Category Archives: Iron Kingdoms

The Fate System

Fate RPG

I was recently exposed to a rather interesting alternate RPG system written by the folks over at Evil Hat Productions. Traditionally, published roleplaying games will have an assumed setting built into its game mechanics. This is often in the form of a series of core attribute statistics that define how strong, nimble, smart, or persuasive a given character is, and reinforced through systems of character classes and pre-defined skills. Characters built within these parameters lend themselves, in theory, to the assumed setting. This is the case with World of Darkness system, Deadlands, or Dungeons & Dragons.

Others attempt to be universally-applicable. They do so by modifying an existing ruleset to include a preponderance of additional skills and rules tacked onto the older system (d20 Modern and Palladium strike me as good examples), or by creating an amorphous uber-system like GURPS.

Fate takes a third, higher road, by imposing a ruleset that revolves around types of attributes, not the specific definitions thereof. Characters have various Aspects and Skills, and some number of Fate Points. The nature of those Aspects, and the particulars of the definitions of those Skills are left to the gamemaster and players to work out, with an emphasis on relevance to the story instead of absolute quantities. For example, to create a brave sword-wielding adventure of prodigious strength, a D&D player may create a Fighter character with a high Strength score. He’ll also have Dexterity, Constitution, Intelligence, Wisdom, and Charisma attributes, but none of these are key to the character concept; they’re present to satisfy the character-creation process. A similar character in the Fate system may have Aspects invested in “Prodigious Strength” and “Brave,” and Skills invested in swordsmanship.

The Aspects can be just about anything (the core ruleset has examples ranging from “intelligent” to “expendable”) , and frankly so can the skills (which can include supernatural skills such as psychic or magic powers). Lest this seem entirely too free-form, a great deal of the 90-page core document revolve around ways to narrow things down to suit the needs of your setting and your story.

Toward this end, I’m thinking of writing up an overlay of sorts for the Iron Kingdoms. Before I get too deep into it, I’ll need to decide how detailed I’ll want to get. If this is just some intellectual exercise, it can be as specific as the current campaign I’m running using d20. If it is to be more generally-applicable, skill sets and aspects need to be considered for aspects of the setting that I don’t intend to personally use.

Vanished Iosan Gods

Though I generally consider the presence of Iosans and Rhul-folk (Elves and Dwarves, respectively) to be unnecessary hold-overs from traditional Dungeons & Dragons, sacred cows that few d20 publishers are willing to disturb, they do have somewhat interesting implementations in the Iron Kingdoms setting from Privateer Press. In keeping with high fantasy tradition, the Dwarves are excellent stoneworkers that worship a variety of foundry, forge, and masonry-related deities that are considered the great grand-pappies of their species.

Also in keeping with tradition, the Elves are an ancient, noble, refined, and slowly dying race that has outlived its usefulness in the world. Towards in end, the pantheon of the Iosan Elves consists largely of deities that simply no longer exist. They vanished a few hundred years ago, with only one surviving, though sickly, and possibly comatose, tended to by a worried flock. This ailing survivor, Scyrah, is pretty well-described in the published material, but the others, being effectively defunct, have received little official treatment. The following descriptions are courtesy of Douglas Seacat, Privateer Press writer, on an unofficial basis (any details here are subject to change later on).
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Midfast

The Shield of Ord, Midfast is a city truly vital to the security of its nation. Situated at the most navigable pass between Merin and Khador, Midfast has spent centuries as a vital byway of trade and a critical choke-point denying northern aggression. This city has been the scene of numerous seiges, the most famous of which culminated with the ascencion of Markus, the Morrowan patron ascendant of soldiers. To this day, national defense is the primary concern of Midfast.

[Midfast & Environs]
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