Hello! I'm looking
for 1-2 players for an upcoming IK game. I already
have 2 players, and will run the game if I get 3.
The game sessions
will be held on Mondays, 6PM GMT +2. Maybe, if everyone will be able to, and
I'll have time, we will be able to schedule a second game on any given week,
but it's highly uncertain.
What do you
need to join the game:
1. A desire
to play (duh!)
2. A working
microphone for voice chat.
3. A skype
account (we will be using a skype conference for voice chat).
4. A free
Monday.
5. You must
be a fun and friendly player.
6. You must
be punctual (5 to 10 minutes late is OK, as long as it does not happen every
time).
What you
don't need:
1.
Knowledge of the system or the setting (you can learn on the go, the system is
quite simple).
2. A webcam
(I do not own a webcam, so I'll not be using video, and will not demand if from
others).
What will
be provided by me:
1.
Punctuality (I dislike when people are waiting for me).
2. A story
(I hope it will be a good one).
3 A friendly
and fun GM (that will be me).
What I will
not provide:
1.
Railroading.
2.
Favoritism.
3. Perfect
English (my English is OK, and three groups I play with claim it's enough to GM
a game, and I should not worry... maybe they are just trying to be nice).
If you are
interested in the game, please post in the thread. Any questions or suggestions
will be answered as soon, as I get them. If you would like to hear me in
person, you can call me on skype (skype name: vnergalv).
So, a lot
of people may ask: "Just what the hell is Iron Kingdoms?" Here's my
summary of the setting and system from another topic. In places it's not very serious,
so I ask you to endure.
OK, so, Iron Kingdoms.
It's a
setting first and foremost. It's a world in which magic and technology collide.
A world of 3 meter tall steam golems and arcano-mechnical machines.
The
setting was first created for D&D 3.0. Then it came out as a miniatures wargame.
Now Privateer Press rebooted their RPG line, using a system derived from the
wargame.
The
game engine is quite simple, and follows the principles, used in the wargame
(no grid, measuring with a tape or a ruler). Even the ruleset is just an
expanded wargame, that got additional stats, skills and gear bolted on to it.
The
characters are created by:
1)
Choosing a race: Human, Rhulfolk (Dwarf), Iosan (Elf), Nyss (another kind of
elf... ice elf, I guess), Gobber (goblin/gnome/kender hybrid), Trollkin (something
in between a human and a troll) or Ogrun (an oversized human).
2)
Choose an archetype: Mighty (hit it until it stops moving), Skilled (a rogue,
basically), Intellectual (think a lot, coordinate allies) or Gifted (cast
spells, pray to gods, kill stuff with mind bullets).
3)
Pick a combination of 2 careers. The core book got 30 careers, additional books
have something like 20 more between them. The career combination will give you
your starting abilities, skills, gear and money, and also govern your
progression. If you want to play an Inquisitor - pick Investigator and Priest.
A military steamjack mechanic - Field Mechanic and Soldier. A noble knight?
Noble/Knight, duh!
Main
differences of combat is griddles movement and character facing. Combat is
quite tactical, without turning into roleplaying chess, like DnD 4E (sorry, 4E
fans, I just don't like 4E combat).
A lot
of equipment has special rules, that create a feel that you are using different
stuff, and not just a "weapon" that deals slightly different damage
(I'm talking about knockdowns, knockouts, setting people on fire or blinding
them.)
Well,
in this system you can command huge steam powered golems, who smash faces.
The
setting is quite interesting, with distinct nations and races. There's a lot of
stuff to discover and investigate, and just a lot of stuff happening.
Some
of the stuff that the Iron Kingdoms setting has:
* An
empire of half-mechanical undead, ruled by an ancient dragon/god.
* A
horde of mutated winter elves, blighted by an offspring of the said dragon/god.
* A
theocracy, that likes to kill stuff with fire and crusade from time to time.
*
MOTHER RUSSIA with bears and vodka!
*
Hidden cult of druids worshipping an ancient avatar of predation.
*
Scary humanoid conqueror race, that could invade form the east.
* A
scary human nation of necromancer/vikings from beyond the western ocean, that
had enslaved the Iron kingdoms for 600 years, and were driven out 400 years ago
(but they are still out there).
* A
cult of a Clockwork Goddess, whose priests transfer their souls into mechanical
bodies.And more cool stuff!