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<blockquote data-quote="Edena_of_Neith" data-source="post: 1304602" data-attributes="member: 2020"><p><strong>Psionicist's Magicpunk Thread of the 1st IR</strong></p><p></p><p>D&D 3rd Edition News Board </p><p> General RPG Discussion </p><p> Magitech, steampunk, tech.. whatever </p><p></p><p> </p><p> profile | register | preferences | faq | search </p><p></p><p> next newest topic | next oldest topic </p><p></p><p> Author </p><p> Topic: Magitech, steampunk, tech.. whatever </p><p> Psionicist</p><p> Member </p><p> posted 04-10-2001 12:01 PM </p><p></p><p> The gnome/industrial revolution thread got me thinking.. Wouldn't it be way cool to play D&D in a hightech</p><p> campaign, as in Arcanum (a CRPG)?</p><p> "Magic VS Technology", or something. Imagine a dwarf with a shotgun, running around with "heavy</p><p> combatarmor" in an old factory..</p><p> I REALLY, REALLY like the idea..</p><p></p><p> What do you think?</p><p></p><p> ------------------</p><p> / Psionicist - psi3e.rpgdot.com</p><p></p><p> #exclude "football.h" </p><p></p><p> IP: Logged</p><p> Ku Kullin</p><p> Member </p><p> posted 04-10-2001 12:07 PM </p><p></p><p> I've been trying but I'll be damned if technology doesn't get in my way.</p><p></p><p> I really, really want some rules for making technological and steampunk devices. I've been trying but the</p><p> best I can get is a really ugly, clunky version of the tinker gnome rules.</p><p></p><p> ------------------</p><p> Ku</p><p></p><p> Seeking perfect enlightenment... through kicking your ass. </p><p></p><p> IP: Logged</p><p> Evilboy</p><p> Member </p><p> posted 04-10-2001 12:08 PM </p><p></p><p> There was a Dragon magize rather devoted to the subject recently, but I thought they did a so-so job,</p><p> nothing spectacular.</p><p></p><p> Lesse, a couple RPGs that are set in more of a Victorian setting include the old Masque of the Red Death</p><p> (2e Ravenloft), 7th Sea (for better or worse), and, arguably, Planescape .</p><p></p><p> Its mostly going to be a matter of DM and player style. If the DM isn't willing to give compelling</p><p> descriptions and fitting quests, well, then its a dungeon crawl with guns and those fluffy-neck-things. If the</p><p> players are against the idea, well, five half-orc barbarians in hide armor at a fancy dinner party, you get</p><p> the idea.</p><p></p><p> Rules-wise, the only things that I really think need inclusion are firearms, and (IMHO) the DMG's rules for</p><p> them stink. YMMV by campaign power and level, but I try to ensure that firearms are lethal enough to be</p><p> a viable weapon-of-choice, but not so powerful that no other weapon is even worthwhile.</p><p></p><p> - Evilboy </p><p></p><p> IP: Logged</p><p> Psionicist</p><p> Member </p><p> posted 04-10-2001 12:17 PM </p><p></p><p> Good points..</p><p></p><p> Just htink about all the traps! </p><p></p><p> ------------------</p><p> / Psionicist - psi3e.rpgdot.com</p><p></p><p> #exclude "football.h" </p><p></p><p> IP: Logged</p><p> Simplicity</p><p> Member </p><p> posted 04-10-2001 12:18 PM </p><p></p><p> It would be cool, but I'm tired of the </p><p> things that assume technology goes</p><p> along similar veins to what we figured out</p><p> in real life... Steampunk, blackpowder... seen it all before.</p><p></p><p> It'd be nice if we could think of a different technology in the technology vein.</p><p> Magnet based perhaps? Wind based? </p><p> Decanter of endless water based?</p><p></p><p> Or maybe more magically based...</p><p> Antimagic/magic reactions? </p><p> What's that? Magical flux generators you say? Indeed...</p><p> Quantum magic could be fun...</p><p></p><p> IP: Logged</p><p> Karl Green</p><p> Member </p><p> posted 04-10-2001 12:31 PM </p><p></p><p> The new WitchFire and Iron Nation are going along these lines a lot (and I totally love it :O) They have</p><p> listed new skills for crafting firearms and the gunpowder of the world (not called gunpowder, and only</p><p> alchemist can make it). The talk about Steamjacks (sort of steam powered iron golems... way cool but not</p><p> much info) Future parts look really good also.