New Info:
I figured I would update this post as there have been some new pieces of information about the Iron Kingdoms Roleplaying Game. I've been playing their table top game for years, so I'm pretty excited to see them make a serious go at doing an RPG.
1) The first book should be out at Gencon.
2) There is a preview of the table of contents (350 pages) here: http://privateerpress.com/files/IKRPGTOC_0.pdf
3) There is a 13 page preview of character creation here: http://privateerpress.com/files/PrivateerPressIKFMFRGCR_2_0.pdf
4) 16 of the 96 pages from the latest Privateer Presses bi-monthly No Quarter magazine are up for preview and they show a monster entry for the RPG (including a nice sized ecology/lore block), talks about adventuring companies for the RPG, and has a few of their regular articles that discuss the people and places of the Iron Kingdoms in general. It can be found here: http://files.privateerpress.com/nq/nqplus/NQ43.pdf
5) They have a pretty nice miniature line for Iron Kingdoms stuff.
You could roll a Stormblade-Knight
an Arcanist-Soldier
an Arcane Mechanik-Military Officer
Or a Gun Mage-Priest
Older Info:
From reading the reports from Templecon, Privateer Press has rolled out the details for their RPG. (Most of the bullet point info here is lifted from the blog post at losthemisphere.)
Privateer has an official video that is quite nice:
[ame="http://www.youtube.com/watch?v=rT5pjvTYl1w&feature=player_embedded"]Privateer Press - Iron Kingdoms Roleplaying Game - YouTube[/ame]
It is going to be released in summer 2012.
The losthemisphere.com info:
For people not familiar with the stat + 2d6 system that PP uses for their wargame (which is the system that PP says is similar to their RPG system). How it works is you have an attack rating, like say 6, and when you attack you roll 2d6 and add 6. If your score meets or beats the target's defense rating, you hit.
Damage rolls work in a similar way, where you take the power of the weapon and roll 2d6, and then subtract the target's armor rating, and the result is how much damage they take.
Where it gets interesting is that they know that when you roll more than a single die, the results form a bell curve. If you have a ranged attack of 6 and know that 7 is the middle of the bell curve on 2d6, that you can have about a 55% chance of hitting a defense 13 foe. However, if that foe is hiding behind a hedge, they get +2 defense against ranged attacks, and now all of the sudden you need to roll a 9, which reduces your chance to hit all the way down to 26%. If they get hard cover for the +4 defense rating, you might as well not even bother trying.
However, it doesn't end there. Also key to their system is the idea of boosting. You can spend resources to add an extra die to your attack or damage rolls, so instead of rolling attack rating + 2d6, you are rolling attack rating + 3d6, and the 3d6 bell curve centers around 10.5, meaning if someone has a defense modifier and you can boost your attack, you are back in business.
The life spiral system used in their wargame (which they suggest inspires the RPG mechanics), is that you have a grid of 6 columns. When you take damage, the attacker rolls a d6 to select the column (unless the attacker has a special rule that lets them pick the column of their choice). You then mark off damage boxes in the column equal to the damage done, with overflow going to the next column in sequence (i.e. if you are hit on column 5 and fill all the boxes, the damage spills over to column 6 and then back to column 1).
The reason location matters is that 2 columns are mind, 2 columns are body, and 2 columns are spirit. When all you boxes in a system are filled in, you have penalties. Losing a mind column means you roll 1d6 less on your attack rolls, losing your body means you roll 1d6 less on your damage rolls, and losing your spirit means you can't spend resources to boost your rolls. When at least one box in the column is healed up you lose the penalty.
They are huge deal as a table top wargaming company (although they did get their start as a 3rd party publisher for 3E D&D), so they've got a HUGE line of top quality miniatures for their setting.
I'm pretty interested, the setting is neat, and it is a system that sounds like it will have interesting and unique mechanics.
Plus arcane tempest gun mages.
I figured I would update this post as there have been some new pieces of information about the Iron Kingdoms Roleplaying Game. I've been playing their table top game for years, so I'm pretty excited to see them make a serious go at doing an RPG.
1) The first book should be out at Gencon.
2) There is a preview of the table of contents (350 pages) here: http://privateerpress.com/files/IKRPGTOC_0.pdf
3) There is a 13 page preview of character creation here: http://privateerpress.com/files/PrivateerPressIKFMFRGCR_2_0.pdf
4) 16 of the 96 pages from the latest Privateer Presses bi-monthly No Quarter magazine are up for preview and they show a monster entry for the RPG (including a nice sized ecology/lore block), talks about adventuring companies for the RPG, and has a few of their regular articles that discuss the people and places of the Iron Kingdoms in general. It can be found here: http://files.privateerpress.com/nq/nqplus/NQ43.pdf

