Metal, Magic and Lore: Basic Player's Rulebook

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A journey filled with excitement and adventure awaits you in the world of Metal, Magic and Lore

This is a Fantasy Role Playing Game where the details count, and when the details matter players have an immersive experience which puts them in the center of the action. Yet, these same details do not get in the way of having fun. The rules have proven easy to learn and many games are up and running in a few minutes.

The entire game system is based on skills. There are no character classes to restrict what Players and GMs might imagine. All tasks from the mundane to magic to melee are resolved with a single roll of percentile dice.

The Character Creation system provides the details necessary to breathe life into the Player's imagination. The playable races will be familiar to most, yet they are made more real by the Lore which describes the society, customs, economics and development of each people.

Combat is fast-paced and can be quite deadly. Metal, Magic and Lore is a game where tactical skill and strategy are likely to be the difference between victory and defeat.

The game's Magic System is seamlessly integrated into the rules and all of the schools of magic are as easy to put into play as any other skill. Wizardry, Symbolism and the Elements all come alive with effects that enhance the game’s storyline—not overwhelm it.

The Metal Magic and Lore game system is supported by a line of supplemental PDF products. Players and GMs may purchase only those pieces that interest them at any given time.

Metal Magic and Lore—putting reality back into fantasy.

The PDF edition contains the full version of the game, including an index and a bonus 11x17 version of the world map.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Dark Archive

It all started when I thought I was just running a demo at a convention.

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). I knew that I had to buy this game as soon as I could.

When my order arrived, I was impressed with the quality, as well as the quantity. I purchased the core rulebook (with the classic cover), the GM Travel Sourcebook, and the two GM Resource discs. The main rulebook itself is a tome, and has the look and feel of a codex right out of the game itself, yet it wasn't as heavy as I thought it would be. The sourcebook and CDs are chock-full of information, additional bestiaries, a character generator spreadsheet, and even a starter adventure to kick off a campaign.

I have not been this giddy over wanting to try out a game system so badly. I love it for not being a "d20" based game of fluff, and my players will love it for not needing a PhD to play.

One suggestion I do have is to purchase it through the company's own website, as it is much cheaper with their specials, and they even have bundle deals, and no shipping charges in the US.

Game on!

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