</p><p></p><p> In my present Greyhawk game I run 30 some years after the Greyhawk wars the Dwarves intro gunpowder</p><p> and railroads, the Gnomes zeppelins and balloons and steam powered ships. They are working on</p><p> something similar to steam jacks now. Mostly I make it a Heroic Feat to craft different items along with</p><p> the skills required. None of my players right now have any as they would rather go out adventuring then</p><p> mess with techie stuff (it takes months for more products after all... no factories/assembly lines yet)...</p><p></p><p> Also check out Castle Falkienstien (sp?) as they have great ideas for 1880's Steam-tech world where</p><p> magic exist and Dragons and powerful Faye Lords walk among mankind (I also love the Dwarves of this</p><p> world... dwarves are all male and born of a Dwarf and a Faye female. The Faye names the Dwarf and it is</p><p> always something sweet and cutie like say Buttercup or something. In order for the Dwarf to take another</p><p> name he has to prove himself by inventing something, etc so the whole race is drive to invite just so they</p><p> are not called by these names :O)</p><p></p><p> ------------------</p><p> "life is pain princess, anyone who tells you differently is selling you something" </p><p></p><p> IP: Logged</p><p> BriareosDX</p><p> Member </p><p> posted 04-10-2001 12:51 PM </p><p></p><p> What about biotechnology? In the campaign world I'm oh-so slowly putting together, one human society</p><p> trains and breeds giant insects. They breed them for special purposes, like steeds, bugs of burden, or</p><p> construction crews. Basically, any application that real world people have devised for trained mammals</p><p> they perfom with trained and specially bred giant insects, with several new applications in there as well. </p><p> I was thinking of some odd extensions of this, and had a few strange ideas. For example, many insects</p><p> use complex chemistry for various purposes, and many hive-insects have members of their hive who</p><p> specialize in certain tasks to help the hive as a whole. That generated the idea of "armorer" ants. They</p><p> use chemical processes to secrete and form durable body armors for their human masters, possibly even</p><p> using chemical and electrical techniques for making strong steel in precise shapes. </p><p></p><p> Has anyone else tried to work out reasonable biotechnologies for their game world? If you need any</p><p> inspirations, I heartily recommend Hiyao Miyazaki's Nauusica manga.</p><p></p><p> (And yeah, I know that there would be problems with simply scaling up a normal insect. I just assume that</p><p> they aren't simply a scaled up version. Add in a basic skeleton and improved chitin, put some evolution</p><p> into their breathing systems, and you can get giant bugs that may not be hard science, but are at least</p><p> firm science. Or just say it's magic. Spoilsport)</p><p></p><p> ------------------</p><p> Briareos Deluxe: Made with Real Chogokin! 50% Die Cast Metal!</p><p> Comes with Seburo Assault Rifle, Removable Flight Armor, Collectable Plush SD Bri-chan Doll, Philosophy</p><p> book, and Spring Loaded Missiles. </p><p></p><p> IP: Logged</p><p> ColonelHardisson</p><p> Member </p><p> posted 04-10-2001 01:01 PM </p><p></p><p> I really liked the Greyhawk 2000 articles in Dragon and Dungeon recently. Just enough to tantalize. I wish</p><p> they'd follow up on it.</p><p></p><p> I'd use Star Wars d20 equipment as the basis for stuff, and try to "dress it up" with fantasy-based</p><p> descriptions. I also have older Gamma World books, such as Treasures of the Ancients, and the</p><p> equipment in those books are fairly easy to convert.</p><p></p><p> By the way, some good ideas can be found in some of the TORG sourcebooks, such as the Cyberpapacy</p><p> and Tharkold.</p><p></p><p> ------------------</p><p> "Illegitimis non carborundum."