5) They have a pretty nice miniature line for Iron Kingdoms stuff.
You could roll a Stormblade-Knight

an Arcanist-Soldier

an Arcane Mechanik-Military Officer

Or a Gun Mage-Priest

Older Info:
From reading the reports from Templecon, Privateer Press has rolled out the details for their RPG. (Most of the bullet point info here is lifted from the blog post at losthemisphere.)
Privateer has an official video that is quite nice:
[ame="http://www.youtube.com/watch?v=rT5pjvTYl1w&feature=player_embedded"]Privateer Press - Iron Kingdoms Roleplaying Game - YouTube[/ame]
It is going to be released in summer 2012.
The losthemisphere.com info:
- Characters have life spirals
- Combat uses a 2d6 combat system
- First book is mechanics and overview:
- Core rules
- Character classes
- Game Master rules
- Nation overview
- Cosmology
- Second book focuses on the various civilized kingdoms
- Third book focuses on the wilds– rules for warlocks, etc.
- Fourth book is the “kitchen sink”:
- Cryx
- Rhul
- Ios
- Skorne empire
- etc
- The RPG has a heavy miniature focus for combat
- There are no immediate plans to convert the Witchfire Trilogy to the new IKRPG system (sounds like a job for the fans!)
- There will be a new campaign book instead with a new story
- All classes will have inherent bonuses to make them comparable to warcasters in performance, so no “Jedi’s sidekick syndrome”
- Character creation is a fluid system. They estimate an hour at most to make your character, with “no calculus required”.
- No initial plans for a digital release, but it’s being explored
- Iron Kingdoms | Privateer Press
For people not familiar with the stat + 2d6 system that PP uses for their wargame (which is the system that PP says is similar to their RPG system). How it works is you have an attack rating, like say 6, and when you attack you roll 2d6 and add 6. If your score meets or beats the target's defense rating, you hit.
Damage rolls work in a similar way, where you take the power of the weapon and roll 2d6, and then subtract the target's armor rating, and the result is how much damage they take.
Where it gets interesting is that they know that when you roll more than a single die, the results form a bell curve. If you have a ranged attack of 6 and know that 7 is the middle of the bell curve on 2d6, that you can have about a 55% chance of hitting a defense 13 foe. However, if that foe is hiding behind a hedge, they get +2 defense against ranged attacks, and now all of the sudden you need to roll a 9, which reduces your chance to hit all the way down to 26%. If they get hard cover for the +4 defense rating, you might as well not even bother trying.
However, it doesn't end there. Also key to their system is the idea of boosting. You can spend resources to add an extra die to your attack or damage rolls, so instead of rolling attack rating + 2d6, you are rolling attack rating + 3d6, and the 3d6 bell curve centers around 10.5, meaning if someone has a defense modifier and you can boost your attack, you are back in business.
The life spiral system used in their wargame (which they suggest inspires the RPG mechanics), is that you have a grid of 6 columns. When you take damage, the attacker rolls a d6 to select the column (unless the attacker has a special rule that lets them pick the column of their choice). You then mark off damage boxes in the column equal to the damage done, with overflow going to the next column in sequence (i.e. if you are hit on column 5 and fill all the boxes, the damage spills over to column 6 and then back to column 1).
The reason location matters is that 2 columns are mind, 2 columns are body, and 2 columns are spirit. When all you boxes in a system are filled in, you have penalties. Losing a mind column means you roll 1d6 less on your attack rolls, losing your body means you roll 1d6 less on your damage rolls, and losing your spirit means you can't spend resources to boost your rolls. When at least one box in the column is healed up you lose the penalty.
They are huge deal as a table top wargaming company (although they did get their start as a 3rd party publisher for 3E D&D), so they've got a HUGE line of top quality miniatures for their setting.
I'm pretty interested, the setting is neat, and it is a system that sounds like it will have interesting and unique mechanics.
Plus arcane tempest gun mages.

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