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Bas-Lag: The World of China Mieville
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<blockquote data-quote="jesse.colegoldberg" data-source="post: 4108731" data-attributes="member: 38032"><p>Adamant Entertainment recently announced that they have licensed Mr. Miéville's Bas-Lag setting:</p><p><a href="http://www.enworld.org/showthread.php?t=219462" target="_blank">http://www.enworld.org/showthread.php?t=219462</a> </p><p></p><p>They have a forum for discussion of the project, where you might be able to ellicit some response:</p><p><a href="http://www.thrillingtales.net/forum/viewforum.php?f=11&sid=372af6a38900692868d4b80751482209" target="_blank">http://www.thrillingtales.net/forum/viewforum.php?f=11&sid=372af6a38900692868d4b80751482209</a> </p><p></p><p>If you are looking for steampunk or Victorian settings there are a number of them to draw inspiration from:</p><p><a href="http://en.wikipedia.org/wiki/List_of_steampunk_works#Steampunk_role-playing_game_material" target="_blank">http://en.wikipedia.org/wiki/List_of_steampunk_works#Steampunk_role-playing_game_material</a> </p><p><a href="http://www.victorianadventureenthusiast.com/guide.htm" target="_blank">http://www.victorianadventureenthusiast.com/guide.htm</a> </p><p></p><p>I think the role of weaponry/thaumaturgy depends on the power level you see the players reaching in your game. Superior weaponry and super-science/magic can serve as setting, out of reach of the characters beyond a plot device. Or they can become available leading to a more epic level of play. There has been discussion of how D&D breaks into different levels of play, and that that realism/fantasy balance shifts with the level:</p><p><a href="http://www.enworld.org/showthread.php?t=187713&highlight=quartiles" target="_blank">http://www.enworld.org/showthread.php?t=187713&highlight=quartiles</a> </p><p></p><p>and some design that came out of it:</p><p><a href="http://www.enworld.org/showthread.php?t=206323" target="_blank">http://www.enworld.org/showthread.php?t=206323</a></p><p></p><p>Using these as a reference, if you know where you want to keep the level of action, you can choose a matching level of available gear and knowledge, and keep the really scary stuff for story ideas and plot hammers. Or open it all up to the players and stand back and watch the show.</p><p></p><p>"He is horrified. He is utterly agahst. I didn't know, he thinks, frantic, I didn't know it could be like that..." - The Scar, China Miéville</p></blockquote><p></p>
[QUOTE="jesse.colegoldberg, post: 4108731, member: 38032"] Adamant Entertainment recently announced that they have licensed Mr. Miéville's Bas-Lag setting: [URL=http://www.enworld.org/showthread.php?t=219462]http://www.enworld.org/showthread.php?t=219462[/URL] They have a forum for discussion of the project, where you might be able to ellicit some response: [URL=http://www.thrillingtales.net/forum/viewforum.php?f=11&sid=372af6a38900692868d4b80751482209]http://www.thrillingtales.net/forum/viewforum.php?f=11&sid=372af6a38900692868d4b80751482209[/URL] If you are looking for steampunk or Victorian settings there are a number of them to draw inspiration from: [URL=http://en.wikipedia.org/wiki/List_of_steampunk_works#Steampunk_role-playing_game_material]http://en.wikipedia.org/wiki/List_of_steampunk_works#Steampunk_role-playing_game_material[/URL] [URL=http://www.victorianadventureenthusiast.com/guide.htm]http://www.victorianadventureenthusiast.com/guide.htm[/URL] I think the role of weaponry/thaumaturgy depends on the power level you see the players reaching in your game. Superior weaponry and super-science/magic can serve as setting, out of reach of the characters beyond a plot device. Or they can become available leading to a more epic level of play. There has been discussion of how D&D breaks into different levels of play, and that that realism/fantasy balance shifts with the level: [URL=http://www.enworld.org/showthread.php?t=187713&highlight=quartiles]http://www.enworld.org/showthread.php?t=187713&highlight=quartiles[/URL] and some design that came out of it: [URL=http://www.enworld.org/showthread.php?t=206323]http://www.enworld.org/showthread.php?t=206323[/URL] Using these as a reference, if you know where you want to keep the level of action, you can choose a matching level of available gear and knowledge, and keep the really scary stuff for story ideas and plot hammers. Or open it all up to the players and stand back and watch the show. "He is horrified. He is utterly agahst. I didn't know, he thinks, frantic, I didn't know it could be like that..." - The Scar, China Miéville [/QUOTE]
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