|Look. It even gets a shiny new logo!|
Well it wasn't all clever mobile device army building apps and ginormous hulking robots of doom from Privateer Press last week. Not that huge walking weapons of destruction aren't cool and all that, or indeed that the announcement of the War Room app weren't impressive, they were. Nope. Privateer Press also announced they are finally rebooting their Iron Kingdoms RPG:
Now I'm not so heavily involved in the whole RPG thing. I have given a fair few RPGs a go in my time, but I'd be lying if I tried to claim any sort of expertise in the area. I never got more than 12x months into any campaigns I did try, and I certainly never tried the MKI Iron Kingdoms RPG for a number of reasons:
- It didn't feel or look like an RPG to me, and yeah I know, defining what an RPG is can be tricky. So perhaps it's better to say, it's not the sort of RPG that I was tempted to play.
- My group of friends / gamers aren't really an RPG crowd. So even though the setting of the Iron Kingdoms was a familiar one to them there just wasn't the interest.
So has any of that changed with this announcement video? Short answer, no! This piece of news really didn't get my heart thumping and my pulse racing. However, it is good to see that Privateer Press have taken the time to update their RPG system and are still willing to support the game. Giving a third option for gamers who want to engage with their Iron Kingdom setting. Just because I'm not an RPG fan or gamer doesn't mean I can't appreciate the product or the effort they've put into it. Given the nature of RPG books there are always some interesting bits of back ground information. Other types of source material, richer in detail than your normal war game rulebooks. Things that got deeper and help you to understand the world behind the headlines if you will. They also include rules that I can take something from and maybe even use myself in my war gaming someway.
And this Iron Kingdoms RPG is certainly no different in that regard. In fact it might actually be far more useful. The mechanic's of the Iron Kingdoms RPG is actually very similar to the mechanics found within Warmachine and Hordes. So actually lifting some of the rules contained within and maybe even adapting them to a HoMachine campaign could be a distinct possibility. I think that's as close to RPG gaming as I'm likely to get with my group of gamers, campaigns. In the past RPG source books and rulebooks have been an invaluable aid in helping set up and run such campaigns. Perhaps we can create our own Warcasters and Warlocks and have them progress? Who knows. No doubt I'll buy the Iron Kingdoms rulebooks just to get a bit more in-depth background on the Iron Kingdoms and to help immerse myself even more into my games of HoMachine. I would like to hear from any of you though who have played the original Iron Kingdoms RPG. Was it any good? What's it like? And most importantly, are you excited about the reboot of the Iron Kingdoms RPG? I'll leave you with the one bit of the announcement that I actually found really, really interesting. It's a Privateer Press Insider article on the design process behind producing a new logo for the Iron Kingdoms RPG. The one at the top of my article actually. I always find those things interesting to read. Peace out!