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View Full Version : Using the Burning Wheel for the Iron Kingdoms



TickTockMan
03-21-2005, 07:35 PM
Greetings!

As I am working on creating Aarklash from the bare bones for my Burning Wheel games, my players want to make a jump from our current, and rather generic, fantasy game to play in the Iron Kingdoms. The setting is excellent, and is thematically, environmentally and technologically similar to the world I am building. Plus, it has 800 pages of story and setting material I can use to get started.

I do not think watching "Plunkett and Macleane" helped this much. :D

Have any of you done any work porting over an existing setting into the Burning Wheel rules? What about a d20 system? I have done it for other systems, but not the BW.

I think I can handle the magic, though there will likely e some jury rigging with mechanika, and maybe alchemy, but otherwise I think it is pretty doable. Any advice, tips or idea?

My thanks in advance.

Thor
03-22-2005, 09:49 AM
Hmmm...I'm not familiar with that setting or D20 generally, so I can't help you much on the general front. Most of us can certainly help you with specifics when you get down to the nitty-gritty.

For actual D20 stuff, you might want to hit up Wuxing and foxandwarlock here. They and the rest of the Chicago group have been running a Burning Midnight game for a long time now. You can check out pages upon pages of their actual play in the Burning Midnight thread in the Games, Campaigns and Stories section.

Angaros might also have some tips for doing conversions. He's been working on the Shek-Pvar Burner for playing Harn with Burning Wheel. He has a thread on his Shek-Pvar Magic Burner in the Spreading Fire section.

Finally, if I remember correctly, Iron Kingdoms is sort of Steampunk influenced? You probably want to check out some of the work Viper did for steamtech in his own Burning Wheel setting. I know he has a thread called Steampunk Tinkers in the Spreading Fire section. Don't remember if there are any others.

jc_madden
03-22-2005, 10:45 AM
My copy of IK is packed up so most of this is from memory. Iron Kingdoms is very magic light so you probably don't even have to do much to the spell system. I'd probably recommend multiplying the Ob for all spells by 1.5 as well as the tax rolls. I would definately say no grey casting skills. I would also probably remove many of the spells. Of course those who can create SteamJacks should be able to cast the spells into the jacks at their normal base Ob (as listed). Hmm I'll brobably also set all "the power still flows through him" rolls to every minute not every hour.

You'll need new skills and lifepaths, I'd recommend making the class abilities that let you get a little more out of the Jacks (can't remember what they're called) traits that are call-ons for your normal Jackhandling skill.

That's all I can think of right now.