OGL Steampunk

Imagine a world where computers were developed a century before their time, running on levers and steam engines instead of microprocessors or even light bulbs; a world where the zeppelin never went out of fashion as new technology made it safer and faster, where brave men (and women) explored a yet undiscovered world to find wondrous ruins of lost civilisations or entrances to entire new worlds, where the wondrous age of magic is slowly fading away to give place to an age of reason. This is the world of steampunk, a subgenre of fantasy and science fiction that is devoted to marrying the possible with the improbable more than exploring the future or exploring fantastic themes; steampunk explores a past that might have been, had some things happened a little differently.

Steampunk as a genre that grew from revisiting the old scientific romance novels the likes of 20,000 Leagues Under the Sea, The Time Machine, and The Lost World, which took the spirit of progress and exploration (and exploitation as well) prevalent during the 19th Century, and translated it into stories of speculation, wonder and excitement. As literature that explored the future as moulded by progress, the scientific romance is the great-grandfather of modern science fiction. At its core, steampunk is a look back at those times and then forward again to uncertain futures that would still remain in our past. Although regularly based around the 19th Century, particularly in some part of the British Empire, steampunk stories can easily take place in alternate worlds where technology took a different turn than in our world, and fantasy adds its own ingredients by adding magic and mythical elements to such a world. Basically, steampunk is about playing in an age that was not, but could have, and maybe should have been.

Steampunk stories are dominated by strange technology and weird science. While hard science-fiction bases its principles on proven or theoretical science in our time like quantum physics and the advances in biotechnology, steampunk takes a look backwards, at the early advances in scientific and technological inspiration. Phenomena like electricity is beginning to be fully understood, steam and mechanics move most of the age’s machinery and telecommunications are being born in the form of the telegraph. Now… consider that if Charles Babbage had counted with sufficient funding, he could have invented the first computer around 1842 and, connected with the power of the telegraph, the Internet could have been born two World Wars earlier. What kind of world may have evolved from networked computing based on clicking machines and mechanical modems? Such are the kinds of questions that you can answer in steampunk.

Technology in a steampunk setting is either elegant or incredibly clunky, using basic mechanisms and primitive wiring to achieve the performance that would occupy a fraction of the space using modern technology, but would not look as quaint. Brass tubes, wooden handles, and Edison’s new incandescent lamps (aka light bulbs) replace fibre optics, touch screens and LEDs as the material of choice for machinery. Steam-powered cars roam the streets while airships cross continents and giant cannons shoot people to the moon. Or not.

Another common element of many steampunk stories is the presence of magic and the supernatural. Magic regained interest in the backdrop of scientific progress, with mediums claiming to contact the afterlife while fairies were rumoured to caper in the wilds. Secret societies organised séances and rituals to contact powers from beyond time, and the stronger communication with the orient opened the way for an influx of exotic cultural imports, including grossly misunderstood mystical traditions.

Magic and the occult are so present that they mingle with science, with the most prominent example being the mind’s psychic potential explained through the newly theorised magnetism. Magic is a palpable reality that the heroes must discover and contend with. Cultists seek to awaken the power of ancient races, alchemists use arcane formulate to power their infernal devices, and creatures of legend roam the streets of major capitals dressed in the latest fashions of the age.
 

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Product Review

Product Identity:
Name of Product: OGL Steampunk
Publisher: Mongoose Publishing
Author/s: Alejandro Melchor
Link: www.mongoosepublishing.com
Artists: Cover: Scott Clark; Interior: Eric Bergeron, Jim Brady, Stephen Cook, Anthea Dilly, Kythera, John McSweeny, Pete Slough, Ronald Smith, Sami Walu, and Leo Winstead
Stock Number/SKU: MGP 6604
ISBN: 1-904577-84-9
Cover Price: US 39.95
Page Count: 304
Hard/Soft Cover/PDF: Hardcover
Color/B&W Artwork: Color cover; B&W interior

Date of Review: 7/31/2004
Reviewer: William T “DM5” Blackburn

Summary Ratings with Comments
Substance: 5- Expertly designed and written.
Style: 4- Style is uneven.
Innovation: 4- Combined previously released concepts into a world that is altogether its own.

