Ironclaw

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The one major thing that would need changing is that everyone in Ironclaw is at about the same size, so a GM would have to come up with something for that. A common-sense bonus/penalty die based on the scale would probably be enough 90% of the time, though.

Easy fixes, though some species need tweaking / creating, as badgers should probably be stuck with Giant and moles need to exist. I'd probably drop magic entirely for a game set in the Redwall setting, as there the only magic is just prophecies and some questionable divinations from foxes, not fireballs. Now to find a group.

Yeah, giving some of the species a Giant gift would work. Maybe as a quick and dirty houserule you could even assign a limit on the size of the Body die for each animal, reflecting on their relative size to each other. The smaller rodents would have to assign the d4 for their Body, for example.

I dunno about that. Body drives how tough you can be as well as how strong. There's been some pretty strong mice, and certainly most of them rate better than a d4.

Better might be creating three size classes like DnD does, with bonuses and penalties to each category. Large is a penalty to be hit, bonus to Soak and lift things. Small is harder to hit, lift less, etc. It'll need a little tuning, but that's a mechanical solution.

That or just use common sense and scale the difficulty / possibility of tasks per character size. A badger can probably easily pull a logboat ashore on their own, but a mouse would find it very difficult. However, when it comes to hiding under that logboat from a gang of foxes, the mouse will find it trivial, but it's impossible for the badger. That's a lot of GM interpretation, though, and the players would need to be able to understand and accept the GM's rulings on it.

Personally, I think you could handwave it with the justification that in the books, size differences between species aren't consistent or even important until they ARE important narratively. For example, the fact that the old badger marm ought to be the size of a bus compared to a mouse isn't all that important most of the time.

However, when the rats in the abbey piss her off and she lifts an entire oaken table to menace them, then her size and strength matter in a way they don't for a mouse.

It's one of the reasons I'd considered using Fate for the Redwall game I want to run, because all those species and size differences can be wrapped up in aspects, permissions, and stunts if need be.

>The setting is furry trash
Actually... I thought it was pretty good. It was well fleshed out. All the major factions have flavor, and even the minor factions have enough background and motivations to function with just the core book.

I liked the questionable founding of the white magic church, where few realized the true nature of the magic involved in the miracle which founded it. It had an excellent definition of what is "black" as opposed to "white" magic, and how blurred that is with any ruling entity defining that for itself. I also liked the pre-historic setting for magic, and the intentional rejection which led to a Renaissance development.

I like the non-magic of the setting too. The old institutions of monarchy are being, sometimes aggressively, replaced with the emerging powers of merchants and the middle class tradesmen, while even older pagan and naturalist societies are still trying to hold their own relevance or are forced to modernize.

The first novella is excellent too. The one about the bounty hunter during the kingslayer crisis.

Haven't read the other novels yet.

I thought Redwall already had Mouseguard? Seems much more fitting.

Mouseguard is too brutal for Redwall, I think. Ironclaw bakes in a heroic feel, well suited to lighter fare.

Did anyone here back the Middle Eastern setting book?