
Mythic Evil Lincoln |

I've been playing an increasing amount of Warmachine and Hordes lately.
The setting has a lot of eerie similarities to my homebrew of 15 years or so. Since the game mechanics in Warmahordes are impressive to say the least, I thought I'd check out the Iron Kingdoms RPG.
I haven't played it yet, but it looks like it is heavily inspired by 3.5 era D&D, and streamlined in a way I could only expect from Privateer.
I'm very excited to try it. It looks like it will give a very similar gameplay experience to Pathfinder/3.5 at its best, but it seems like it has a lot less cruft that's built into it. That stands to reason, since they were able to rebuild from the ground up in a way that was not really possible with Pathfinder's transition from 3.5.
So, does anyone around here have experience with this game they'd like to share with me? How do you find it differs from Pathfinder or other RPGs? Any big strengths, weaknesses or pitfalls to watch out for?

Mythic Evil Lincoln |

I'm not sure whether I dislike or enjoy the somewhat obvious combat emphasis in the rules.
I appreciate when systems are generalizable and give you a lot of other options for problem solving, but then... I have to admire their candor in this book. They know that they're expanding from a wargame and that their audience is mainly interested in combat mechanics. So they call it like it is.
The implications of this with respect to systems like magic are far-reaching. Almost all magic in IK is combat based. I predict this has a stabilizing effect on the setting as compared to Pathfinder/3.5, where magic is all things to all people.

Tinkergoth |

I've also yet to actually play it, but I was really impressed with the quality of the writing. Everything seems pretty clear and easy to understand.
The focus on combat doesn't bother me so much since we're talking about the Iron Kingdoms, where the wars never end :P
I've only really got 2 issues with it.
1. No rules for playing as Warlocks yet (when I play WarmaHordes I run Circle Orboros)
2. I generally prefer to run my RPGs without minis. The way combat is written in this game, with facing being very important, makes this a bit trickier. I get that it's because the combat is based on the wargame, it's just a personal preference.

Mythic Evil Lincoln |

1. No rules for playing as Warlocks yet (when I play WarmaHordes I run Circle Orboros)
2. I generally prefer to run my RPGs without minis. The way combat is written in this game, with facing being very important, makes this a bit trickier. I get that it's because the combat is based on the wargame, it's just a personal preference.
This is not a dealbreaker for me. I understand your perspective, but there are tons of games that do mapless play a lot better than IK would. As far as genres of RPG go, I think that map-based, combat-emphasis games are kind of a thing of their own, and this looks like a good one.

Tinkergoth |

Tinkergoth wrote:1. No rules for playing as Warlocks yet (when I play WarmaHordes I run Circle Orboros)Tinkergoth wrote:2. I generally prefer to run my RPGs without minis. The way combat is written in this game, with facing being very important, makes this a bit trickier. I get that it's because the combat is based on the wargame, it's just a personal preference.This is not a dealbreaker for me. I understand your perspective, but there are tons of games that do mapless play a lot better than IK would. As far as genres of RPG go, I think that map-based, combat-emphasis games are kind of a thing of their own, and this looks like a good one.
Looks like that product is new from when I last looked at the game. I've got the core book and one or two of the early supplements. I'll have a look into it and see if it's got what I want. That looks mostly like a Beginners Box style intro to Hordes RP, so I assume there must be a full book for it coming out at some point, which is when I'll probably give it another look. EDIT: Having had a quick look around the site, yeah, this is like an intro box for another core book that's coming out soon. I'll hold off for that, since it doesn't look like rules for Warlocks are included in the Unleashed box.
Yeah, like I said, I know it's a game that is definitely designed with maps in play. It's not a dealbreaker for me either, it's just not my preference, and I'm more likely to just try and abstract a few aspects of it instead of bothering with minis and so on. Or, if I was to use minis, I'd probably adjust it to work a little simpler. Maybe use squares instead of allowing free movement in inches. I'd have to play with it to see what works though.

Mythic Evil Lincoln |

My group runs multiple styles.
We're all veteran gamers of between 15 and 30 years, so we're all comfortable with "theater of the mind" style play.
But because we play over Virtual Tabletops more often than not, we've gravitated more toward games like Pathfinder which have a tactical map emphasis. It's very simple to execute detailed, colorful maps in a VTT, and so products like adventure paths have a natural synergy.
I'd almost argue that the two styles are completely different entities, but we happen to enjoy both.
Iron Kingdoms would benefit immensely from VTT play, I think. We already play a bit of Warmahordes that way to experiment with armies, and it adds a level of precision and convenience that is hard to top.

