After years of work and even more years of anticipation from our audience, the day has finally arrived: the Iron Kingdoms Full Metal Fantasy Roleplaying Game will be released into the world!
I think I speak for everyone at Privateer Press when I say how excited we are to see this game in the hands of our players. Speaking for myself, it’s actually a little weird to be the person making this statement! I came to the Iron Kingdoms through WARMACHINE and HORDES in 2006 and found the original d20 RPG shortly thereafter. I was thrilled to discover the detailed Iron Kingdoms Character Guide and Iron Kingdoms World Guide and later books like the Monsternomicon and Five Fingers: Port of Deceit. You see, as much as I love wargaming, RPGs have been my real tabletop gaming passion since the day I dungeoned my first dragon as a thirteen-year-old in 1993. So finding that the world of WARMACHINE had the deep setting I love in roleplaying games, I was completely and utterly hooked on the world of the Iron Kingdoms.
When I started writing for Privateer in 2008, we were just beginning to ramp up for the release of WARMACHINE Mk II. RPG-related plans were simmering on the backburner but were never forgotten. When the time finally came to address the Iron Kingdoms as its own game, it was without question we would forge our own way with a rules system that speaks to our world. Creator Matt Wilson and Lead Developer Jason Soles shared a keen vision for the kind of characters, gameplay, and aesthetics they’d always imagined and set about crafting that game with the aid of developers David “DC” Carl and William “Oz” Schoonover. Numerous artists helped bring the world of the Iron Kingdoms to visual life, including Nestor Ossandon, along with our extremely talented graphic designers Josh Manderville, Matt Ferbrache, and Laine Garret.
I myself had the singular privilege of working alongside our lead writer, Douglas Seacat in fleshing out the world of the Iron Kingdoms for the core book. The standards set by the original RPG books was intimidatingly high, but I hope we have at least met them if not exceeded them, in no small part through the tireless work of our Editorial Manager Darla Kennerud as well as contributions from Ed Bourelle, William Shick, Aeryn Rudel, and Brent Waldher. In the almost five years I’ve worked at Privateer, I don’t think I’ve seen any project in which so many of our staff contributed, and our internal playtest document is lengthy indeed!
Today the fruit of our labor is finally ready to be shared with an audience who has waited patiently for many years. It’s been our privilege to build the game, but now we can’t wait to hear about your own adventures in the world of the Iron Kingdoms. Sharpen your pencils, grab your lucky six siders, and prepare for some Full Metal Fantasy.