Story: 5- An exciting story to sets the mood runs throughout the text.
Setting: 0- Not scored- not a setting as much as rules for a setting.
NPCs: 0- Not scored- no NPCS needed or offered.
Game Mechanics: 5- OGL based with new material throughout.
PCs: 5- A plethora of PC enhancements.
Classes/Prestige Classes: 5- Classes and Vocations reminiscent of AD&D 2e Kits and D20 Modern.
Feats/Skills: 5- Some tried and true and some new.
Equipment: 3- Not outstanding in depth or breadth.
Magic Items: 0- Not scored, insufficient offering.
Magic: 5- The occult and psychic powers replace “Spellcasting”.
Spells/Psionic Devotions: 5- A good sampling. An expansion book would be great.
Creatures: 0- Not scored. None offered.
Art: 4- Overall, not outstanding, but above average.
Cover: 4- A well executed, if unoriginal scene concept.
Interior: 3- Inconsistent quality and style.
Map/s: 0- Not scored.

Critique:
First Glance
Overall, this is a fine addition to the OGL line of products from Mongoose Publishing. I gave this book high marks on many key features. A page versus cost comparison finds the cover price to be well in line with what other print publishers are asking.

Read-Through
Introduction
These pages discuss basic themes of steampunk, such as “The Great Malaise”, “Progress and its Flipside”, and “Empire and Expansion”. Treat these as food for thought and head for the local library to research the era this game is modeled after. The basic structure of the game system is outlined along with key terminology. This game is, naturally fully compatible with the d20 system.

Character Background
Starting with character generation in the d20 fashion, this chapter moves into character backgrounds. This point spend system allows you to buy your character’s race, along with some bonus Ability Points, Traits, or Feats. This method appears to balance out the human versus demihuman “imbalances” that many gamers have sought to alleviate through house rules.

There are eight races to choose from, including (animal) Hybrids, Constructs, Ghosts and Vampires, in addition to the traditional fantasy offerings. Perhaps some more time could have been spent fleshing out these races, culturally.

Classes and Vocations
At 40 pages, this hefty chapter offers players many options for play. Each Class is further divided into Vocations in a manner similar to the Classes and Kits of TSR’s AD&D 2e and D20 Modern. Vocations, however, are required choices, aimed at focusing your character for roleplaying purposes, as well as assigning bonus feats, skills and wealth options.

Skills
What can your character do? This question is partially answered in this chapter. After a review of the mechanics skill usage such as target DC and Skill Synergy, the text moves to the available skills and descriptions. There are some interesting new Craft skills, and other technology-related skills introduced.

Feats and Traits
Traits are introduced as additional background elements for character development. Examples include Personal Quality Feats, Broad Psychic Attention, and Use Amazing Device round out this section. Trait Trees group like traits together, but do not follow a hierarchical structure.

Equipment and Wealth
This chapter introduces a simple system for Wealth and presents a broad spectrum of tools and weapons to enable your character to accomplish mighty deeds. Wealth is determined using a chart describing Financial Conditions for both starting and continuing characters. Equipment lists include standard medieval fair and a selection of more modern gear, such Percussion cap firearms and the Medical Kit, but stops short of matching hitorically accurate technology for the time period which drives the themes of the game.

A World of Adventure
Detailing the mechanics of game play, this chapter is devoted to making sessions run smoothly for GM and players alike.
Actions, Challenges, and Vehicle Rules are discussed in detail alongside several other topics.

The Power of Steam
Technology in a steampunk setting is either elegant or incredibly clunky, using basic mechanisms and primitive wiring to achieve the performance that would occupy a fraction of the space using modern technology, but would not look as quaint. Brass tubes, wooden handles, and incandescent lamps abound on the steam-powered cars that roam the streets while airships cross continents and giant cannons shoot people to the moon. This chapter details the game rules for these amazing machines.

