Basically, you get 2 careers in character creation.
Link
Basically, you get 2 careers in character creation.
Link
WARMACHINE/Hordes no more.
So, 1 Archetype and 2 Careers. Sounds interesting so far. Reminds me of the World of Darkness in a small sense.
I wish I could afford a No Quarter subscription.
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Instead of suggesting units/models when someone posts a list. First, try suggesting how to best use the list the original poster wants to use.
List of careers from that article:
Arcane Mechanik
Warcaster
Fell Callers
Knights
Mercenary
Pistoleer
Aristocrat
Military Officer
Highwayman
Priest
Man-at-Arm
Thief
Did I miss any?
WARMACHINE/Hordes no more.
I hope there is a lot of flexibility with Archetypes. Hearing that you must be archetype "gifted" to be a mage makes me a bit sad. Because I was hoping that there would be a difference between forceful and finesse for casters as well. The difference between calling down a rain of fire to smite thy enemy and applying a tiny bit of pressure to a vain around the heart of your enemy. Either way, it's a dead enemy killed by a mage, but it's approaches taken from two drastically different characters.
-Rick
There are some further subtleties and classifications for Gifted characters that we'll be talking about in the coming months.
More than 25! Warlocks will not be included in the first book, though. We're saving those for book 3 which focuses on the wilds of Immoren.
Last edited by PPS_Simon; 02-20-2012 at 12:09 PM.
Mage Hunter
Hehehe Iosian Gun Mage Hunter![]()
Fight for your right to say legend-ary, without the auto-censor's influance!
Instead of suggesting units/models when someone posts a list. First, try suggesting how to best use the list the original poster wants to use.
The first thing i look at when opening a new rpg book is dice mechanics for skills and combat, then the setting details if the cover wasn't detailed enough. Then I check for the character creation, mostly to see if its level or skill based and how custom or specialized the creation is. Am I the minority? A bad dice system will ruin any well detailed character creation system, rollmaster i'm looking at you.
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I suppose it depends on the game, lifeless.
In some RPG campaigns, the focus may be on the RP portion, and you just kind of muddle through combat, but still have a great game, while other campaigns are table-top mini games w/ fleshed out/advancing characters, and they can be equally as fun. These 2 types of campaigns can also use the same system, although the combat mechanic important to the 2nd type.
Some people don't like complex combat systems, as it takes to long to play out a battle, taking time away from some intriguing and in-depth story lines.
I like both both spectrums (and all in-between) myself.
"The road to salvation... is long and narrow, and it must be paved with the skulls of heretics." -- Hierarch Sulon, welcoming pilgrims to Caspia, 481 AR
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Our plan is still to only release a set of four core books, the first containing the core rules and general overview of the Iron Kingdoms and the following three expanding on different themes and regions of western Immoren. These books will not release simultaneously.
so with the above list...
Ogryn:
fell caller
thief
"HEY EVERYONE!! WATCH ME ROB THIS GUY!!"
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Players are an impatient lot!
Between this and the new Marvel rpg every other rpg is just under my radar (ok, the new Delta Green is there too but that seem to be a 2013 thing).
WARMACHINE/Hordes no more.
Last edited by drachenfels; 02-20-2012 at 04:04 PM.
This thread just got 20% cooler because of Rainbow Dash.
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Great picture drachenfels! I'm still laughing over that. And it's my desktop wallpaper. That's tops!
Also, props to PPS_Simon for the attentive care you give the roleplaying community.
I'm really excited about what I read in the Insider. I mostly play DnD 3.5 these days, and I've grown discontent with the cookie cutter feel of the classes. Sure feats and skill selection can make characters mechanically different, but... I mean, realistically your cleric has 5 or 6 core feats they really have to take. So does your fighter, Wizard, whatever it is. And after playing DnD for a few years you've pretty much dialed in what skills your DM is going to use, so you just take those skills.
So this whole race/archetype/career/career system seems wonderfully open ended to me. Lots of possibilities!
I was super stoked before, after last NQ's article, now I'm basically doing cartwheels. I love everything you guys are doing so far, even if you're only letting us know about it little by little.
The idea of Archetypes and the duel Career system for characters sounds a lot like WFRP in a really good way. It should keep new characters fresh yet still have that identifiable nature. A Warcaster Fighter vs a Warcaster Gunmage will probably still be pretty different, but both will still be Warcasters at the end of the day. Love it.
