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Has anyone tried Iron Kingdoms Full Metal Fantasy RPG?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Winged Kroot Vulture






So, has anyone tried the new IKRPG yet?

How did it play? Pros/Cons?

Do you play Warmachine or Hordes? Was this a factor when you played/bought IKRPG?



This message was edited 1 time. Last update was at 2012/10/22 19:40:33


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Solahma






RVA

I have not tried it but my impressions on reading through the rulebook are that this is more of a miniatures skirmish game than a RPG. I'd rather these be the rules of a turn-based video game than a table top game.

   
Made in us
Bane Thrall





 Manchu wrote:
I have not tried it but my impressions on reading through the rulebook are that this is more of a miniatures skirmish game than a RPG. I'd rather these be the rules of a turn-based video game than a table top game.


After playing a few sessions, I've come to the conclusion that it is as much of a roleplaying game as you want it to be, but if you are looking for combat rules they don't disappoint.

GW Rules Interpretation Syndrom. GWRIS. Causes people to second guess a rule in a book because that's what they would have had to do in a GW system.


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Decrepit Dakkanaut





Biloxi, MS USA

Mattman154 wrote:
 Manchu wrote:
I have not tried it but my impressions on reading through the rulebook are that this is more of a miniatures skirmish game than a RPG. I'd rather these be the rules of a turn-based video game than a table top game.


After playing a few sessions, I've come to the conclusion that it is as much of a roleplaying game as you want it to be, but if you are looking for combat rules they don't disappoint.


This, in a nutshell. If you're the sort that requires rules for the non-combat sections of an RPG, this isn't the RPG for you. If not, it's as much RPG as every other RPG on the market.

This message was edited 1 time. Last update was at 2012/10/23 14:47:03


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The Hammer of Witches





Lincoln, UK

Hmm, if it's just combat rules I'm not sure I can see the point. I mean, I could just jerry-rig the rules from Warmachine for that, to be honest. I like a game to have out of combat challenge resolution mechanics, personally.

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Decrepit Dakkanaut





Biloxi, MS USA

 htj wrote:
Hmm, if it's just combat rules I'm not sure I can see the point. I mean, I could just jerry-rig the rules from Warmachine for that, to be honest. I like a game to have out of combat challenge resolution mechanics, personally.


It has those. I meant more that it's lacking things like Rope Use, Profession skills(beyond repairing Jacks, making Mechanika, and mixing alchemy), and levels of Horse Riding. It has rules and derived stats for things like intimidation, bluff, and pickpocket checks.

So, then let me re-phrase that: If you're the sort that requires rules for day to day interactions and minutiae, this isn't the RPG for you. The rules sections lean heavily towards character creation and combat, but I don't see that as a problem, as I've never been a fan of minutiae rules and rules for how to act like a character that I invented.

This message was edited 4 times. Last update was at 2012/10/23 15:08:02


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Oh, OK, that sounds better. I don't feel like you need a rule for every single potential skill (me and GURPS had a falling out over that) but from what you said first it sounded like it was all combat all the time. Thanks for clearing that up for me. I might see if I can find a copy to look inside.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
[MOD]
Solahma






RVA

Given that people could roleplay tic-tac-toe if they wanted to (especially the "non-combat" scenarios), the appellation that something is "as much a RPG as you want it to be" is faint praise indeed.

This message was edited 1 time. Last update was at 2012/10/24 17:40:37


   
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Long-Range Land Speeder Pilot





I found this to be a pretty good set of rules for an RPGS (fair warning: my previous experience with playing RPGs is D&D 4.5). I do, however, think that this was mostly just a response to people probably wanting to make their own characters/adventures in the Iron Kingdoms.

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Made in us
Servoarm Flailing Magos







TechMarine1 wrote:
I found this to be a pretty good set of rules for an RPGS (fair warning: my previous experience with playing RPGs is D&D 4.5). I do, however, think that this was mostly just a response to people probably wanting to make their own characters/adventures in the Iron Kingdoms.


The d20 IKRPG had some great writing and production values... The main problem was the rules had some weird problems trying to jam itself into the D&D base rules. From what I remember, ammo was super expensive to make gun-users more 'exotic' and using the steampunk creation rules was just not that entertaining.

The PP guys put a lot of effort into making an 'RPG-friendly' setting out of the Iron Kingdoms, and the IKRPG material I've seen seems to be a good match for the wargame. They're still the same setting, albeit different facets of it..

This message was edited 1 time. Last update was at 2012/11/12 17:59:25


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I just can't wait to be able to officially change my character to the Long Rider he was meant to be.
I'm finding it to be fun. This is my first experience with an RPG, but it's still a nice one.

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