The Occult
Another common element of many steampunk stories is the presence of magic and the supernatural. Magic phenomena regain interest in the backdrop of scientific progress. Mediums claiming to contact the afterlife and fairies are rumored to caper in the wilds. Secret societies organize séances and rituals to contact powers from beyond time, and the stronger communication with the orient opened the way for an influx of exotic cultural imports, including grossly misunderstood mystical traditions. These pages detail a wealth of psychic powers and rules for steampunk magic.

Magic and the occult are so present that they mingle with science, with the most prominent example being the mind’s psychic potential explained through the newly theorized magnetism. Magic is a palpable reality that the heroes must discover and contend with. Cultists seek to awaken the power of ancient races, alchemists use arcane formulate to power their infernal devices, and creatures of legend roam the streets of major capitals dressed in the latest fashions of the age.

Overall Score: 4.43
 

OGL Steampunk, Mongoose Publishing
MGP 6604 ISBN 1-90477-84-9
$39.95 U.S.

First off, I’m not mechanics oriented. How well or ill OGL Steampunk’s mechanics work, how balanced it is, is for those better qualified than I. My focus is on the feel, the ambience.

OGL Steampunk is a confused beast. Steampunk as a genre is the Victorian Age given a 1980s era punk gloss. It’s the 1880s as viewed through the eyes of those who came of age in the 1980s. OGL Steampunk is Steampunk as seen through the eyes of people who came of age in the 1990s.

It is also the product of people to whom history is an interesting notion, but not something you really want to get into. For example, you can buy dynamite (an advance on TNT, invented in the late 1800s by Norwegian Alfred Nobel (same chap who established the Nobel Prizes)), but there are no tin cans. (Let me put it this way, the people of OGL Steampunk can make metal tubing, but nobody’s figured out how to cap the ends. And that’s what a tin can essentially is, a short metal tube with capped ends.) Which means no metal cartridges, and so no cartridge firearms.

Even so the world of OGL Steampunk has reliable firearms. While matchlock weapons are available, so are flintlocks. And flintlocks are far superior to matchlocks.

Now, there was a time when firearms and melee weapons shared equal time on the battle field, but by the time the flintlock came on the scene those days were long gone. I can understand the appeal of a battle axe or broadsword, but with flintlocks around relying on a sword becomes effectively suicidal.

Then you have the matter of the races. Between the time the illustrations were done, and the manuscript was finalized two character races (Pixies and Orcs it would appear) were replaced by Gnomes.

On the other hand, OGL Steampunk’s treatment of Furries (Hybrids) and sentient Constructs (Cogs) is good in my opinion. There is an element of tragedy to both, since both are the result of misguided research and meddling with things Man is not really ready to handle in the OGL Steampunk world.

Joining Hybrids and Cogs are Ghosts and Vampires. People who partially return from the dead to finish some task. Unfortunately, they do tend to forget what they were supposed to do. They are revenants, not true undead, and so have abilities and features not found in their cousins. For instance a revenant Vampire suffers no ill effect from sunlight beyond losing his vampiric abilities. The impression I get from these two Character Races is that somebody at Mongoose is into White Wolf’s World of Darkness. :)

When it comes to Player Characters OGL Steampunk has some nice touches. As with D&D® you have Character Classes, but from d20 Modern you get vocations/occupations (both terms are used). As with d20 Modern Occupations, OGL Steampunk Vocations provide additional skills and feats to those available to a PC from his Character Class, along with a number of talents. The game also provides a number of traits a character can pick up along the way. Some specific to a specific Race, others more generally available. All in all you get a deeper character with OGL Steampunk, and I think that a good thing.

The game world itself is Victorian Britain as seen by folks who were exposed to the Victorian Age via overwrought BBC period dramas. With a good leavening of steampunk sensibility as interpreted by folks to whom steampunk came out of of pre-history. This can be most readily seen in the illustrations. Art Deco/Anime with a heavy dose of comic book and a touch of organic machine.

