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This summer, Privateer Press will unveil the long-awaited IK RPG and once again allow players to explore the rich,
war-torn world of the Iron Kingdoms through the lens of a role-playing game. Recently, I sat down with development
manager David DC Carl and staff writer Simon Berman who have been diligently working away on the new RPG.
I asked them a number of questions about how the new game plays and what players can expect from the mechanics
and setting. I think youll find their answers quite intriguing, and they should shed some light on a few of the burning
questions many players have about the new game. Bear in mind the IK RPG is still in development, and the information
presented here could change as the designers take the game through its various stages of refinement.
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NQ: What can you tell us about the basic rules system of
the IK RPG?
DC: The rules will be a proprietary system developed
to reflect the setting of the Iron Kingdoms. Matt Wilson
has been heavily involved in the project, more so than on
any other project since I joined Privateer Press. He and
Jason Soles have been really digging into the way that
characters come together and the way that setting elements
are reflected in the game mechanics. Weve already got a
great system for reflecting battles in the Iron Kingdoms,
so WARMACHINE and HORDES players will find many
elements of the combat system familiar.
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but with personal risk once they exceed certain limits. This
gives them their own version of resource management
distinct from both focus and fury.
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