</p><p> -Gen. Joseph Stilwell </p><p></p><p> IP: Logged</p><p> Mishihari Lord</p><p> Member </p><p> posted 04-10-2001 02:11 PM </p><p></p><p> For a good book with biotech in it, read West of Eden. </p><p></p><p> IP: Logged</p><p> Cyberzombie</p><p> Member </p><p> posted 04-10-2001 02:20 PM </p><p></p><p> I am working on this very topic on my website (follow the link at the end).</p><p></p><p> Unfortunately, I don't have the time to do this properly. My stuff is coming together very, very slowly.</p><p></p><p> ------------------</p><p> </p><p> Goddess of Undeath, Technology, and Sillyness! </p><p> Cyberzombie's Greyhawk 2001 </p><p></p><p> IP: Logged</p><p> JDeMobray</p><p> Member </p><p> posted 04-10-2001 02:42 PM </p><p></p><p> Gurps Steampunk has literally a ton of useful ideas for any sort of industrial revolution era campaign. </p><p></p><p> Also, someone mentioned Bio-tech as a possible replacement for the usual stuff. The old Spelljammer</p><p> setting had a bunch of bio-tech stuff in place already. The elven fleet's ships as well as Spirit Warriors (a</p><p> sort of Mecha), Bionoids (Bio-engineered warriors), and Gadabouts (sort of a combination jetpack/survival</p><p> gear). </p><p></p><p> The Orcs/Scro had a bio-magic construct called the Witchlight Marauder which was bascially a big slug that</p><p> they dropped on planets, that would then eat everything, breed at a huge rate and eventually wipe out all</p><p> life on the world. </p><p></p><p> IP: Logged</p><p> Rincewind</p><p> Member </p><p> posted 04-10-2001 07:28 PM </p><p></p><p> There have been several threads in the Whereabouts forum on this, which I can recomend. Theres also</p><p> the 'Mondus Fumus' fan setting, which is steampunk. </p><p></p><p> IP: Logged</p><p> cetiken</p><p> Member </p><p> posted 04-10-2001 08:23 PM </p><p></p><p> If ya wana go a bit farther past simple industral revolution, I recoment checking out ShadowRun from</p><p> FASA (er... WizKids).</p><p></p><p> ------------------</p><p> cetiken</p><p> Commander of the Gnomeish Airship Flotilla</p><p> "Troll culture is based on rocks in general, and hitting people with them in particular."</p><p> Quote from the Disc </p><p></p><p> IP: Logged</p><p> Estlor</p><p> Member </p><p> posted 04-11-2001 09:04 AM </p><p></p><p> If you dig out the old Blackmoor adventure moduals (DA1-4), but more specifically, "The City of the</p><p> Gods," you'll see a host of "alien devices" (also posted on WotC website).</p><p></p><p> Based on this if you want high technology you can make them mimic the effects of certain magic items</p><p> that fit the description (such as the hand blaster being like a wand of lightning bolt)</p><p></p><p> ------------------</p><p> The Lighthouse Webmaster</p><p> "More conversions, less talk." </p><p></p><p> IP: Logged</p><p></p><p> All times are Central Time (US)</p><p> next newest topic | next oldest topic</p><p></p><p> Administrative Options: Close Topic | Archive/Move | Delete Topic</p><p> </p><p> Hop to: </p><p></p><p></p><p></p><p> Contact Us | D&D 3rd Edition News </p><p></p><p></p><p> Ultimate Bulletin Board 5.47b</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 1304602, member: 2020"] [b]Psionicist's Magicpunk Thread of the 1st IR[/b] D&D 3rd Edition News Board General RPG Discussion Magitech, steampunk, tech.. whatever profile | register | preferences | faq | search next newest topic | next oldest topic Author Topic: Magitech, steampunk, tech.. whatever Psionicist Member posted 04-10-2001 12:01 PM The gnome/industrial revolution thread got me thinking.. Wouldn't it be way cool to play D&D in a hightech campaign, as in Arcanum (a CRPG)? "Magic VS Technology", or something. Imagine a dwarf with a shotgun, running around with "heavy combatarmor" in an old factory.. I REALLY, REALLY like the idea.. What do you think? ------------------ / Psionicist - psi3e.rpgdot.com #exclude "football.h" IP: Logged Ku Kullin Member posted 04-10-2001 12:07 PM I've been trying but I'll be damned if technology doesn't get in my way. I really, really want some rules for making technological and steampunk devices. I've been trying but the best I can get is a really ugly, clunky version of the tinker gnome