The world of OGL Steampunk is the Victorian Era as dystopia. It is a world informed and influenced by punk nihilism as understood by people for whom punk nihilism is a product of pre-history. (Notice a pattern here? ;) ) It is a world where progress is ruining things and making the good run away in a blind panic. It is, in short, anti-tech. A direct contradiction of real world Victorian sensibilities, where progress was seen as a good thing over all..

That is the essential disconnect between the Victorian Age and the OGL Steampunk world. For the latter is a twisted mirror of the former with Furries and WODverse vampires added.

Still and all, for all its imperfections, I recommend it. While the vision is flawed, it is a coherent vision. It is a consistent vision. A dark world, a tragic world, but one where heroes can make a difference if they but try. The important thing is to take it on its own merits. Forget the erroneous connections to the Victorian Age and treat with it as a world with its own history, its own ways. While it’s not a place I’d care to live in, it is a place you can adventure in, and that’s what matters in an RPG.

Alan Kellogg

August 23rd, 2004
 


I also enjoyed OGL Steampunk, but found it flawed on several levels.

Despite being billed as 'a complete game' it lacked several very much needed sections.

No creature stats are included, the GM will either have to create his own or swipe them from D20 Modern, which sort of negates the benefit of a seperate game.And several references are made to such creatures as orcs and iron rats. There is a section on creature abilities, but without the creatures it is rather useless.

No pregenerated NPCs are provided. Not as big a deal as the lack of creatures, but again it puts more work on the shoulders of the GM.

No examples of the Amazing Constructs are provided to give the PCs and GMs a start in what is likely the best part of the game.

And finally, no character sheet was provided. The good folks at http://www.kilnpublications.com/ are working on a sheet that should be available soon, and I would like to take a moment to thank them for their work. They are also working on a couple of campaign settings for the game.

Despite these problems I did like OGL Steampunk, a great deal in fact, and will be generating characters for a game this week. But it would have been nice not to need to pull out the D20 Modern book for monsters. The game is an interesting blend of fantasies, the Tolkienesque and the Vernesian. The classes and vocations are well handled, and the races are interesting. The magic system is vrsatile and it allows a character a great deal of room to make his spellcaster unique.

I was going to write a review as well, but Mythus Mage seems to have covered most of the points I would have made.

The Auld Grump, bodging a world together for the game on short notice...
 

I also enjoyed OGL Steampunk, but found it flawed on several levels.

Despite being billed as 'a complete game' it lacked several very much needed sections.

No creature stats are included, the GM will either have to create his own or swipe them from D20 Modern, which sort of negates the benefit of a seperate game.And several references are made to such creatures as orcs and iron rats. There is a section on creature abilities, but without the creatures it is rather useless.

No pregenerated NPCs are provided. Not as big a deal as the lack of creatures, but again it puts more work on the shoulders of the GM.

No examples of the Amazing Constructs are provided to give the PCs and GMs a start in what is likely the best part of the game.

And finally, no character sheet was provided. The good folks at http://www.kilnpublications.com/ are working on a sheet that should be available soon, and I would like to take a moment to thank them for their work. They are also working on a couple of campaign settings for the game.

Despite these problems I did like OGL Steampunk, a great deal in fact, and will be generating characters for a game this week. But it would have been nice not to need to pull out the D20 Modern book for monsters. The game is an interesting blend of fantasies, the Tolkienesque and the Vernesian. The classes and vocations are well handled, and the races are interesting. The magic system is vrsatile and it allows a character a great deal of room to make his spellcaster unique.

I was going to write a review as well, but Mythus Mage seems to have covered most of the points I would have made.

The Auld Grump, bodging a world together for the game on short notice...
 

Just a correction; although the printed credits list August Hahn as the author, the writer is Alejandro Melchor. August wrote additional text in the form of the fiction boxes and few addition to the rules.
 

