real feeling. Thank you so much Andrew, Vito, and the rest of the team that made this possible. --Customer Reaction after Playing MML at Origins 2007
Metal, Magic, and Lore is a new fantasy role-playing game by Andrew D. Kozak and Vito J. Pandolfo, of 5th Epoch Publishing. It clocks in at a beefy 374 pages in a thick, solidly-built hardcover book. The text is clear and coherent. The art, apart from one color plate in the back of the book, is black and white. It s clean, professional, realistic, and completely evocative of the style and sensibility of the game. There isn't anything about this game I don t like. In fact, it suits my preferences, my style of play, and my sensibilities as a GM perfectly... --Excerpts of RPG.Net Review Posting October 22, 2007
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Top Customer Reviews
The truth is, I love Rolemaster. I love its depth. I love its brutal, ultra-lethal combat. Knowing that every swipe of the sword, thrust of the spear, and swing of the axe could well be the end of that adventurer breathes a whole new dimension into player characters. But I will NEVER run a Rolemaster game for any group. Ever. Period. The mathematics and constant table delving through multiple guides and books is enough to turn any GM into a gibbering, sobbing mound of crazy. It just isn't fun.
Then I found a solution. Metal, Magic, and Lore is a role playing game offered by 5th Epoch written by Andrew Kozak and Vito Pandolfo. Its philosophy is simple: Bring reality back into fantasy. In MML, your character is more than a block of numbers. It has to be if you want it to have a life expectancy longer than a gnat. It has that visceral combat engine that really encourages tactical fighting. Playing the game for the first time in a demo, my heart was pounding. Kobolds gave us all we could handle. KOBOLDS! It was exciting to be that involved with a character that I had no previous investment in.
Metal, Magic, and Lore is hefty tome. Though I've heard that they are offering a more wieldy softcover version now, my copy is a beefy hardback book that could, in itself, be an effective weapon. The production value is amazing. I buy a lot of independent games and this book is very well put together.Read more ›
I was given two scenarios of a game called Metal, Magic, and Lore to run at SnowCon 2012 in Bangor, Maine. By the time I had finished reading the material, I knew that this was a game far superior to any I'd ever played before (I started playing RPGs with D&D 1978 and am still going strong). I am one of those people who love crunch over fluff in my RPGs, but understand that not everyone in my game group feels the same way, including my wife. This is the reason we never got to play Rolemaster, GURPS, or even HackMaster 4th edition in our home games (despite my protests).
The first time I ran the demo, it was a simple one-on-one battle between a female dwarf wielding a two-handed axe, and a fighter with sword and shield. The battle lasted maybe a half hour, due to my lack of knowledge of the rules (it ended with the dwarf seriously kicking some human tail), but the second demo was over in fifteen minutes. I could not believe how a game could be so realistic, yet so easy, fast, and fun to run. The game is non-traditional, not having a class-based system, so that players can truly create the character that wish to play. The game deals superbly with gender, having males be more in tune with fighting, and females have an innate magical affinity. In my opinion, this just makes sense. The magic system is one heck of a fun time, and very logical. Even the rules for initiative wowed me. This is not a game where characters are nothing more than numbers on a page - this is much, much more. The characters are living, breathing entities whose lives hang by a thread in a very realistic world of monsters and magic. A world in which combat can be extremely deadly, and every die roll is exciting (and with meaning).Read more ›
Metal, Magic and Lore is a purist wargamer's RPG I think, one in which the design ethic was born out of a desire for "realism" (perhaps a better word would be "plausibility" in a world where magic actually works) and unashamedly starts working on that where the work is needed - the combat system.
Far too many RPGs foster the lazy view that realism is capital B bad and steer clear of any suggestion that the combat system is a major component lest they get compared to D20.
Personally, if I am going to play an RPG set in "ancient times" the pretend me is going to bloody well hit things with sharp bits of metal, and I consider it an advantage if the combat system can model the experience for me in a manner that doesn't make my high school physics knowledge scream in outrage.
Of course, to get realism in combat you need a high granularity in the targets, otherwise known as that bugbear of other games - a hit location system.
This in turn will require arithmetic during the character build to sort out if it is going to work quickly enough to be usable in a game.
Dear me. Arithemetic. These chaps must think we have an education.
(Personally, I reckon if you can't do simple integer arithmetic when you've got paper and pencil in hand you are in bigger trouble than you know, but that's just me. I do the sums in my head with no trouble and my brain is worn out from thinking in it for nearly 60 years).
Others have described all this much better than I could. Let's leave it at the combat system is highly granular and not hard to use after some initial work on the character sheet and leave it at that.Read more ›