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. The Witchfire's true purpose is finally revealed, and only the courage and sacrifice of a small group of unlikely heroes can save Alexia from the brink of madness and prevent the infernal weapon from fulfilling its apocalyptic legacy.Back in 2001 a small company called Privateer Press released “The Witchfire Trilogy Book 1: The Longest Night” for D&D 3rd Edition. Nearly two decades later, the veteran of countless wars, Alexia returns to Corvis, the City of Ghosts, in search of help from the malignant forces that seek the return of the coveted sword. With the voices of the Witchfire's imprisoned souls raging in her mind, Alexia would eventually unlock the power of the Infernal artifact and command an army of undead to vanquish the villains seeking to use the sword to once again subjugate the Iron Kingdoms. Hellbent to spare her mother an eternity of torture, Alexia Ciannor stole the accursed sword and set out to unlock its dark secrets. Now, the legend continues in the newest edition of the Iron Kingdoms RPG, written for 5e.Īs a child, she lost everything when her mother was wrongfully executed for witchcraft and her soul was consumed by the most ancient of all weapons, the black blade known as the Witchfire. Twenty-one years ago, the Iron Kingdoms was introduced through an acclaimed series of adventures known as The Witchfire Trilogy. "Discover the origins of the legend that started it all.
0 Comments
Leave a Reply. |