Iron Kingdoms Privateer Press to Launch Iron Kingdoms RPG





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    Privateer Press to Launch Iron Kingdoms RPG

    My last contact with Privateer Press and their Iron Kingdoms setting was The Witchfire Trilogy of adventures for D&D 3rd Edition about a decade ago. Since then I've been peripherally aware that they moved on to a miniatures game of some kind, but they've been largely off my radar as a - primarily - roleplaying gamer. It turns out they just released an RPG - the Iron Kingdoms RPG, to be precise. Steampunk fantasy RPG goodness - well, I hope so. It was released on 19th September as a $59.99 hardcover. Here's the blurb:
    Embark upon a journey of adventure and intrigue in a steam-powered world fueled by magic and contested with gunfire and steel. Armed with mechanika and accompanied by mighty steamjacks, explore the soot-covered cities of the Iron Kingdoms and the fell ruins of ancient powers.
    This essential full-color guide to the award-winning Iron Kingdoms setting equips you with:
    • A robust, elegant rules system crafted especially for the world of the Iron Kingdoms. This system builds upon the rules foundation of the critically acclaimed WARMACHINE and HORDES miniatures games to meet the complex needs of a roleplaying game.
    • Rules for character creation and advancement that let you take on the role of iconic Iron Kingdoms characters like fell callers, field mechaniks, gun mages, warcasters, and more.
    • Details on diverse playable races: humans, gobbers, Iosans, Nyss, ogrun, Rhulfolk, and trollkin.
    • Crafting systems that enable you to explore the mysteries of mechanika and alchemy.
    • A comprehensive overview of life in the Iron Kingdoms and the history of western Immoren.
    More info here!
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    Witchfire trilogy (especially the first adventure) was really a pleasure to read and it was pity i never played it. Also, Monsteronomicon was an excellent monster book (an example to all monster books actually).
    They prodruced a player guide and a campaign setting which imho had superb quality.

    Having said that, it is very unlikely to invest in their new game since my gaming group does not want to play anything but d&d... However i wish em good luck.

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    I seem to recall owning a 3.x edition Iron Kingdoms hardcover. What's new with this one... they revamping for Pathfinder, or going 4e, or doing their own thing?

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    Quote Originally Posted by Herobizkit View Post
    I seem to recall owning a 3.x edition Iron Kingdoms hardcover. What's new with this one... they revamping for Pathfinder, or going 4e, or doing their own thing?
    This is their own system. Its very similar to 3e/4e though in terms of combat rules and such. Any veteran of 3e or 4e would pick it up right away. The major difference is its a base 2d6 system instead of a base 1d20 system. The stats and skills work similarly to True20. Its a flat number that you add to your 2d6 roll.

    For those who play Warmachine or Hordes, their minis line, it uses essentially the same combat rules. Its just fleshed out a bit more for the RPG. The advantage being that the mini players can easily transfer their stats to the RPG and vice versa.

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    Quote Originally Posted by Dragonblade View Post
    This is their own system. Its very similar to 3e/4e though in terms of combat rules and such. Any veteran of 3e or 4e would pick it up right away. The major difference is its a base 2d6 system instead of a base 1d20 system. The stats and skills work similarly to True20. Its a flat number that you add to your 2d6 roll.

    For those who play Warmachine or Hordes, their minis line, it uses essentially the same combat rules. Its just fleshed out a bit more for the RPG. The advantage being that the mini players can easily transfer their stats to the RPG and vice versa.
    Really, you can port characters from the miniatures wargame to the RPG? So I could make a Butcher playable character, based off of his stats in Warmachine, for example?

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    Quote Originally Posted by ProtoClone View Post
    Really, you can port characters from the miniatures wargame to the RPG? So I could make a Butcher playable character, based off of his stats in Warmachine, for example?
    I'm not personally familiar with Warmachine or Hordes, but a friend of mine who is, assures me that it should be easy to convert over. However, the Warmachine stats don't include all the RPG stats since they are geared solely around combat. Plus the stats of solo characters in Warmachine tend to map to epic tier PCs in the RPG. So that may not work for you, if your GM doesn't want to jump directly to epic.

  7. #7
    Quote Originally Posted by Dragonblade View Post
    For those who play Warmachine or Hordes, their minis line, it uses essentially the same combat rules. Its just fleshed out a bit more for the RPG.
    Thanks to D20 & 4E, I'm still soured on using tactical minis wargaming as the default combat resolution mechanic in a RPG. Maybe it will be quicker than d20/4E, but the precision of a wargame is only needed when there isn't someone acting as a neutral arbiter.

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    It's their own system, building on the mechanics from their miniatures game. I played a demo at GenCon. Spell casting, for example, use something akin to a round to round resource mechanic with a skill check (ish) roll thrown in. The more spells you cast at a time, the bigger the penalty on the check. Failure leaves you unable to cast for a round.
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    Quote Originally Posted by gweinel View Post
    Witchfire trilogy (especially the first adventure) was really a pleasure to read and it was pity i never played it. Also, Monsteronomicon was an excellent monster book (an example to all monster books actually).
    They prodruced a player guide and a campaign setting which imho had superb quality.

    Having said that, it is very unlikely to invest in their new game since my gaming group does not want to play anything but d&d... However i wish em good luck.
    With all due respect, I personally thought Witchfire Trilogy was horrible. Its one of the most railroaded adventures I have ever seen with entire scenes unfolding completely dependent on pre-made assumptions as to exactly how the PCs will act. The main villain was telegraphed so clumsily that nothing short of heavy handed DM fiat would stop the players from realizing and ending the threat before it got going. That's all I will say to avoid spoilers.

    I also thought the rules portion of their older d20 version of the IK setting was also poorly done. The designers demonstrated a real lack of understanding on how D&D 3e was designed and worked. It had a lot of kludged on house rules that didn't really work well in play. The only thing good about those books was the fantastic setting information and the artwork.

    That being said, this new IK RPG book is leaps and bounds superior to the old d20 stuff. Everything from the production values and art to the new rules are top notch, IMO. I'm loving the new book and can't wait to play.

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