Does technology (steamtech/magictech/clockwork/etc.) figure in your game? What kind?

Do you use fantasy tech in your game world?

  • Yes, it is a published setting that emphasizes is (e.g., Iron Kingdoms)

    Votes: 19 16.0%
  • Yes, I made my own setting that features it strongly.

    Votes: 35 29.4%
  • Yes, but only as an occasional curiosity (e.g., ancient tech)

    Votes: 41 34.5%
  • No, I hadn't throught about it or don't think it fits fantasy.

    Votes: 24 20.2%

Much like how people go broke, a sort of baroque, madly-scientific technology has entered my campaign, slowly at first, and then all at once...

First there was one PC, Burne the Alchemist, with his servile-yet-caustic clockwork cat familiar.

Later the party fought a pirate-accountant armed with a huge --and hugely inaccurate-- pistol.

Later still they got Phillip, the heavily armored, afterburner-equiped, espresso-brewing mechanical griffon.

Then Burne decided to build a steam-powered external pacemaker (CON boosting item) from a dead giant's heart.

And currently, the heroic party ranger has found out Phillip the griffon works tolerably well underwater (once you've fed an Elixir of Swimming), and is riding him, torpedo-like, pursuing a group of kidnappers fleeing in a submarine, whose resemblence to Captain Nemo's Nautilus is purely coincidenental...
 
Last edited:

log in or register to remove this ad

I voted No, in that I don't use it. But not for the "I don't think it fits fantasy" reason. I don't use it in the game I'm currently running because it doesn't fit the feel and themes I'm working with at the moment. It can fit in fantasy in general, just not my game of the moment.
 

I haven't voted, because the technology incorporated into my game is medieval, and so, yes, I use technology in my games, but not 'fantasy' technology.

It's often as simple as my players finding a turf covered fire smouldering slowly, deep in the woods, only to be chased away by an angry charcoaler.
 

Yes, to varying degree's. One city state may have the ability to travel between stars ( ala Star Trek or Star Wars), while another may be no further along than the medieval ages. And then magic also get's factored in to the mix.
IMC, some cultures are distrustfull of magic and use technology, others distrust technology and use magic, some mix it up with a bit of both, and there are some who use neither.
 

I voted for Yes, ocasionaly...

Though my games often feature black powder weapons and other renisance age technologies items that realy push the limits (like a 'Hellwhip', an ancient laser weapon) crop up rarely.
 


I've been flirting with an industrial magic element to my campaign: alchemists distil large amounts of magical substances to make potions and magical gear. There are printing presses and guns and trains.

As long as it's even a little bit DND, my players don't seem to pick up on those elements of the game, however. Magic and muscle are more efficient, RAW. Guns were really threatening at low levels, but I think if I brought them in again, the PCs wouldn't have too much trouble.

Hmmm. It will be time for bounty hunters, soon.
 
Last edited:


One of my several setting outlines has no spellcasting. A modified version of Mongoose's alchemist (the power class), the revised artificer from Morningstar and the technologist from Fantastic Science are ones who can produce supernatural effects.
 

Remove ads

Top