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Comments on Sorcery & Steam?

SurfMonkey01

First Post
Has anyone checked this one out yet? How is it? Any comments would be greatly appreciated... I'm trying to decide whether I want to get this when I go to the store for Dragonlance this week...
 

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I've been looking it over for about four days. So far it seems a bit scattered for my tastes. There is a lot of steamtech, as might be imagined, side by side with magic, but there is also a lot of info about "natural" classes, like barbarians, rangers, and druids, which I find rather odd in a book about steamtech.

I have yet to get a strong handle on it. There are (if I remember right) 2 new "base" classes and about a dozen PrCs (thus adding to that concept's glut on the market). There are both new uses for old skills and new skills, including new weapons, such as firearms that range from matchlock to percussion cap.

Film at 11? ;)
 

I've only gotten through the first chapter so far, but I must say, I'm really enjoying the book so far. In fact, I've never been a fan of steampunk at all, but after reading this chapter, I'm raring to run a steampunk campaign (which will, unfortunately, have to wait, since I'm committed to a different campaign, starting up in a few weeks).

So in that regard if no other, it's already done it's job.

It also, I must admit, has gotten me even more interested in Eberron, even though that's not technically steam-tech.
 

Wombat said:
I've been looking it over for about four days. So far it seems a bit scattered for my tastes. There is a lot of steamtech, as might be imagined, side by side with magic, but there is also a lot of info about "natural" classes, like barbarians, rangers, and druids, which I find rather odd in a book about steamtech.

Well, it's a book about steamtech in D&D. We wanted to at least address the fact that the basic D&D game has a lot of treehuggers running around, and how a GM could include stuff for them to do in a steam-based campaign.

There's another thread discussing the book here.
 

Generally happy with the purchase of this book. I am frustrated that the vehicle section does not give crew/passenger numbers except for one vehicle. More comments later. Tim.

P.S. Small game con in Danielson, Connecticut November 15 at Ellis Tech school. Proceeds benefit the similations club annual trip to West Point Con. I will give further details upon request.
 


[pimp] Well, if you check out the other thread, you'll be able to get some info on one of the alternatives that will be available in terms of steamtech rules and setting resources, in the form of Steam & Steel: A Guide to Fantasy Steamworks, which is written by me and to be published by EN Publishing :)

[/pimp]
 

I had been planning on running a steampunk and sorcery Planescape campaign eventually and I wanted source material.I went out and browsed the book based on what I heard in these threads and must admit that I liked the book enough that I bought it. Let me say that I am very, very pleased.

The book goes above and beyond what I'd expected in that it provides points to think about regarding how common to make steampunk equipment and what possible effects they may have on the campaign. It gives good ideas on various ways to introduce steampunk to existing campaigns and possible ideas on how various power groups may react to the technology and how magic and technology can be made to interact or not interact.

The book have me lots of ideas for my campaign. Imagine the Blood War being fought with rifles and cannons firing cold iron or silver grapeshot, while Baatezu and Tanar'ri ironclads battle each other for control of the River Styx. You can very easily picture Bloodwar battles looking like the Battle of the Somme or the Siege of Petersburg with troops hunkered down in long lines of trenches for protection against rifle and cannon fire.

Imagine Sigil with an Underground similar to London, and a dwarven-owned Central Railway line that links the gate-cities of the Outlands and the Dwarven Mountain with a Grand Central Train Station built around a gate to Sigil. For those who perfer other modes of transport, paddlewheel steamers travel all of the great rivers and seas of the planes while gnomish passenger zepplins majestically sail the skies above.

Returning to the book itself, I recommend it highly. I found it well-written, clear and concise with lots of very useful ideas for a steampunk game. The book also includes a lot of crunchy steampunk devices and rules for operating them. The vehicle rules are a bit different from those in the Arms and Equipment guide but not monstrously so and it is easy enough to just choose which one you want to use.

Tzarevitch
 

Aaaargh! I was planning on buying it, had the money in my pocket. Found out my FLGS had it in, started out and the phone rang. My friends wanting to know if I had S&S yet, because they had picked it up and wanted to give it to me as a birthday present.

My birthday is a month away...

(Sound of head hitting table repeatedly) Gah!

Yes, I looked at it carefully, and want it very badly, but the timing was ummm, inspired.

The Auld Grump
 

I'm still looking through it. Expect review soon.

One thing that's tops. Many more PrCs, Feats and other goodies that relate to a City that the City Book.

One thing that's down. Many of those feats are skill bonuses that are way too high.

One thing I haven't gotten to see yet is if it favors the GM as much as it does the player. Are there consturction rules? Are there templates? Are there 'Steam' Limbs? Are there Mechanical Golems? Are there maps of the vehicles? Things like that are important to my group and I.
 

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