Sunday, October 21, 2012

Iron Kingdoms RPG review

So I have run two games of the IKRPG. One after having the book for a single evening and one just today. I think I would give this game a 9, yes 9, out of 10. For comparison I would give 4th ed dnd a 6 and 3rd ed a 7.

The things I like:

1) Super fast fights  ( really we did four fights in two and half hours with role playing on either side and some table talk, coke buying, and other people distractions)

2) Warmachine Mechanics (if you don't like warmachine you likely will not like this)

3) Deadly. Yea you start with like 10 hit points and only ever get to about 20 at most if you really invest in it


4) Lots  of character creation freedom. Sure the careers tell you what you get but.... you pick two out of around 20 careers, you pick a race, and you pick an archetype. Beyond that you pick which stats to up and buy equipment (which can really make a difference in this game)

5) Armor makes you easier to hit and harder to hurt.... There have been far too many moments in Dnd when I was like so......... I wear armor and I dodge better? What?!? I know they are just making it simple as AC represents both nimbly bimblyness and armor but I think those should always be separate.

6) Privateer Press is giving some nice stuff away. Character sheets, Extra monsters, a starting adventure, and encounter sheets (for GMs these rock! Ever wanted a pre-made sheet with the monsters hit points and initiative tracker on the same easy page....here it is) Also they are providing extra monsters and adventures in their bi-monthly magazine.

7) Plays in inches. If you are wargamer you have terrain. I sat up the area for all four encounters on a standard 6' by 4' warhammer table and the players moved seamlessly from encounter to encounter. No more time drawing maps.... and it is very cinematic. Having terrain appeals to me as a wargamer it is much nicer than hand drawn maps.

8) Players can dodge or heal themselves no need for a player to play the "healer". The feat points (much like action points in 4th ed dnd or drama dice in 7th sea) are truly the fuel of the party. Will they use them for offense  or defense?

9) Warjacks can be customized. It's awesome.....

10) the equipment, weapons, and armor make a difference..... a big one.....

Things I don't like

1) I want more.....more warjacks, more spells, more everything

2) Not much for Gamemasters. Only a few monsters in main book and the encounter building guide has serious typos and is not very helpful. I had to run test encounters to figure out what player's could handle.

Overall a great system with great background and rich in depth world.

Totally worth the 60 bucks....especially if you already play warmachine/hordes.

Some pics from the game










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