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Comments on Sorcery & Steam?

Re: Re: Comments on Sorcery & Steam?

Psion said:
Dude, back in those days we had Kaptain Kantrip. Nightfall pales... :)
I was about to say the same thing. At least he had that little dancing avatar; it mildly amused you before you dived into his post. ;)
 

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Tzarevitch said:
With regard to a lack of construction rules for steampunk devices, I am not sure why those are needed. They are just powered versions of ordinary items. Use the 3e construction rules, they aren't great but they work as well for steampunk stuff as for anything else. With regard to rules and stats for the items mentioned, a lot of these already exist as magical or non-steam-powered versions and don't really need new rules.
Oh, sure, they aren't needed. But they're fun and add flavor. Iron Kingdoms, for example, has it's steamjacks only run for a few hours or so on a single fueling, then the get fatigued, and then exhausted and finally shut down. Different fuels are differently efficient.

That's just one example, and it's fairly intuitive -- I coulda made that up on the spot. But it adds some neat flavor. Without it, steampunk is reduced to a look and a feel and little else. That's not necessarily bad, but it's only one option.
 

Steam tech is nice and good, but how much do either of these books have in terms of clockwork technology? I.e. using wind-up springs etc...
 

Conaill said:
Steam tech is nice and good, but how much do either of these books have in terms of clockwork technology? I.e. using wind-up springs etc...
As I said on the other thread, Sorcery & Steam makes no assumptions about the actual technology involved. It could be steam, wind-up, powered by summoned elementals, or run by a bunch of hamsters on little wheels and it wouldn't make a noticable difference in much of anything that book presents.
 


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