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<blockquote data-quote="ajanders" data-source="post: 493112" data-attributes="member: 3271"><p><strong>Eking out the Iron Kingdoms</strong></p><p></p><p>The Iron Kingdoms is pretty much the setting I would have written if I had the time (and could draw).</p><p>I had wanted a setting with Gothic Horror, swashbuckling, and a sense of wonder in its magic. I was going to write it and put it on a big website and be famous and talked about on ENworld.</p><p>Then I saw Longest Night. </p><p>On the downside, I'm not famous. On the upside, I've actually gotten to run a good setting instead of figure out how to write it, then figure out how to run it.</p><p>Having said that, one of the major frustrations of the Iron Kingdoms is that nothing is very well defined except for Corvis. Heck, we couldn't even fully define characters until the Monsternomicon. If it was a more "generic" setting, that wouldn't be a problem: with some of the twists Privateer Press has put on things, you occasionally either break their canon (or cannon) or do some hurried retrofitting when new material comes out. Either is acceptable, really, if sometimes frustrating. From my standpoint, unfortunately, the twists are really too good to ignore, so there's some retro-fitting. (Elven cleric NPC to elven cleric PC..."God's up on the roof...")</p><p>The other major frustration is that there's a shortage of stuff for it. That said, here's my list of things that shoehorn well into an IK game.</p><p></p><p>Three Days to A Kill...starts off neatly at the climax of The Longest Night, and can be scaled up easily to provide the appropriate level of threat.</p><p></p><p>The Belly of the Beast...switch the orcs for boggers and pick a gang to replace the Iron Ring: after that, you're good to go.</p><p></p><p>Everything Freeport: I changed the name to Five Fingers and suddenly had a plethora of adventures and adventure hooks. It's a bit of a shame I didn't know about IK dragons at that point, but I can probably massage the visual details of future dragontainted.</p><p></p><p>I do not recommend Fool's Errand, I'm afraid. The adventure has to be stage managed too heavily for my tastes. Plus eventually someone says "Hey, let's throw the Witchfire to the thrullg! That should keep it under control!" (and also make running the third module impossible) (NB to DM's: players will tolerate the solution of 'The magic of the artifact causes the thrullg to grow to the size of Godzilla, requiring everybody to work together to kill it.' But at least when I do it, it appears forced.)</p><p></p><p>The Monsternomicon also has great ideas for short adventures, which is pretty much all you need at that point.</p></blockquote><p></p>
[QUOTE="ajanders, post: 493112, member: 3271"] [b]Eking out the Iron Kingdoms[/b] The Iron Kingdoms is pretty much the setting I would have written if I had the time (and could draw). I had wanted a setting with Gothic Horror, swashbuckling, and a sense of wonder in its magic. I was going to write it and put it on a big website and be famous and talked about on ENworld. Then I saw Longest Night. On the downside, I'm not famous. On the upside, I've actually gotten to run a good setting instead of figure out how to write it, then figure out how to run it. Having said that, one of the major frustrations of the Iron Kingdoms is that nothing is very well defined except for Corvis. Heck, we couldn't even fully define characters until the Monsternomicon. If it was a more "generic" setting, that wouldn't be a problem: with some of the twists Privateer Press has put on things, you occasionally either break their canon (or cannon) or do some hurried retrofitting when new material comes out. Either is acceptable, really, if sometimes frustrating. From my standpoint, unfortunately, the twists are really too good to ignore, so there's some retro-fitting. (Elven cleric NPC to elven cleric PC..."God's up on the roof...") The other major frustration is that there's a shortage of stuff for it. That said, here's my list of things that shoehorn well into an IK game. Three Days to A Kill...starts off neatly at the climax of The Longest Night, and can be scaled up easily to provide the appropriate level of threat. The Belly of the Beast...switch the orcs for boggers and pick a gang to replace the Iron Ring: after that, you're good to go. Everything Freeport: I changed the name to Five Fingers and suddenly had a plethora of adventures and adventure hooks. It's a bit of a shame I didn't know about IK dragons at that point, but I can probably massage the visual details of future dragontainted. I do not recommend Fool's Errand, I'm afraid. The adventure has to be stage managed too heavily for my tastes. Plus eventually someone says "Hey, let's throw the Witchfire to the thrullg! That should keep it under control!" (and also make running the third module impossible) (NB to DM's: players will tolerate the solution of 'The magic of the artifact causes the thrullg to grow to the size of Godzilla, requiring everybody to work together to kill it.' But at least when I do it, it appears forced.) The Monsternomicon also has great ideas for short adventures, which is pretty much all you need at that point. [/QUOTE]
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