Dungeon #101: Iron Lords of Jupiter (d20 Modern)

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Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Ashtagon » Wed Sep 30, 2015 7:50 am

Iron Lords of Jupiter, in an old Dungeon magazine issue, was basically Barsoom with the serial numbers removed.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Yaztromo » Wed Sep 30, 2015 10:02 am

Ashtagon wrote:Iron Lords of Jupiter, in an old Dungeon magazine issue, was basically this with the serial numbers removed.
Wow! Warriors of Mars is a 60 pages book, with plenty of images etc. so Iron Lords of Jupiter must have been abridged and with much reduced artwork / maps or that Dungeon magazine issue must have been pack full of great things!
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Ashtagon » Wed Sep 30, 2015 10:30 am

It was Dungeon #101.

As written, a mini-setting was provided, which supposed that underneath the clouds, Jupiter has a habitable surface, the environment of which was curiously similar to the planetary romance genre's rendition of Mars. For copyright reasons if no other, they didn't call it John carter anything, but the influence is there. The campaign assumption is that PCs are either "strangers (ie newly arrived earthlings) or natives. The following native races are written up:

Groll: Survivalist brutes.
Marikon: The ruling race (aka the Iron Lords). A bit more technologically advanced, and with racial weaponry (bone spurs).
Veth: Agile mystics, subservient to the iron lords.

It also includes 7 prestige classes. Of these seven, the Bowmaster is a modified Gunslinger, the Wise One is a modified Field Medic, and the Scholar is a modified Field Scientist. There are also minor modifications to the Soldier, Daredevil, and Bodyguard advanced classes. Finally, there is the obligatory equipment list.

About the only thing needed for a genuine Barsoom setting is psionics for the secret alien masters (easily added), stats for the four-armed martian race, and rules for John's amazing leaping ability.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by finarvyn » Mon Nov 23, 2015 9:54 pm

Am I the only one who hates Barsoom knock-offs? I've read several books over the years and looked at many Mars-like RPG systems, and they all fall flat for me. The original Barsoom books have some sort of mystique to me that other authors haven't duplicated well, and Warriors of Mars is the only proto-RPG product that I've found that seems to really capture ERB's spirit of Mars.

Just my opinion, of course.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Baron » Mon Nov 23, 2015 10:01 pm

Well Fin, I have to say that nothing I've seen has excited me enough to gear up and run a game. So far. I agree that ERB's Barsoom stands head-and-shoulders over everything that tries to emulate it. What would it take to win me over? Slavish modeling of his world and its feel, along with mechanics that stayed firmly in the background out of my way. A few shiny new packaged adventures that recalled that era would REALLY get me going, along with a little sandboxy area around, say, Helium. Done a la CSIO.

Of course, Barsoom stories are written as the adventures of a single hero. Like Indiana Jones, or Dr Who, it's a bit tougher to switch that to a party-based rpg. Barsoom is also sexist, and that's not as acceptable today, so perhaps another element drops out. Finally, the copyright issue is always there looming in the background, even as things slide into public domain.

And you have to answer the question, "What is Pulp?" satisfactorily to everyone involved.

Not a small task.

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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Dragon Turtle » Thu Feb 18, 2016 4:44 pm

Split from this thread: viewtopic.php?f=44&t=7414

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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Yaztromo » Tue Oct 25, 2016 10:36 pm

finarvyn wrote:I've read several books over the years and looked at many Mars-like RPG systems, and they all fall flat for me. The original Barsoom books have some sort of mystique to me that other authors haven't duplicated well, and Warriors of Mars is the only proto-RPG product that I've found that seems to really capture ERB's spirit of Mars.
I run quite a few mini-campaigns for playtesting my Barsoom ruleset adaptation and I have to say that it is very difficult adapting a ruleset to match exactly the powers and situations mentioned in the original novels, as they would break the game (for example the mind-reading abilities that are common in many Barsoomians: they can spoil a lot of the fun in investigation-based adventures.
At the end you find yourself bending the rules (that are in the novels) in order to make the game playable (and they are hard choices to take). The other issue is that many players like to be powerplayers and it is really difficult conveying the mystique of Barsoom to them.
Perhaps these may be two root causes of the issues that you mention.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Yaztromo » Sun Dec 11, 2016 9:18 pm

I finally managed to get the magazine with the Iron Lords of Jupiter d20 Modern campaign notes and, while it is explicitely inspired to Burroughs novels as well (and also to similar kind of planetary romance sagas like Flash Gordon etc.), it would be massively unfair saying that it's the old Warriors of Mars campaign by Gary Gygax with serial numbers removed.
It is definitely a different setting.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Havard » Tue Apr 09, 2019 6:44 pm

Yaztromo wrote:
Sun Dec 11, 2016 9:18 pm
I finally managed to get the magazine with the Iron Lords of Jupiter d20 Modern campaign notes and, while it is explicitely inspired to Burroughs novels as well (and also to similar kind of planetary romance sagas like Flash Gordon etc.), it would be massively unfair saying that it's the old Warriors of Mars campaign by Gary Gygax with serial numbers removed.
It is definitely a different setting.
Cool!

Can you give some examples of what makes this setting unique? :)

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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Angel Tarragon » Mon Apr 22, 2019 8:09 am

It is definitely a fun and different setting. It might be interesting to try to convert to use with the Eberron setting, use the ILOJ setting as sub-setting in the elemental plane of air.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by Yaztromo » Wed Apr 24, 2019 6:13 am

Just looking at the length of material proposed, Barsoom is a much deeper background, with lots of history and detail proposed across a dozen of novels (or a full book, if you consider only Warriors of Mars by Gygax & Blume, that included a lot of cultural and historic detail as well and, relatively, not so many stat blocks), while the Iron Lords of Jupiter is described in a few pages of a magazine (including rules and stat blocks), so of course it can't go beyond the descriptions of a few "pulpy" races and situations.
On top of this, Barsoom has quite a lot of bizarre detail (Martians look like "coloured" humans but make eggs, living 10,000 years, having the atmosphere factory...) that are not in the Iron Lords' Jupiter, that is just vaguely inspired by a mix of pulp tropes (i.e. including not only Barsoom, but also Buck Rogers, Flash Gordon, etc.) "made simple" for allowing a quick and fun game or short campign without too much cultural depth.
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Re: Dungeon #101: Iron Lords of Jupiter (d20 Modern)

Post by BotWizo » Wed Apr 24, 2019 5:13 pm

Iron Lords of Jupiter. The game was published in Dungeon (Issue 101 - Aug 2003) / Polyhedron (Issue 160); it was written by Ian "Lizard" Harac.
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