![]() ![]() However, I would not expect to see a wide range of utility spells added to the game. Jason: We will be adding new spells, traditions, and arcane abilities in the future as we explore warlocks, infernalists, necromancers, and the like, and the various blood magic of the setting will touch on divination. Are there plans to expand the magic system in the future? From what I’ve seen quite a few spells could be useful in non-combat situations as well, but the focus is still on combat magic. Stargazer: One of the criticisms I read on the ‘net about the new Iron Kingdoms RPG is that the magic system is lacking non-combat spells. That’s when we struck on the idea of starting players off with two careers so player characters could jump into the world as Gun Mage–Warcasters and Pirate-Duelists, the sort of characters that populate the Iron Kingdoms.Īnd yes, there certainly will be more careers in the future. However, our initial career offerings and mechanisms for advancement left us a little unsatisfied. To create the depth we were looking for in the RPG characters we knew we needed a career-driven system that would enable characters in the game to grow and transform over time, to realize their stories. ![]() Jason: Strong characters stand tall the Iron Kingdoms, which is really a lens to tell their stories. Can you tell us a bit how you came up with the idea? Will there be new careers to choose from in the future? Stargazer: I have to admit my favorite aspect of the new IK RPG are the careers you pick during character creation. Not only have the rules for our wargames been meticulously honed, but they also represent a natural extension of that world so it just made sense to use them as the basis for the RPG. During our first experiences trying to translate the Iron Kingdoms into a roleplaying game, we realized that to truly bring the world to life we could not limit ourselves to playing in someone else’s sandbox. ![]() Jason: We knew from the outset that the new game would be based on the mechanics of WARMACHINE and HORDES. Was that the plan from the beginning or did you consider using a different system first? What was the hardest part of turning a miniatures game into a roleplaying game? Stargazer: From what I’ve seen the rules of WARMACHINE and the roleplaying game are more or less compatible. I’ve now spent over ten years with Privateer and I’ve never looked back. After years of playing eventually I started writing games, first in my spare time and later professionally. I started as a kid playing whatever roleplaying game I could get my hands on. So please tell us a bit about yourself and how you got into the hobby. It has become a tradition here at Stargazer’s World that I ask a few questions about how you got into gaming first. Thanks again for answering a couple of questions for us. I had the chance to ask Jason Soles, who was Lead Designer for both WARMACHINE and this new game, a couple of questions about their new RPG. For quite some time fans of the original d20-based Iron Kingdoms roleplaying campaign setting have been waiting for a new roleplaying game by Privateer Press and at this year’s GenCon the new Iron Kingdoms roleplaying game made its debut. Today Privateer Press is probably best known for its tabletop miniature game lines. Other RPG-industry credits include the 3.5 conversion of the Witchfire Trilogy Collected Edition by Privateer Press, and an introductory article about Varisia in Kobold Quarterly 22.Back in 2001 a small company called Privateer Press released “The Witchfire Trilogy Book 1: The Longest Night” for D&D 3rd Edition. He was also a venture-captain in Portland, OR for the Pathfinder Society Roleplaying Guild. He lives with his family in Oregon, and in his spare time likes to help edit this wiki (as Brandingopportunity). Originally from Linz, Austria, Alex Greenshields (he/him) has been working as a freelance writer and editor for Paizo since late 2010. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |