For those of you interested in new ways to blow things up or set them on fire, Kings, Nations, and Gods does not disappoint. Each chapter has a section dedicated to the iconic weapons and equipment of the Iron Kingdoms.
I love a robust equipment section in a roleplaying game. Sitting down with the gold crowns offered by my careers and putting together a list of all the things I want my character to start with (and the big-ticket purchases I’m interested in down the road) is a lot of fun, and as a Game Master I love seeing how the equipment options players choose influence their characters’ development.
In this week’s preview, we are showing a tiny sample of the new gear you’ll see in the book, but trust me, there is a whole lot more. Each nation has all the signature gear you would expect, including Man-O-War armor, the stealthy tools of the Llaelese Resistance, and even some heavy weapons for driving off an advancing army.
As an added bonus, we’re giving a look at one of the new Adventuring Companies Kings, Nations, and Gods has to offer. Adventuring Companies provide a great starting point for players to work with in order to develop a unified group, and having such a clear setup is a definite aid to Game Masters, allowing them to tailor their adventures to the player characters.
Be sure to check back for next week’s preview of Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods, where we’ve definitely saved the best for last.
–M