rules. ------------------ Ku Seeking perfect enlightenment... through kicking your ass. IP: Logged Evilboy Member posted 04-10-2001 12:08 PM There was a Dragon magize rather devoted to the subject recently, but I thought they did a so-so job, nothing spectacular. Lesse, a couple RPGs that are set in more of a Victorian setting include the old Masque of the Red Death (2e Ravenloft), 7th Sea (for better or worse), and, arguably, Planescape . Its mostly going to be a matter of DM and player style. If the DM isn't willing to give compelling descriptions and fitting quests, well, then its a dungeon crawl with guns and those fluffy-neck-things. If the players are against the idea, well, five half-orc barbarians in hide armor at a fancy dinner party, you get the idea. Rules-wise, the only things that I really think need inclusion are firearms, and (IMHO) the DMG's rules for them stink. YMMV by campaign power and level, but I try to ensure that firearms are lethal enough to be a viable weapon-of-choice, but not so powerful that no other weapon is even worthwhile. - Evilboy IP: Logged Psionicist Member posted 04-10-2001 12:17 PM Good points.. Just htink about all the traps! ------------------ / Psionicist - psi3e.rpgdot.com #exclude "football.h" IP: Logged Simplicity Member posted 04-10-2001 12:18 PM It would be cool, but I'm tired of the things that assume technology goes along similar veins to what we figured out in real life... Steampunk, blackpowder... seen it all before. It'd be nice if we could think of a different technology in the technology vein. Magnet based perhaps? Wind based? Decanter of endless water based? Or maybe more magically based... Antimagic/magic reactions? What's that? Magical flux generators you say? Indeed... Quantum magic could be fun... IP: Logged Karl Green Member posted 04-10-2001 12:31 PM The new WitchFire and Iron Nation are going along these lines a lot (and I totally love it :O) They have listed new skills for crafting firearms and the gunpowder of the world (not called gunpowder, and only alchemist can make it). The talk about Steamjacks (sort of steam powered iron golems... way cool but not much info) Future parts look really good also. In my present Greyhawk game I run 30 some years after the Greyhawk wars the Dwarves intro gunpowder and railroads, the Gnomes zeppelins and balloons and steam powered ships. They are working on something similar to steam jacks now. Mostly I make it a Heroic Feat to craft different items along with the skills required. None of my players right now have any as they would rather go out adventuring then mess with techie stuff (it takes months for more products after all... no factories/assembly lines yet)... Also check out Castle Falkienstien (sp?) as they have great ideas for 1880's Steam-tech world where magic exist and Dragons and powerful Faye Lords walk among mankind (I also love the Dwarves of this world... dwarves are all male and born of a Dwarf and a Faye female. The Faye names the Dwarf and it is always something sweet and cutie like say Buttercup or something. In order for the Dwarf to take another name he has to prove himself by inventing something, etc so the whole race is drive to invite just so they are not called by these names :O) ------------------ "life is pain princess, anyone who tells you differently is selling you something" IP: Logged BriareosDX Member posted 04-10-2001 12:51 PM What about biotechnology? In the campaign world I'm oh-so slowly putting together, one human society trains and breeds giant insects. They breed them for special purposes, like steeds, bugs of burden, or construction crews. Basically, any application that real world people have devised for trained mammals they perfom with trained and specially bred giant insects, with several new applications in there as well. I was thinking of some odd extensions of this, and had a few strange ideas. For example, many insects use complex chemistry for various purposes, and many hive-insects have members of their hive who specialize in certain tasks to help the hive as a whole. That