Drejk |

I've been playing an increasing amount of Warmachine and Hordes lately.
The setting has a lot of eerie similarities to my homebrew of 15 years or so. Since the game mechanics in Warmahordes are impressive to say the least, I thought I'd check out the Iron Kingdoms RPG.
I haven't played it yet, but it looks like it is heavily inspired by 3.5 era D&D, and streamlined in a way I could only expect from Privateer.
Well, it might have something to do with the fact that Iron Kingdoms were started by a series of adventures to 3rd edition, later turned into full 3.5 setting. It had also one of the best bestiaries of the 3rd edition era: Monsternomicon. Only quite recently Privater Press decided to release Iron Kingdoms as independent system that, if I understand correctly, is Warmachine/Horde engine expanded to act as full RPG mechanics (which explains strong emphasis on combat).

Mythic Evil Lincoln |
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Only quite recently Privater Press decided to release Iron Kingdoms as independent system that, if I understand correctly, is Warmachine/Horde engine expanded to act as full RPG mechanics (which explains strong emphasis on combat).
And that's just the thing -- I've long felt that the 3.5 rulespace had some really awesome gameplay but was in need of a ground-up reorganization and clarification.
4e went too far and threw the baby out with the bathwater as far as I'm concerned. Pathfinder didn't go far enough -- or rather, kept the baby in some slightly dirty bathwater.
But starting from the wargame, where clarity of rules is absolutely paramount, and working back... that seems to have lead somewhere very interesting. I'm curious to see if it's really that good in practice.
I've become increasingly frustrated by PF when trying to run even slightly ambitious combat encounters at mid-high level. If my experience with Warmachine is any indicator, then Iron Kingdoms should be able to handle this very easily. A big part of this is the way magic is handled.

Drejk |

I haven't played new Iron Kingdoms, only seen it for a short time (I might get to borrow it from a friend and peruse it in the future - I think he got new ones) but what I have seen didn't appealed to me on a mechanical level. Felt too much like wargame, not enough like a more role playing mechanic.
If I would be GMing Iron Kingdoms I would probably end using GURPS.

Valfen |
It had also one of the best bestiaries of the 3rd edition era: Monsternomicon.
This cannot be emphasized enough. I wish all bestiaries were this great.
I own all of the old 3.5 IKRPG line. The fluff is incredible, artwork excellent, classes a bit on the underpowered side but all feel awesome, and new rules mostly work as intended for the setting. Being built upon the 3.5 chassis, it inherits most of the problems of the ruleset regarding balance (hello, I'm a full blown spellcaster) which can be tricky with system-savvy players.
Despite all this, it was an incredible blast to play, because of the sheer coolness of the setting. (My players were a Human Gunmage, a Trollkin Fellcaller, and a Goblin Bodger, who eventually ended up in a, uh, "scavenged" Man'o'War)
But you probably don't care that much about my fond memories. :)
As I don't own any of the books from the new IKRPG incarnation, I cannot give useful hindsight on it. From the bits I've seen, it seems indeed quite combat focused.
What's the angle for the setting in those new books ? In the old World Guide, I really liked that most of the Kingdoms were on the verge of war, but not quite there yet. It provided a very interesting setup for, you know, a roleplaying game. And then the need to advance the plot for the wargame somewhat ruined the mood, at least for me (One of the main appeal of Golarion to me is its static nature by design, no advancing storyline.)

Tectorman |

The lack of an extensive roster of creatures really hampered me when I tried running an IK game. This was before the new Monsternomicon was realeased and it shores up the lack a good deal. But I always wondered:
Are the creatures from Warmachine and Hordes able to be directly ported into IK? And if so, what book would you describe as the closest thing to a Bestiary 1? The widest selection of fighting monsters for any kind of IK game you might want to run, without further needing to refine the campaign by saying it'll mostly revolve around, say, Cryx?

Tinkergoth |

Which monsternomicon should I get? The 3.5 one? Because I'm collecting 3.5 IK stuff.
Well if you're collecting 3.5 IK stuff, then yeah, the 3.5 Monsternomicon is what you want. The others aren't going to have much for you, the system is radically different from 3.5 since it's based on the tabletop wargame.

Drejk |

*Looks on the front covers* Ugh. This is confusing. Good news is that Vol I 3.5 has 3.5 written over it in visible color and has different cover than Vol I 3.0... Vol II says it's volume II but uses the same cover as Vol I 3.0 (a fanged maw breaching through door/wall).
New Monsternomicon has neither and uses different cover: a ghostly gunslinger.

Mythic Evil Lincoln |

So, I may have a chance to actually play the new IK RPG soon.
I made a test-run character just to see what the creation system was like. I really enjoyed it, but I can see that after a few campaigns that the characters will begin to feel very "samey".
I suppose that's to be expected. IKRPG definitely skews toward the tactical wargame side of the hobby. Sameyness and predictability are actually good things in that case, because they help to make tactical decisions meaningful.