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Iron Kingdonms, how is it?
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<blockquote data-quote="Waylander the Slayer" data-source="post: 2643250" data-attributes="member: 1830"><p><strong>What would you like to know?</strong></p><p></p><p>Iron kingdoms is a very unique and evocative world- I have been DMing it for a year now and the current campaign is going great, that said, it is not for everyone.</p><p></p><p>SETTING:</p><p>Here are some links to help:</p><p><a href="http://www.buccaneerbass.com/rls/html/homenews/index.shtml" target="_blank">Bucaneer Bass</a> </p><p></p><p>This is a fan site with some great downloads, fiction and other items including an adventure</p><p></p><p>Here is the link to Privateer Press where you can learn more about the setting:</p><p><a href="http://privateerpress.com/ironkingdoms/default.php?x=about" target="_blank">Privateer Press</a> </p><p></p><p>The link should give you a broad overview as to the setting and whether it is to your liking. The forums are also quite helpful.</p><p></p><p>GAME PLAY:</p><p>-Character deaths happen since there is no raise dead etc. I love this aspect as it makes it more fun, so do my players. But if your group is not used to this aspect, it might be difficult.</p><p></p><p>- There are a lot of little rules that are wonky such as creating Mechanika, healing and the rules there in, the new classes, and game mechanics in regard to the use of guns etc. My best recommendation is to run with it and pick things as you go along. It is going to take time to learn aspects of the game.</p><p></p><p>- The GM needs to incorporate the unique elements of the setting, which makes it more fun. This takes a bit of work but it can be difficult at times. </p><p></p><p>PRODUCT SUPPORT:</p><p></p><p>Monstenomicon- probably the best d20 monster book in my opinion and a must have regardless of whether you use IK. It will give you a wonderful understanding of the denizens and how well they are made to fit into the setting.(5/5)</p><p></p><p>IK Player Guide- Has all the mechanics and is actually not well organized and has some wonky mechanics, still an essential if campaigning in IK and well worth the money. (3/5)</p><p></p><p>IK World Guide- Great "all fluff" guide to the IK - it has no game mechanics and is all fluff and is wonderful and evocative.</p><p></p><p>The Witchfire Trilogy- Great set of adventures, soon to be updated and rereleased (November I believe) and a good way to start of a campaign until you get the hang of it</p><p></p><p>No Quarter Magazine- Put out on a regular basis, has both warmachine and IK stuff and is good to help with new items etc.</p><p>The other aspect i love is the synergy with Warmachine - the Miniatures are great and can easily be used, along with the IK specific mini's in any IK campaign. Also, the mini's for WFT are also being released as well.</p></blockquote><p></p>
[QUOTE="Waylander the Slayer, post: 2643250, member: 1830"] [b]What would you like to know?[/b] Iron kingdoms is a very unique and evocative world- I have been DMing it for a year now and the current campaign is going great, that said, it is not for everyone. SETTING: Here are some links to help: [URL=http://www.buccaneerbass.com/rls/html/homenews/index.shtml]Bucaneer Bass[/URL] This is a fan site with some great downloads, fiction and other items including an adventure Here is the link to Privateer Press where you can learn more about the setting: [URL=http://privateerpress.com/ironkingdoms/default.php?x=about]Privateer Press[/URL] The link should give you a broad overview as to the setting and whether it is to your liking. The forums are also quite helpful. GAME PLAY: -Character deaths happen since there is no raise dead etc. I love this aspect as it makes it more fun, so do my players. But if your group is not used to this aspect, it might be difficult. - There are a lot of little rules that are wonky such as creating Mechanika, healing and the rules there in, the new classes, and game mechanics in regard to the use of guns etc. My best recommendation is to run with it and pick things as you go along. It is going to take time to learn aspects of the game. - The GM needs to incorporate the unique elements of the setting, which makes it more fun. This takes a bit of work but it can be difficult at times. PRODUCT SUPPORT: Monstenomicon- probably the best d20 monster book in my opinion and a must have regardless of whether you use IK. It will give you a wonderful understanding of the denizens and how well they are made to fit into the setting.(5/5) IK Player Guide- Has all the mechanics and is actually not well organized and has some wonky mechanics, still an essential if campaigning in IK and well worth the money. (3/5) IK World Guide- Great "all fluff" guide to the IK - it has no game mechanics and is all fluff and is wonderful and evocative. The Witchfire Trilogy- Great set of adventures, soon to be updated and rereleased (November I believe) and a good way to start of a campaign until you get the hang of it No Quarter Magazine- Put out on a regular basis, has both warmachine and IK stuff and is good to help with new items etc. The other aspect i love is the synergy with Warmachine - the Miniatures are great and can easily be used, along with the IK specific mini's in any IK campaign. Also, the mini's for WFT are also being released as well. [/QUOTE]
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