OGL Steampunk-should I bother?


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Steampunk is a pretty comprehensive book, with rules for magic/psychic powers as well as fantastic inventions. If having things under one cover is beneficial, I'd recommend it.
 

You can also look at Steam & Steel from EN Publishing (and use it with Mechamancy), as well as Sorcery and Steam from FFG (that is a good book)
 

We are batting around using a tweaked Cthulhu by Gaslight ruleset with some rules for gadgeteering etc. I think the group is going for a 'List of 7' sort of vibe.
 

Overall I found it good with some excellent ideas and systems. The only thing I'd say is there is a strong fantasy/steampunk slant to the product which you may or may not want.

Nigel
 


KaosDevice said:
If there is magic it will be a hermetic Golden Dawn sort of format I'm thinking.

OGL Steampunk's systems could easily be applied that way. The other major fantasy element are the races, which to be fair are well done but again it depends on your needs. Getting my obligatory its not as good as Etherscope comment out of the way :lol: it is worth having as its comprehensive, especially if you can pick up a cheap copy.

Nigel
 

Hmmm, I ran a game of it for a while. I posted a review (of sorts) here.

In the long run the complexity of the Amazing Machine rules meant that only one player ever bothered with them, and even then only one machine was created. (A souped up wheelchair for a character who lost his legs to an artillery barage.)

I still like the game, and may well run it again, though I converted the campaign to Spycraft 2.0 in the hopes that players would be more likely to use the Gear system for steam tech devices. After a shaky start this has proved to be the case.

The Auld Grump
 

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