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Iron Kingdoms, A worthwhile setting?
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<blockquote data-quote="Waylander the Slayer" data-source="post: 1966847" data-attributes="member: 1830"><p><strong>My favorite setting but..</strong></p><p></p><p>IK players guide is wonderful and the IK setting is one of my favorites. but it takes a GREAT GM to actually run it for the following reasons:</p><p></p><p>1. The Mechanika rules are complex and there is no quick reference guide in regard to this.</p><p>2. The information is scattered, for example, for a priest you would have relevant information in the Cosmology section, the magic section and even in the introductory section- the book is not player friendly.</p><p>3. It will take months for a player to be familiar with the damn book; and there is no way around this; players have to be familiar with all the new rules and quirks to be able to effectively play; ideas like cortex construction, creating items using mechanika, the different nature of alchemy, the variance in raising dead and healing etc (if used characters have to be extremely smart - i am going to use character trees ala Dark Sun in my campaign). The new classes which all need a good amount of game mechanic knowledge (other than the war caller? and the gun mage to some extent).</p><p></p><p>4. The regional package for humans seem unbalanced; some regions get multiple bonuses to stats, while other don't and the offsetting penalties are minor (jignostic etc. where you get penalties to social skills- not a good way to design in my opinion). </p><p></p><p>5. The errata where the same text is repeated for the Ranger under all of the "special abilities" descriptions is inexcusable.</p><p></p><p>That said, i am definitely going to run a campaign, but it is going to take a good amount of work on my part.</p></blockquote><p></p>
[QUOTE="Waylander the Slayer, post: 1966847, member: 1830"] [b]My favorite setting but..[/b] IK players guide is wonderful and the IK setting is one of my favorites. but it takes a GREAT GM to actually run it for the following reasons: 1. The Mechanika rules are complex and there is no quick reference guide in regard to this. 2. The information is scattered, for example, for a priest you would have relevant information in the Cosmology section, the magic section and even in the introductory section- the book is not player friendly. 3. It will take months for a player to be familiar with the damn book; and there is no way around this; players have to be familiar with all the new rules and quirks to be able to effectively play; ideas like cortex construction, creating items using mechanika, the different nature of alchemy, the variance in raising dead and healing etc (if used characters have to be extremely smart - i am going to use character trees ala Dark Sun in my campaign). The new classes which all need a good amount of game mechanic knowledge (other than the war caller? and the gun mage to some extent). 4. The regional package for humans seem unbalanced; some regions get multiple bonuses to stats, while other don't and the offsetting penalties are minor (jignostic etc. where you get penalties to social skills- not a good way to design in my opinion). 5. The errata where the same text is repeated for the Ranger under all of the "special abilities" descriptions is inexcusable. That said, i am definitely going to run a campaign, but it is going to take a good amount of work on my part. [/QUOTE]
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