I'm not sure I agree with the idea that gamers don't learn new systems. Since the late 80s there have been a number of successful RPGs, most with proprietary mechanics systems. Even if they don't have quite the exposure of D&D or White Wolf's Storyteller system. A number of companies have stayed in business for a good, long time and done quite well for themselves.
We've really been in something of an RPG renaissance in the past few years. With the lowered costs of small print publishing, a multitude of games have appeared with interesting and unique systems. Check out some of the indie press stuff if you want to see where the envelope is being pushed in RPG design and gameplay.
One of the major benefits of a proprietary system for any game is that you can craft your mechanics to speak to the source material. D20 is a pretty good, but somewhat generic, system for fantasy RPGs. However, nowhere was it designed to take into account things like mechanika or the nature of divine healing in the IK. A proprietary system could consider gameplay and setting elements like that from the ground up and provide a much more satisfying mechanic for resolving those systems.
Yes! But it's going to be a little while, which is why we haven't made a really serious announcement yet. So you're going to have to be patient!
As of GenCon we were allowed to mention that we have begun to work toward our own proprietary RPG rules system. However, this comes with several caveats. I know some of our fans have dreams of a massive think-tank of dozens of people at Privateer HQ who have been isolated and busily cranking out new RPG material for the last year. This has not been the case. As I mentioned when I started this thread a year ago, the RPG outside of NQM was put "on hold." I meant this quite literally. Meaning, we have all been very busy working on other things. Even now, any work put toward this project must be considered on the "back burner," particularly until we can see clear of the Mk II release schedule for WARMACHINE and HORDES. Even were we drowning in writers capable of producing this material to our standards, our editorial and design teams are booked for the duration.
For that reason, while I know it has been a long time since we have published an RPG book and everyone who loves the RPG setting is impatient and many have long since given up, do not expect any new books for quite a while. If you are finding that even our NQM coverage is not enough and it is easier for your sanity to ignore the Iron Kingdoms as an RPG setting until we produce another book, so be it. There is not a lot we can do at this point in time to accelerate things.
Right now all I can offer is confirmation that the RPG is something people in this company care about, and something we want to eventually resurrect and relaunch. Hopefully between the wealth of material in existing books and the new articles in NQM those running or playing in IK games will still have plenty to do in the meanwhile. Right now is probably not the best time to "get started" with the IK RPG, due to the books being out of print. But if you can find them, I think we've provided ample adventuring opportunities across the IKCG, IKWG, Monsternomicons I & II, the Witchfire Trilogy Compendium, the Liber Mechanika, Five Fingers: Port of Deceit, and now over four years worth of No Quarter Magazine.
Those who already own them can content themselves in being among the honored few who have stuck by the setting despite our quixotic schedule and delays. Perhaps one day you can enjoy impressing your younger peers who are showing off their fancy new IK books by pointing to your rare and venerable IKCG and IKWG printed way back in '04 and '05, sitting on the shelf alongside your mint Witchfire Trilogy modules (1st printing!) and the even rarer Lock & Load: Character Primer and the original Monsternomicon.
If it's a long way off, that means that this is the time to make your wishes for a true IK system to be known. Here are a few of mine:
1. Represent wide range of power levels, from lowly to god-like, and be fun to play at any of these. This doesn't necessarily mean a class/levels based system mind you.
2. Represent the way things work in the world, in a way players can interact with. I'm thinking about trades and professions, economy and construction, language & culture, organizations, item creation and so on. A simple, scalable rules system is much preferable to a 'It's your world, make it up' hand-wave.
3. Have a combat system that supports, but does not require the use of miniatures or extensive mapping. Some of my players simply will not play a game that requires D&D 4e style mapping.
4. Allow for players characters to go beyond their archetypes- ie, the Nyss that left her homeland and studied mechanika, or whatever. As much as I roll my eyes at less-than-canon stuff, the ability for players to be creative with their characters is super-
important.
That said, there's a long list of things I know you guys will do a good job with, such as:
* A magic system that is wide and varied, and represents the differences & similarities between sorcery, wizardry, necromancy, witchcraft, infernalism, blood magic, etc etc.
* A magic item and mechanika creation system that supports extensive modular tinkering BUT also lets people simply window-shop for items without having to scratch-build them every time.
* Rights and representation for gobbers everywhere.
If building a system avoid the crutch of stacking too many of your systems on top of one another.
D20 is as guilty of that as were many of the predacessor.
One of the walls that we often run into when talking about changes to the d20 system is that so many are tied together.
AC is tied to hp, with is tied to BAB and fundamentally levels.
So any attempt to modify the AC system will eventually but up against the fact that AC only scales to a certian point before the level of the character making an attack renders the entire situation moot.
Combat need not be a puzzle of interlocking systems, I can't say how to do it properly I can only find my point of frustration.
Secondly-
Magic should cost you something. And not something ephemeral and hand wavey. Like wizards are generally weak and not good at melee combat, or have to constantly rememorize spells because the magic burns out parts of your brain. I mean something immediate. As i'm sure you've seen material components are a fluffy but pointless exercise unless there is an actual GP cost behind them, and when there is an expensive component it is almost a crazy boondoggle like a 10k gp diamond or a 50k gp statue of an elephant.
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resumindo, o pessoal que trabalha na privateer (as pessoas quotadas) está desenvolvendo um sistema próprio para os reinos de ferro, não houveram grandes avanços então não puderam confirmar oficialmente. Mas é melhor do que nada.