Now we need to wait to see how character advancement will work. Are players locked into those career choices? Can they move on to new ones or gain more through experience?
So we can start as warcasters? Interesting...
"If at first you don't succeed, label it version 1.0."
thank you drachenfels!
i have a new desktop wallpaper!
seriously though, i fell out of my chair after reading seeing it
internet points to you sir!
Your tears of nerd rage bring me such joy!
So some people I was talking to were skeptical about adapting a wargame ruleset to an rpg. It's interesting, however, that it's the same direction that DnD originally took.
I'm really looking forward to the 'wilds' book the most, because part of what I like in the setting is the contrast between highly industrialized, 'civilized' nations and wilds that are like Australia on Nightmare Mode. Running around exploring crazy places like the Bloodstone Marches seems fun.
"I got three words for you now: perish in fire!"
I like the dual career idea - it provides a neat way to model wildly different character types using the same basic building blocks. For example, taking characters from Warmachine, Nemo might be an Arcane Mechanik/Warcaster, while Caine would be a Gunmage/Warcaster. I was very worried that having Warcasters playable from day one would make them all too similar.
DnD was based on wargames? Where do you get that from? I remember a lot of Napoleonics, Some WWII Stuff - As I remember Avalon Hill was a pretty big name in our circle. I don't recall a lot of fantasy wargames in the early 70's. There were some SPI titles based around Tolkein - but they came out after D&D. First fantasy mini game I remember (Though to be fair it has been a LONG time) was chainmail - which TSR put out in support of D&D.
Privateer started as an RPG company, yes. I know that The Longest Night predates all other WARMACHINE products. Not sure if the Monsternomicon and Lock and Load do so too.
WARMACHINE/Hordes no more.
I don't think there's a direct "D&D was based on X", but as far as I'd heard, the concept of that kind of game (a small party-based role-playing game) was derived from wargame rules initially. It's no secret that Gygax played wargames himself prior to making D&D and was no doubt at least inspired by them.
"If at first you don't succeed, label it version 1.0."
when i posted this information to my local forum someone responded with :
"Or, and this would appeal to the side of me that wants to really "Role" play instead of "Roll" play would be a Gobber who is a cross between a bodger and Reinholdt (so Arcane Mechanic/Thief or Arcane Mechanic/World Traveller if that is an option). The little hyper guy who constantly irritates the mean Khador warcaster by "fixing" his warjack and "improving" his equipment!"
so ofcourse i had to draw this too....
![]()
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You're very close! Gygax and company created the original Chainmail rules from which D&D grew in the nebulous ooze of primordial adventure games! http://en.wikipedia.org/wiki/Chainmail_(game)
Ok I will buy that- the concept of using dice to adjudicate combat. Makes sense.
The comment I was originally remarking on though was a concern about basing a RPG on a specific Wargame - That is not the case in this instance, though it could certainly be argued the Wargame has considerably expanded the Iron Kingdoms setting!
Question: will there be a lot of player content in books 2, 3, and 4? Because as a DM, I really don't like the players having a reason to own books of fluff details and plot hooks. What they own, they're going to read, which makes the material much less useful for the DM.
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I'm liking what I'm hearing so far. Still waiting for more details and trying not to go crazy.
I do like that you need Gifted to go Warcaster. It suggests that Warcaster is something you at least need to plan for at character creation to make a possibility. Which fits the fluff.
Any chance we can get a gear article in the near future Simon? Talk about Firearms, Blasting Powder, and some of the special arms and equipment the IKCG had in it. What's still around, what's changed...etc. Curious about the monetary system too now that I think about it.
Mayhaps a "So my _____ wants to buy a pistol and a pocket watch" format where you walk through how that character would go about getting that stuff. To give an idea of where the systems at in that regard.
Optimistic theory crafting pirate loving merc player.
This thread just got 20% cooler because of Rainbow Dash.
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My Cryx Paintings
My PINK Khador Thread!
I think it's important for players to be able to read fluff (but not plot hooks). Even if it's about an area they aren't adventuring in. It gives the player a better feel for the world. The character grew up in the world, so would have more knowledge and sense of what's going on/what could happen than a player who knew little of the setting. The players should use this information to help play their character, help react to or anticipate how dealings with NPCs might go, but shouldn't use specific knowledge their character wouldn't know.