generated the idea of "armorer" ants. They use chemical processes to secrete and form durable body armors for their human masters, possibly even using chemical and electrical techniques for making strong steel in precise shapes. Has anyone else tried to work out reasonable biotechnologies for their game world? If you need any inspirations, I heartily recommend Hiyao Miyazaki's Nauusica manga. (And yeah, I know that there would be problems with simply scaling up a normal insect. I just assume that they aren't simply a scaled up version. Add in a basic skeleton and improved chitin, put some evolution into their breathing systems, and you can get giant bugs that may not be hard science, but are at least firm science. Or just say it's magic. Spoilsport) ------------------ Briareos Deluxe: Made with Real Chogokin! 50% Die Cast Metal! Comes with Seburo Assault Rifle, Removable Flight Armor, Collectable Plush SD Bri-chan Doll, Philosophy book, and Spring Loaded Missiles. IP: Logged ColonelHardisson Member posted 04-10-2001 01:01 PM I really liked the Greyhawk 2000 articles in Dragon and Dungeon recently. Just enough to tantalize. I wish they'd follow up on it. I'd use Star Wars d20 equipment as the basis for stuff, and try to "dress it up" with fantasy-based descriptions. I also have older Gamma World books, such as Treasures of the Ancients, and the equipment in those books are fairly easy to convert. By the way, some good ideas can be found in some of the TORG sourcebooks, such as the Cyberpapacy and Tharkold. ------------------ "Illegitimis non carborundum." -Gen. Joseph Stilwell IP: Logged Mishihari Lord Member posted 04-10-2001 02:11 PM For a good book with biotech in it, read West of Eden. IP: Logged Cyberzombie Member posted 04-10-2001 02:20 PM I am working on this very topic on my website (follow the link at the end). Unfortunately, I don't have the time to do this properly. My stuff is coming together very, very slowly. ------------------ Goddess of Undeath, Technology, and Sillyness! Cyberzombie's Greyhawk 2001 IP: Logged JDeMobray Member posted 04-10-2001 02:42 PM Gurps Steampunk has literally a ton of useful ideas for any sort of industrial revolution era campaign. Also, someone mentioned Bio-tech as a possible replacement for the usual stuff. The old Spelljammer setting had a bunch of bio-tech stuff in place already. The elven fleet's ships as well as Spirit Warriors (a sort of Mecha), Bionoids (Bio-engineered warriors), and Gadabouts (sort of a combination jetpack/survival gear). The Orcs/Scro had a bio-magic construct called the Witchlight Marauder which was bascially a big slug that they dropped on planets, that would then eat everything, breed at a huge rate and eventually wipe out all life on the world. IP: Logged Rincewind Member posted 04-10-2001 07:28 PM There have been several threads in the Whereabouts forum on this, which I can recomend. Theres also the 'Mondus Fumus' fan setting, which is steampunk. IP: Logged cetiken Member posted 04-10-2001 08:23 PM If ya wana go a bit farther past simple industral revolution, I recoment checking out ShadowRun from FASA (er... WizKids). ------------------ cetiken Commander of the Gnomeish Airship Flotilla "Troll culture is based on rocks in general, and hitting people with them in particular." Quote from the Disc IP: Logged Estlor Member posted 04-11-2001 09:04 AM If you dig out the old Blackmoor adventure moduals (DA1-4), but more specifically, "The City of the Gods," you'll see a host of "alien devices" (also posted on WotC website). Based on this if you want high technology you can make them mimic the effects of certain magic items that fit the description (such as the hand blaster being like a wand of lightning bolt) ------------------ The Lighthouse Webmaster "More conversions, less talk." IP: Logged All times are Central Time (US) next newest topic | next oldest topic Administrative Options: Close Topic | Archive/Move | Delete Topic Hop to: Contact Us | D&D 3rd Edition News Ultimate Bulletin Board 5.47b [/QUOTE]
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