View Full Version : A Request: RE: Iron Kingdoms V2.0
Claudius
04-07-2010, 10:29 PM
As a fan that enjoys the table-top and the D20 setting, I have to ask you something PP, on behalf of myself and my players. When you are going through the design process, please, please build the new system off the Table tops stat-line system expanded for RPG play, and include a basic set of tools to convert characters created using that system to the table-top game stats, for use in miniatures-based combat with the RPG. The table-top game is slick and fun, and I've managed to get half my gaming group into it out of running the D20 game, and the one thing that keeps coming up over and over is that they are wondering aloud what stats their PC's (which run a large merc company now, with one being a warcaster) would have in the tabletop game.
Yes, it would probably give rise to people wanting to use their custom made stuff in official games and some arguments, but those are easily settled with an iron-clad rule that no things created with this system can be used in any official events, period. That the solos/units/whatever built with this system are not officially supported in any way in the table-top game sense.
Look at how many posts the "Build your own Warcaster" or "Build your own solo" threads wind up getting in the other forums here. Look at games like Battletech and Heavy Gear, and how much fun people have designing custom monsters for use in their own games using those systems built in design rules. You have a very entertaining tactical game going here which is in of itself alot of fun and has a great and simple system going for it. It should be able to interface with your new RPG system in an intuitive way that allows fans of both to play out imaginary what-if scenarios using proxys or customized miniatures. I'll wager most people here would absolutely support this.
That's all, thank you for reading this if you do.
StJason
04-07-2010, 11:50 PM
The only caveat I would have is that previous war/RPG hybrids are DEADLY. Think how quickly a Trencher or a Long Gunner drops, and they are 'elite' (level 5-6 Fighters, in D&D terms)
DP9 tried a hybrid system with their Silloette system, and our group just couldn't keep the characters live for very long. Part of being a hero is that you can risk things. Nobody wants to play the 'stay at home with a safe job' RPG.
That said, I could see a 1/10th type system (similar to WHFRP).
I would like a class/level-less system, though. Savage Worlds does this nicely.
I'd like a background system. The old Mutant Chronicles RPG had a GREAT background system. You started at 16, and could start adventuring then, or roll on the chart to see what happened that year. The chart had a huge list of good and bad things that could happen, each modifying your character's skills, stats, and finances. Maybe you go broke. Maybe you serve time in prison. Maybe you get into the elite unit for some superior training.
Feeding off of that, a career system (ala the old WHFRP) isn't a bad idea. It makes sense to have to spend time as an apprentice in order to learn to be a wizard. Just picking it up one day is silly.
I really, really, really, really want a lot of expansion from the war setting. Possibly the most attractive aspects of the IKRPG setting is the dark, the unknown, the mystery. It is pulp in some respects. If it all circles the war, then it's a terribly limited RPG.
More, give us lots of stuff that isn't war. Adventuring Scholar might be the most popular prestige class. Not because it's super-powerful or provides unusual benefits, but because it is about information. It provides it's own motive to go out and seek out dangerous monsters and nasty places. It is refreshing and interesting to not have a class that is all about maximizing damage output, but instead in delving into the dark secrets.
Finally: A request to add on to this: Give us the playtest. You gave the WM/H folks their playtest, and listened to their feedback. The RPG-supporters would flip for the same opportunity. And we are much more devious and nasty powergamers then the minis folks could ever dream of being. >:D
Killj0y
04-08-2010, 08:19 AM
There is something to be said for the simplicity of roll 2 dice vs stat and add stat. It's a system that has gotten a lot of play and respect within the industry.
That being said, I don't think the tabletop game has the depth of mechanics to make it into a fully fledged RPG just by using the stat lines.
There is too much compromise. Too much that gets compacted and reduced to fit into the simplicity of the mechanic and the speed of play. RPG's don't need that level of simplicity. The watchword for most of the games I play is simulation and making the world work within the guidelines you present.
Warmachine lacks a generalized skill system. There are some skills specific to types of characters like spellcasters but nothing that works for crafts or other elements.
Most mental skills get dumped into the unit's leadership which is fine for some things but one stat being used to represent both cognition and knowledge is somewhat restrictive.
I agree it might be nice to have a straight across translation but I will also point out that the characters in the game other than the warcasters are practically cookiecutters they lack form and definition, they have no souls and they drop with a single wound.
The very concept of hitpoints and armor varies pretty greatly from what i've seen in most other RPG's when you're looking at wounds and power fields.
Again, I think it's a fine idea, I just hope they don't try it to the exclusion of making a good system.
Claudius
04-08-2010, 11:58 AM
Well, when I said build the new system off of the table-top rules, I didn't mean just using the table-top's stats exclusively. I meant expounding upon it the way Dark Heresy does; creating an RPG system that can easily convert characters for use in the table-top while not using exclusively the table-top system. Its very simple, for instance, to convert Dark Heresy characters over to Necromunda stats, which another gaming group in my area has done with great effect before.
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