Iron & Lies is an incredibly experimental game--it's a play towards making a game with (at first glance) no rules at all. (If you want to be clever about it, you could say the core resolution of Iron & Lies is its title).
The real magic of the game, then, is how eminently playable it is. The simplicity of the core resolution (Fae cannot parse lies in the moment) allows the complexity of the game to rest in the setting itself. Magic items, strange places, and the fae themselves, each with two things that they are utmost masters of.
Whereas many TTRPGs can be considered cousins to computer RPGs like Baldur's Gate or Fallout, Iron & Lies draws more influence from adventure games like The Secret of Monkey Island, complete with sword fights not really being about the swords.
Someday, I'll be able to play a trip through the House of Moods. Honestly, I can't wait.
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