The Ironborn
By
Mike Mearls
Welcome to the second installment
of The Book of Iron Might design diaries.
In this column, I talk about the thought and ideas behind different portions
of the book. Hopefully, these insights will help you understand why this combat
sourcebook turned out the way it did and perhaps help you in creating new rules
and material for your own campaign. This installment covers the ironborn, a
race of constructs usable as player characters.
A Flexible
Class
From early on the ironborn's
defining trait, its flexibility at character creation, stood at the heart of
my design process. If someone went through the effort to build an intelligent,
humanoid construct, they would probably design it for a specific task or craft
it to reflect their personality or prejudices. A big, brawny barbarian wizard
would likely craft a construct that reflected his culture's values, while a
spellcaster who needed a faithful spy might create one designed for espionage.
Considering the arcane knowledge and talent needed to create a living construct,
it made sense to me that a creator could tinker with the basic formula to fill
specific needs.
Given that I wanted the
ironborn to be easily configured, I now had to figure out whether I wanted them
to be as strong as the core classes or weaker. There's a good argument that
a race with such flexibility should pay for those options by making them weaker
when compared to a half-orc or dwarf. However, that argument didn't hold water
for me. Each of the races is designed to cater to a stereotypical role. Dwarves
make great fighters, while halflings and gnomes are excellent rogues. Half-orcs,
with their great strength, excel as barbarians, fighters, and clerics who focus
on whacking monsters rather than turning undead. The ironborn could, in theory,
excel at any class.
The key consideration is
that compared to an optimal race-class match, the ironborn doesn't have an advantage.
Usually, a poor match (like a half-orc wizard) serves as a fun roleplaying challenge.
Players in search of an optimized character aren't likely to select a race and
combine it with a class that can't take advantage of its strength. In the ironborn's
case, you simply need to match an ability package with the class that it's meant
to synch with. The ironborn are not better, they simply allow you to choose
them as a race and not worry about restricting them to a specific set of classes.
More importantly, if you
look at the question from the opposite end, it makes even more sense to balance
each ironborn options package against the core races. If an ironborn fighter
is weaker than the optimal fighter-race combinations, why b0ther playing one?
If the ironborn is weaker in all possible combinations -- in other words, all
of the packages are weaker than the optimal class-race matches -- why bother
playing an ironborn in any situation? Thus, for the race to follow my core mechanical
concept, it was necessary to balance all of the options against the core races.
Playing
Ironborn
While the ironborn mechanics
were fun to design, I really enjoyed tinkering with the roleplaying elements
of the race. Every ironborn has a burden, or an innate drive to fulfill the
task for which it was crafted. It occurred to me that someone who took the time
to build an ironborn would want some assurances that it would take to the task
set before it. It would be vexing, to say the least, if your shiny new assassin
became a pacifist, or if your newly minted apprentice decided he wanted to become
an actor rather than a wizard. In The Book of Iron Might I emphasized
that the ironborn's burden was included purely for roleplaying purposes to make
DMs aware that the burden could play as big or as small a role in their games
as they wanted. It played no role in balancing the mechanics, so it would be
cruel to rigidly enforce it on a player who simply wanted to stomp on orcs rather
than explore his character's personality.
As an aside, I really like
explaining rules in those sorts of practical, direct terms. Too many roleplaying
books are written like arcane texts that a gamer must decode to truly understand.
I try to think of the reader as a fellow game designer who has to alter his
game to use my house rules. Realistically, every DM is a roleplaying game designer.
Maybe not a professional one, since there's a tremendous difference between
designing stuff for a campaign and for publication, but a designer nonetheless.
Building
Ironborn
Finally, I think the limitation
on how many ironborn a person can construct bears some discussion. Under the
rules as written, you can only build one ironborn. Thus, an evil wizard couldn't
hope to construct an army of them unless he kept ordering the ironborn he built
to create new lackeys for him. Even then, the process is slow and, in a world
where orc mercenaries are always looking for work, probably not worth it.
I had two factors in mind
with this decision. First, and most importantly, I wanted to give PCs the opportunity
to make ironborn cohorts. It seemed logical that, if the ironborn are constructs
built by their masters, the PCs should be able to learn and use that lore. In
many campaigns, the characters become powerful wizards and skilled warriors.
It seemed silly to insist that even a 15th-level PC wizard couldn't create an
ironborn just to keep that ability out of their hands. On the other hand, I
wanted to ensure that a DM would never have to deal with the headache of a player
who abuses a faithful servant. One group's valued ironborn cohort could be another's
reliable trapspringer.
On the other hand, I also
wanted to give DMs a convenient excuse as to why the ironborn were only recently
added to the campaign and why they couldn't spread too quickly. I had a basic
aim -- make the ironborn easy to add to the campaign and easy to control in
terms of numbers and influence -- and I used it to guide the story material
I wrote for them. In many ways, the "fluff" portions of roleplaying
material must undergo the same examination and conscious design as rules. Just
because background material can't be added, subtracted, or measured using cold,
hard numbers doesn't mean you shouldn't create it with a specific need in mind.
Background material is just as much a tool for your game as a new prestige class
or a feat. When I create "fluff," I try to sculpt it to fit a specific
need in exactly the same way as a new spell or magic item.
So, that's the ironborn.
In my next installment, I'll talk about the new feats found in The Book of
Iron Might. See you then.
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