+Chris Gonnerman is a machine. I think that when Skynet takes over the world he will finally be revealed as the game design arm of the Terminators.
I mean this in a really good way.
Gonnerman's Basic Fantasy RPG, a retroclone (with a few liberties) of the old school D&D B/X rules, is one of the best of the best of the retroclone crowd. It is clear and concise, and in some places it is actually better written than the original material. With Basic Fantasy, Gonnerman has created a functional and playable game that both honors the past and takes it into new directions.
Now, I know that I am a little behind on talking about this new game of his, Iron Falcon, but I'll admit that is because there have been a lot of games for me to read and comment upon over the last few months. Also, I figured that since Iron Falcon is a clone of the original D&D rules that I wouldn't need it because I already had Swords & Wizardry in my toolkit that I wouldn't need another game that covers the same material. Guess what? I was wrong.
Once again Gonnerman knocks a game out of the ballpark. Unlike with Basic Fantasy, where Gonnerman wanted to recreate a version of the game that he was introduced to and prefers to play, Iron Falcon started more as an intellectual exercise. With the existence of Swords & Wizardry, it didn't seem like he felt there was as much of a need for another game that covers this material...however that didn't stop him and boy howdy am I glad that it didn't.
Don't get me wrong, I love Swords & Wizardry. It has been my go-to fantasy game for a few years now (since our online group started up our first game with it), but there are flaws with it. The organization of the book isn't the best. It can be difficult (even after playing for a while) to find certain important tables during play. Iron Falcon doesn't suffer from these issues. One of the halmarks of a Gonnerman game is excellent organization, and with Iron Falcon he does not disappoint on that front.
From a rules perspective, there really isn't a lot of difference between Iron Falcon and Swords & Wizardry. The main difference seems to be that Iron Falcon uses the traditional system of saving throws, rather than Swords & Wizardry's streamlined approach. This is probably more a matter of taste, but I find myself liking the return to the traditional saves more than I thought that I would.
Iron Falcon probably has more magical items than Swords & Wizardry, but for me that is a bonus. I love having magic items in my games more than I like having actual spellcasters. I'm weird that way.
The writing in Iron Falcon is some of the best among those retrocloning old school rules sets. Just like with Basic Fantasy, the writing in Iron Falcon is clear and concise. He goes the extra bit to try to explain confusing and awkward rules, and that makes these rules a solid foundation upon which to build your campaign. There isn't anything new or groundbreaking to be found in these rules, but that's really not the point of them either.
If I had a complaint about Iron Falcon it would be that (unlike the bulk of the Basic Fantasy library) there isn't an editable version of the rules available. Why you gotta hate on those of use who like our house rules, Gonnerman? The lack of this wouldn't keep me from running the game, but if there is a feature request list out there, I would like to put an editable version of the rules onto that list. Hopefully the devoted and prolific community that has gathered around Basic Fantasy will start creating material for this new game as well. I know that I am tempted to do so.
If you're looking for a simple, streamlined fantasy game that gives you everything that you need to play in one source, you should look more closely at Iron Falcon. It may be that I just reach for it the next time I want to run a fantasy game instead of running another game of Swords & Wizardry.