Sigh. I can't do Warhammer. How's about Iron Kingdoms?

Chainsaw Mage

First Post
So after you folks sold me on Warhammer FRP 2e, I ran out and bought the core book. Love it. Problem? My group is all "meh" about me running it for them. Reason? "We want D&D 3.5!" Fools. So I'll tuck Warhammer away on my shelf for the future.

[This is the one damn thing that frustrates me about cool non-D&D 3.5 games. Too hard to get people to play. At least in my experience.]

However, a buddy of mine (not in my group) suggested I should pick up Iron Kingdoms, about which I know very little,other than it's "D&D with steam and gunpowder."

I'd love to know more about it; it seems appealing, what little I've seen.

So, Iron Kingdoms 3.5--sell me on it. Begin.
 

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Not so much on the gunpowder. More on the dark magic, darker cults, and strange steam powered machines being the lifeblood of trade nowadays.

The only big problem I had with it was that bullets were up to 5 gold each, and guns were exotic. It's a simple house rule to change that, however.

I like Iron Kingdoms, but don't get Witchfire Trilogy. Five Fingers is worthwhile and the Monsternomicon is fun.
 

I've played in it, and it's cool. I didn't like mecha, but that's just me... they're not too hard to deal with, provided you don't expect the PCs to spend gold on their upkeep.

IMO, the most negative things about the setting are ogrun (or whatever they're called; bump the LA by one point) and clerics, who are extremely weak at the lower levels.
 

I know you're asking about Iron Kingdoms, and it is my #1 setting, but I would feel remiss if I didn't at least point you in the direction of Dark Legacies, it has a real Warhammer-esque feel as far as being, dark & gritty. Magic is dangerous, technology is rare and the world is quite a few steps away from traditional D&D. There's only two books, the Players Guide and Campaign Guide...and they're cheaper than Iron Kingdoms books. My personal oppinion is check out both. Iron Kingdoms, IMHO is more gritty, while DL is more dark.
 

Great setting :) Gunpowder, dark magics and history, politics, and a minis game that ties in (And seeing as most of my group was looking for a tabletop the same time we ere looking for a Steampunk setting...)
 

The setting is fantastic (warring nations, ancient secrets, unusual races, intrigue, adventure, and weird tech) and Mosternomicon is one of the best monster books ever and should be the standard for all such works, it has its own on going magazine for support and between Warmachine, Hordes, and the IK specific ones some of the best miniatures you are likely to find for such a unique setting. That being said I have two problems with the game. First is minor and can be ignored at your leisure, their adds and slogans are not to my taste; but thats just my opinion and they are not so bad I don't buy their stuff when I have a mind to do so - but it might keep me from recommending them to some people. Look at it yourself and make your own call.

More worrisome, however is that some of the mechanics, particularly some of the setting specific classes and the complexities of item creation, are a bit 'wonky'. However, I think all of that is fixable if you have a group ready to play it. I suggest reading through it, paying careful attention to mechanical issues, and then decide how you want to handle it. A good way of doing so would be say "no mekanika for PCs" and if you had someone who was just dying to play a creator of magic items use the Artificer from Eberron and spin the flavor of it to accomidate the more "full metal fantasy" aspects of the setting. Take the Battle Sourcer from Unearthed Arcana remove the single martial melee weapon proff and change it to Exotic Weapon Proff(Pistols), grant it a pistol as an item familiar and let it treat the pistol as a required arcane focus that substitutes for any material components less that 1gp in value. Give it something like the Arcane Archer's Imbue Arrow ability, say with the ability to imbue a touch spell at 2nd, an area effect spell at 5th (all with a spell equal of one level less than the highest spell level known, and it must be a spell known so nothing from scrolls etc). You can add in Seeker Arrow (15th), Phase Arrow( 20th) or maybe a special magic item creation ability that allow the class to make bullets that can be fired by other characters that have magic effects (around 10th).

The reason firearms are exotic in the setting is that they require special skills to load and handle as the explosive components are actually alchemical items more than gunpowder. I say keep that aspect as it works in the setting, but be sure to allow anyone with the feat access to the skills.

I agree the person who seems to be upset by someone named 'Mark' - stay as far as humanly possible from the Witchfire Trilogy. If someone gives it to you, give it back.
 
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Allow me to direct you to this site: Warheart

Haven't looked at it myself, but it was described something for someone who likes the "Warhammer FRPG but would rather stick with the d20 System"
 
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I've been playing in an IK game for awhile and it's been a lot of fun. It's still DnD and has a great setting. It's very dark and gritty with gunpowder and some magical steampunk stuff.
The Monsternomicon is a great monster book and the Gunmage class is all sorts of cool.

There are a few minor quibbles, the mechanics can be a little wonky (many people feel that the gunmage is cool but underpowered and bullets do cost 5gp each). Also the core book has some organization problems. I had to look in three different chapters to get all the starting feats for my cleric.

But all in all the setting is a blast.
 

I love it.

If me and my players didn't know so much about the WFRP world, and feel that the world fits our gaming style perfectly, I'd run Iron Kingdoms at the drop of a hat!

I like the pre-industrial feel, I love the art and I love the monsters. I'm looking into porting them over to my WFRP campaign.

The size of the campaign books are a bit intimidating, though. I'm a bit intimidated by the sheer amount of information, but it makes for a solid setting.

For some reason, I keep thinking of IK as steam, mist and guns. Where the mists come from I'm not sure. :D

I'd try to keep a low magic feel, with quite a lot of experimental technology. Maybe a bit of Sherlock Holmes-ian feel, "Adventures in a gaslight glow" sort of thing. And I'd keep the action happening in one of the large cities.

/M
 

Land Outcast said:
Allow me to direct you to this site: Warheart

Haven't looked at it myself, but it was described something for someone who likes the "Warhammer FRPG but would rather stick with the d20 System"

Absolutely. Warheart rocks.

[Note: It was I who elsewhere described Warheart in the manner alluded to.]
 

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