I will say this: mysteries are not necessarily easy for a novice GM to run. If you do a mystery adventure, I strongly recommend reading "The Three Clue Rule."
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It doesn't sound like we're talking about a whole campaign, though. For a one-shot, you don't need a lot of races, classes, equipment, or monsters. And using a restricted subsection of the possible options will probably actually be helpful for a novice DM.I mean, you just whacked all but one race, all but three classes, most of the equipment list, half the DMG and ninety percent of the Monster Manual, what's left?
There have been a few games set in the period or in steampunk alternative histories of the period.But is there any resources you know of that have Victorian-appropriate content? Have you anything you could contribute that would fit? Any tips in DMing a Victorian-Era game?
[mention=6849612]SingleCelledPsyk,[/mention] if you let us know how your ideas are running, we might be able to offer more specific suggestions. For example, since we're dealing with a novice GM, I wonder if reskinning an existing adventure might work well. I know someone on the board has run "Lost Mine of Phandelver" reset in the Old West, for instance. If you give us an idea of the sort of adventure you'd like to do, we might be able to suggest a good one for reskinning. Or at least some possible monsters/traps/magic items.
Anyway, to the question of this putative campaign... frankly, D&D is not at all suited to a 19th-century, no-magic, humans-only setting. I mean, you just whacked all but one race, all but three classes, most of the equipment list, half the DMG and ninety percent of the Monster Manual, what's left? If it were me, I'd look into a different system, maybe FUDGE or something like it. But if you're committed to D&D, you can probably kitbash it into something that will serve your needs.