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Ideas for "Thief" (video game) style campaign
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<blockquote data-quote="feydras" data-source="post: 1574931" data-attributes="member: 16038"><p>You might consider checking out the Iron Kingdoms setting by Privateer Press. The setting in Thief is very similar to Iron Kingdoms. In the IK magic items are less common and often mixed with mechanika that requires charges, alchemical solutions or bizarre components. Steam powered golemlike creations that are controlled by magical/mechanika cortexes (brains) are a big part of the setting's flavor. The setting is firmly ingrained in fantasy but has a gritty, industrial feel. They have thier own take on firearms that are intentionally non-historical but still believeable. Guns are well balanced to make sure they don't make other weapons obsolete. The setting does a good job of controlling the more fantastical and magical elements of D&D without eliminating them. I like this approach because it allows skills and abilities of classes to shine. What i mean is why put a bunch of ranks into hide when you can just walk to your corner magic shop and buy a ring of invisibility?</p><p></p><p>The RPG side of the Iron Kingdoms setting is currently presented only in three modules (the Witchfire Trilogy), a monster book called the Monstronomicon, and a character primer called Lock & Load. The Iron Kingdoms Campaign Guide which will be out this or next month looks fantastic. Privateer Press is known for very high quality, creative products. Despite my gushing, i don't work for them, i'm just an rabid fan, as are most who've explored the setting.</p><p></p><p>- Feydras</p></blockquote><p></p>
[QUOTE="feydras, post: 1574931, member: 16038"] You might consider checking out the Iron Kingdoms setting by Privateer Press. The setting in Thief is very similar to Iron Kingdoms. In the IK magic items are less common and often mixed with mechanika that requires charges, alchemical solutions or bizarre components. Steam powered golemlike creations that are controlled by magical/mechanika cortexes (brains) are a big part of the setting's flavor. The setting is firmly ingrained in fantasy but has a gritty, industrial feel. They have thier own take on firearms that are intentionally non-historical but still believeable. Guns are well balanced to make sure they don't make other weapons obsolete. The setting does a good job of controlling the more fantastical and magical elements of D&D without eliminating them. I like this approach because it allows skills and abilities of classes to shine. What i mean is why put a bunch of ranks into hide when you can just walk to your corner magic shop and buy a ring of invisibility? The RPG side of the Iron Kingdoms setting is currently presented only in three modules (the Witchfire Trilogy), a monster book called the Monstronomicon, and a character primer called Lock & Load. The Iron Kingdoms Campaign Guide which will be out this or next month looks fantastic. Privateer Press is known for very high quality, creative products. Despite my gushing, i don't work for them, i'm just an rabid fan, as are most who've explored the setting. - Feydras [/QUOTE]
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