Frosty689 said: Iron Kingdoms is set in steampunk world where magic, alchemy, mechanical/alchemical wonders( or horrors) walk among the living while the others lurk in hidden laboratories beneath the major cities. The world is divided by war, dark magic, unexplored regions where expeditions usually.....just disappear for "some" reason. Even on the sea you won't find peace. Pirates, ghost ships, aquatic predators that had a taste of landwalkers...let's just say taking a swim isn't on the activity list anymore. The system is D6, there are skill rolls for roleplaying, crafting and such while the combat is fast IF you are using the char sheets on the roll20 and GM didn't filled the map with enemies. There is encounter sheet that will help the GM to know how much enemies are enough to make pc-s sweat and if some "genius" thinks they don't need the sheet well then encounters will become either easy or hard. Tactical experience and good amount of humor is advised and also don't go all Leeroy Jenkins because even the most optimized char will have a bad time and if you roll slow recovery on the injury table then congrats. That char is basically a cripple for few weeks so better put him/her out of his/her misery. Oh and don't let me start on poisons and diseases.....nasty stuff. Also there are steamjacks and enchanted items via "science" of that world. Have fun and i hope you will wear your brown pants. Thanks Frosty, I'm a big fan of the system but not a lot of people run it or would let me join in with my kind of character. Most GMs for it run 11+ players. The only other ones I've met have disappeared or had some serious cultural issues in their groups that just differ too much. In total I think I've found 3 GMs for it in the past 2 years.