Just a correction; although the printed credits list August Hahn as the author, the writer is Alejandro Melchor. August wrote additional text in the form of the fiction boxes and few addition to the rules.
 


This review originally appeared on the World Works Games forums as a response to a question about the game. Because of this the review takes a few digressions into how I handled certain situations. It also lists some books to supplement the game, the publishers of those supplements are credited for those who wish to find them.

Well, I've been running and OGL Steampunk game for a good few months now, and opinions I do have. While I am likely going to list more problems than virtues I actually like the game a great deal, and very much enjoy running it, but I have had to tweak some stuff.

The Good: Character classes are excellent, and fit their roles nicely.

The player character races are nifty. You may not want to use all of them, but they are kind of fun. They include Human, Dwarf, Elf, Gnome (but not the D&D Gnome), Hybrid (think 'The Island of Dr. Moreau'), CoGS (intelligent constructs), Vampire, and Ghost (Not as powerful as the D&D equivalants). You spend background points when selecting your race and racial abilities, with Humans being free. An interesting way to balance things. Using this system Humans may come out a bit more powerful than you might like, because Human can be chosen for free they may spend those background points elsewhere.

The Amazing Machine construction rules are involved, but a lot of fun - I tend to consider the items created to be prototypes, and lower the prices for production items.

Vehicle Weapons are deadly! Like the ship weapons in Star Wars they deal x10 damage against characters... and with a Massive Damage Threshold equal to Con people can get very dead, very quickly. I liked this, but ended up patching it anyway - I will get into that below.

The Bad: The weapons list is one of the two worst points of the product. The weapons list is essentially that from D&D, which means Sir Bothwick Nise may be strolling through Picadilly with a great axe over his shoulder... Bah! I ended up using the table out of Fantasy Flight's Sorcery & Steam and converting to a purchase DC.

Some Amazing Machine features needed to be added, in particular the game has no rules for automatic fire. I ended up using the rules from Deadlands D20, which I preffer to the rules in D20 Modern. No burst (explosive) weapons were available either, so I added some.

Prices... Oh my gods, the prices! It is cheaper to buy a ship, add a steam engine, and crew it than it is to buy a ticket to sail from New York to London... Telegrams costing per mile rather than per word... The prices and the weapons list are my two biggest complaints.

Editing... Not one of Mongoose Publishing's strongpoints, this is worse than most, including outright contradictions in the course of two paragraphs, references to nonexistant feats, and others. I believe that many of the problems I have mentioned could have been found if they had spent another month editing the book.

The Ugly: Amazing Machine creation is complicated enough that my players would have nothing to do with it until they reached 5th level. That said, I started playing with it as soon as I saw it, and loved it... very much dependant on the player.

Lethality... Whoo Boy! Is it lethal! Especially since I added explosive burst weapons to the game. I 'fixed' this by adding a new rule that has become a favorite in my game - when a character fails the Fort. save against Massive Damage he may spend an Action Point to instead roll on a table for what limb is lost rather than die. I used the Called Shots rule out of Swashbuckling Adventures for this. Part of the reason for this rule is of course the lethality, but equally important - What is Steampunk without prosthetics? I use the Prosthetic rules out of Steam & Steel by E.N. Publishing, well worth the money as a PDF, and a print version just came out this week. So far only one character has lost a limb, and he was much happier wih that than he would have been with losing his character. If I had had it as the result of a critical people would have complained, as an alternative to death they love it!

As you can see I tend to scavenge rules from a number of D20 sources, which is in my estimation the best thing about the D20 system, it is so easy to swipe stuff from multiple sources!

While I spent a fair amount of words here complaining I do like the game, and think that it is worth the price, as long as you are willing to tinker with it.

The Auld Grump, who does enjoy tinkering...

*EDIT* One very nice thing about the Amazing Machine rules - they are compatible with the rules for mass combat from Mongoose Publishing's Strongholds & Dynasties and the naval rules from their Book of the Sea.
 

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