[Non-d20] What would make you want to play this Victorian-era game?

What would make you want to play this Victorian-era game? (Please read first post)

  • Mood and atmosphere, and plenty of it.

    Votes: 70 76.9%
  • A very complete look at the setting and period.

    Votes: 56 61.5%
  • Mechanics for sanity and insanity.

    Votes: 22 24.2%
  • Weak, highly atmospheric magic.

    Votes: 45 49.5%
  • Powerful, extremely costly magic.

    Votes: 25 27.5%
  • Character creation with no templates or archetypes.

    Votes: 18 19.8%
  • Clear character archetypes, but nothing restrictive.

    Votes: 30 33.0%
  • Clear, solid archetypes; classes are fine.

    Votes: 20 22.0%
  • No regular updates to setting, build it, then leave it.

    Votes: 14 15.4%
  • Ongoing support and expansion, but no "Metaplot".

    Votes: 41 45.1%
  • Ongoing support and a "Metaplot".

    Votes: 21 23.1%
  • Other (please specify).

    Votes: 7 7.7%

Levi Kornelsen

First Post
is 1844, in Europe.

The Holy Empire of Germania has long since shattered into some forty or more independent states. These states maintain a loose federation of mutual defense. Though their populations move towards a unified Germany, most states of the country are ruled by authorian Monarchs. These Monarchs retain their power by the force of their militaries, their secret police, their censorship, and by the structures of those select few taken into their inner councils. King R______ the second of Ruritania is such a King.

The king's regime is both opposed and supported, at turns, by the factions of his own kingdom. His own guard regiments maintain proud traditions leading them to disparate acts - some sadistic and brutal, some harboring those he himself would see hunted and destroyed. The nobles of the court speak forth for the king's policies, but among their ranks, among the eldest and most true of the lineages, there hide those who channel the bleak authority and hideous majesty of the first founders of the land itself. The church searches itself for heretics, whose works abound, but whose faces are hidden. The skilled workers, who benefit from the regime's economy, are host to those who bind the remnants of souls into gadgetry of their devising. The common peasants sit beneath the notice of all, and their elders spin stories that teach powerful skills to those who would listen.

Somewhere in the night, bribes have been passed from noble hands to cruel ones. Prostitutes gather around a single door, through which hunted fugitives pass, grateful of the falsity. Illicit tomes, banned on pain of death, are carried down a winding stair. Sacrimental wine is passed from the hands of heretic to necromancer to wise woman. Stolen candles are lit, faces revealed; eyes that speak of knowledge learned at too high a price, of depths both painful and pleasurable.

Thoughts are spoken in the dark, murmured over. Talk of desperate skirmishes, of flights of rapture, of revolution and negotiation. Bombs and guns, arrests and tortures, are listed; there are bitter recriminations, naming artifacts and speaking of the getting and keeping of blasphemous works.

Two words are used most often. Freedom. Sorcery.

----------------------------------------------------------------------

This is the game I'm both writing, and preparing to run.

Yes, the players are the magicians, if you're wondering.

What would make this a game that you would want to *play*?
 

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I like Victorian era gaming...I've even run a Victorian era superheroes game, based on Space 1889, Zulu, Jules Verne, HG Wells and other archetypal sources.

So I know its a fun setting.

And right now, I could use a change of pace.
 

I voted for a very complete look at the setting, but really I'd want to see a very complete look at the history: where does this sit temporally in relation to events going on in Europe? 1844 doesn't mean much to me except that it's more than a generation after Napoleon, about a generation before the US Civil War, and a long time before the rise of Prussia. I don't have a sense of what the big issues are for the Continent at that time.

You lost me with "the players are the magicians". It sounds like pure White Wolf-ery. Having a pagan or hermetical revolution is a fine thing, but I think you need to allow some or most PCs to be revolutionaries (or less well-defined conspirators) who don't wield magic on a daily basis and certainly don't think of themselves as professional wizards. I'd suggest "The Invisibles" or some of Michael Moorcock's work as a model for a group that has a magical world-view and motivation without most of them being anything like magicians.
 

Sorry if my poll wasn't clear, Starglim. To me, "Setting" means place, time, everything. But, yes, if I get more people backing setting, more pages will be applied to that.

And in my own game, the players will (I think) all be magicians, and that is the assumption of the setting. Rules for non-magicains are just tacked in a little box where they can be easily seen, since they're as simple as "change number X and skip step Y".

"The Invisibles"... Yes, I may have to page through that while I'm working. That is a nice example.
 

Starglim said:
I voted for a very complete look at the setting, but really I'd want to see a very complete look at the history: where does this sit temporally in relation to events going on in Europe? 1844 doesn't mean much to me except that it's more than a generation after Napoleon, about a generation before the US Civil War, and a long time before the rise of Prussia. I don't have a sense of what the big issues are for the Continent at that time.
Well, the rise of Prussia is nearly complete during that time (most of that happened prior to the Napoleonic era) ;). The end of the 'Holy Roman Empire' was declared a generation ago. It's the 'Biedermeier' era. After Napoleon's defeat, democratic ideas float around, but are suppressed. As a result, ordinary people stay at home, enjoy the peace, and the amenities of middle-class life are glorified. At the horizon, the European Revolution of 1848 looms.

I'm not sure about the religious undertones of the game concept. Those battles had already been fought and were nearly forgotten.
 

The religious undertones stem from the idea that Ruritania has long been an asylum for political refugees - many of them religious in nature. So it's a touch behind on that score.

Not everyone is sitting back and enjoying the peace - some German states actually faced revolution a few times (on a small scale) before the "big revolt" in 1848.

But yes, Prussia is pretty dominant in most of what will become Germany - which does include Ruritania.
 

I remember running Castle Falkenstein (set in Real Europe rather than the Other Europe of the game, for a variety of reasons) and having a blast with it, though we ran into a problem -- we had a difficult time justifying a more-or-less realistic (read: looks like the times the game is set in) Victorian-era world where you had to contend with both the inclusion of Magic and Super-Steam-Tech. In the end, we opted to drop magic altogether and simply accept the steampunk aspects, as this altered the world less, especially its backstory.

The notion of limiting all characters to being magicians is rather sad -- I have two players who would never play in the game simply due to that aspect. Essentially both of them loath playing character who is a spellcaster of any sort. Heck, even in Ars Magica they downplay their magi or come up with rules for "super companions" to take the place of their magi, due to an extreme dislike of playing wizards.

In the end, I would be interested to see where you place magic in the social hierarchy of the day as well -- are there professional wizards, and if so is magic seen as a Trade, a Profession, or a Career?

There seems to be a lot of interest in Victorian era games of late, which I find intriguing. I think the company that busts out the best one will have a lot of potential here. In many ways, I think Castle Falkenstein just showed up a few years too early...
 


Cthulhu by Gaslight and Ravenloft: Masque of the Red Death are both excellent takes on this sort of thing; ones which dovetail nicely, I might add. Victorian gaming rules.

Saw someone mentioned Space: 1889...wow...flash to the past...
 


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