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<blockquote data-quote="RangerWickett" data-source="post: 2788893" data-attributes="member: 63"><p>The three books were developed separately, with the intention of not overlapping, but rather supplementing each other. S&S is for the big, industrial revolution sort of fantasy technology -- magical steam trains, war machines, strange engines, and so on. Mechamancy is more the Renaissance-style clockwork technology -- mechanical warriors, wind-up lightning cannons, and lots of rules for building your own devices piece by piece.</p><p></p><p>The Fantastic Science is more of the pulp, mad-scientist, late-1800s feel of technology, primarily geared toward adventurers, not society. There's lots of fun jargon from debunked scientific theories like caloric, aether, and bodily humours, combined with a sense that every one of these devices was invented by someone who was danged proud of his work. Imagine if a D&D setting held the 1900 World's Fair, and decided to showcase technological wonders suitable for adventurers.</p><p></p><p>You can use them all in the same campaign to cover different areas. S&S is more for the guy who wants to buy some nice magi-tech toys. Mechamancy is good for the tinkerer who likes to build his own things. And TFS is good for those who want technological flavor and new abilities easily, since devices in TFS are formatted like spells. They're very easy to use.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2788893, member: 63"] The three books were developed separately, with the intention of not overlapping, but rather supplementing each other. S&S is for the big, industrial revolution sort of fantasy technology -- magical steam trains, war machines, strange engines, and so on. Mechamancy is more the Renaissance-style clockwork technology -- mechanical warriors, wind-up lightning cannons, and lots of rules for building your own devices piece by piece. The Fantastic Science is more of the pulp, mad-scientist, late-1800s feel of technology, primarily geared toward adventurers, not society. There's lots of fun jargon from debunked scientific theories like caloric, aether, and bodily humours, combined with a sense that every one of these devices was invented by someone who was danged proud of his work. Imagine if a D&D setting held the 1900 World's Fair, and decided to showcase technological wonders suitable for adventurers. You can use them all in the same campaign to cover different areas. S&S is more for the guy who wants to buy some nice magi-tech toys. Mechamancy is good for the tinkerer who likes to build his own things. And TFS is good for those who want technological flavor and new abilities easily, since devices in TFS are formatted like spells. They're very easy to use. [/QUOTE]
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