| lojakz |
I've heard of Iron kingdoms, but the price of the book always scarred me off.
If you can find the book for a reasonable price, The Iron Kingdom's Character Guide and the Mosternomicon 1 are excellent. EXCELLENT! I've been running The Witchfire Trilogy off and on for the last two years (almost) which was the first series of campaign modules (and only) set in the IK. But with the monsters and adventure hooks given for nearly every monster in the Monsternomicon I could run the Iron Kingdoms for years with out every needing (or wanting) to pick up another book. The fact that I have the World Guide means I'd never have run in another setting... course that's not going to happen as there are too many wonderful campaign settings both published and homebrew from amongst my friends to run in.
As for guns in the Pathfinder setting: I'm happy to do with out them. There's a very distinct feel that Golarion has that I personally feel would be spoiled by guns. The Iron Kingdoms do guns very well, but there are limitations on magic (particularly magic items) and guns were set up to be part of the core concept of the world. I just don't see that with Golarion.
yellowdingo
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I've got a huge section written up on guns for my rennaisance era game. I'm doing a pirate vs. ninja thing, and I've got a long set of rules worked up for all sorts of flintlocks and muskets.
I don't think I can link it over, but if there's enough interest I could repost the stuff I have.
Steambottle: (D:10' Cone of steam 3d6, R:10', C: 100gp, W: 20lb)
This should be usable by any oriental druids you might have...
Timespike
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I've heard of Iron kingdoms, but the price of the book always scarred me off.
I thought I'd recommend it here and now, seeing the alpha run through. The main book may not need it, but perhaps in a future/side book. I'm not a fan of sci fi in my campaign setting either. I don't like psionics and the like, nor mind flayers or "Brain eating" enemies.
But Renaissance weapon fire arms remind me of pirates, steam punk and alchemy, things grounded in fantasy. I thought it'd be an interesting thing to discuss, and while it may not be necessary in core books, I think it'd be nice to include eventually.
It's expensive, but it's well worth the price. Then again, I'd say the same thing about Ptolus, which is three times more expensive than the IKCG...
| Prak_Anima |
I think guns would be better if left out of the main book and possibly having a small sourcebook devoted to them and the various ways of treating them. The book could be a very small supplement devoted entirely to the idea of injecting a bit of technology into D&D's veins. One chapter could be flintlock era, another could address an "Expedition to the Barrier Peaks" treatment, were guns only exist because some plane jumping spaceship from a more advanced society crashlanded and gave a small group of adventurers limited access to them, another could be about spellguns and the mass production(or lack thereof) of them, and another chapter could be a psuedo-western setting in which the adventurers carry Six-spellshooters and wear dusters rather than swords and armour. This would probably go a good way towards making everyone happy because the "No guns in my game" crowd could spend their money on other supplements, and the "gimme guns" crowd can pick this up for relatively cheap and pick which option they liked best.
BigDaddyG
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Well personally I don't see a problem with using guns in a fantasy setting. with the exception of PF, the only other setting out there I really like is OGL SteamPunk. The mix of technology and fantasy is so much fun. I'm not saying that Paizo make the whole PF world a Steampunk setting but perhaps there is an isolationist, anti-magic community out there that favors science and technology. That would, IMO, add some pretty interesting flavor to the PF world.
Besides...if you look in the PF Miniatures page you will find this...
So obviously they are thinking about it.
| Shakor |
I am all for guns. My DM used Freeport Firearms rules in his Savage Tide Campaign and swapped all the NPC crossbow users for pistols and muskets.
Having said that, were guns to be included in the Pathfinder RPG, it needs to be done in such a way that firearms suit the campaign that the DM is running. To put that into practice: Curse of the Crimson Throne with all its urbane Scarlet Pimpernel/The Fencing Master/Gentlemen of the Road swashbucklery...yes, but not a a level that is Iron Kingdoms. Rise of the Runelords on the other hand, hmmm...can't see it working (maybe Hook Mountain Massacre is an exception). Guns need to fit the campaign that is being run. Swashbuckling adventures such as pirates, highwaymen or rogue-y styles of games stand out in my mind.
In any case, if guns did make it in, I would love to see how they have been introduced into Golarion (Duergar weaponsmiths or some sort of Eastern Empire technology, for example), instead of being a set of optional rules.
| Prak_Anima |
I am all for guns. My DM used Freeport Firearms rules in his Savage Tide Campaign and swapped all the NPC crossbow users for pistols and muskets.
Having said that, were guns to be included in the Pathfinder RPG, it needs to be done in such a way that firearms suit the campaign that the DM is running. To put that into practice: Curse of the Crimson Throne with all its urbane Scarlet Pimpernel/The Fencing Master/Gentlemen of the Road swashbucklery...yes, but not a a level that is Iron Kingdoms. Rise of the Runelords on the other hand, hmmm...can't see it working (maybe Hook Mountain Massacre is an exception). Guns need to fit the campaign that is being run. Swashbuckling adventures such as pirates, highwaymen or rogue-y styles of games stand out in my mind.
In any case, if guns did make it in, I would love to see how they have been introduced into Golarion (Duergar weaponsmiths or some sort of Eastern Empire technology, for example), instead of being a set of optional rules.
I would imagine a supplement about guns would discuss their integration into the standard campaign setting, as wel as possibly a few other estalished settings.
Mike McArtor
Contributor
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In any case, if guns did make it in, I would love to see how they have been introduced into Golarion (Duergar weaponsmiths or some sort of Eastern Empire technology, for example), instead of being a set of optional rules.
The guns of Golarion are indeed explained in the hardcover. How they fit in, where they came from, and why they are wildly uncommon are all topics addressed therein.
yellowdingo
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Well personally I don't see a problem with using guns in a fantasy setting. with the exception of PF, the only other setting out there I really like is OGL SteamPunk. The mix of technology and fantasy is so much fun. I'm not saying that Paizo make the whole PF world a Steampunk setting but perhaps there is an isolationist, anti-magic community out there that favors science and technology. That would, IMO, add some pretty interesting flavor to the PF world.
That would be Druids...with Heat Metal actuated steam weapons. And when the technological knowhow advances...that would be a heat metal actuated steam turbine driven Gattling gun.
The Gnome Steamdruid staggered out into the open with an odd device consisting of six metal tubes around a seventh up the middle.
<Heat Metal>
"Whaaaaaaaaa!" The pipes rotated about the centre making a terrible noise. Freidric the Steamsmith pulled the trigger and with a sweeping motion a thousand rounds devoured the old wooden Keep and its wooden pallisade.
The Heroes were horrified at what they had just seen.
"Colour me Impressed!" Jervik was always amazed by machines.