OGL Steampunk

AG,

Interesting, this is the first review I have read that devotes more space to mechanics from other books than the book being reviewed. Why would someone need this book if they own Steam & Steel and the FFG Book? What is added that would provide value above and beyond these titles, besides some broken rules you don't seem to be using, I'm not seeing your justification for a four star ( ABOVE AVERAGE ) rating?
 

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Sorry it took so long to get back on this, I hadn't noticed that anyone had made comments till now.

The answer is that neither of the two books you mention address original invention by the players, much as I like both books. OGL Steampunk is all about new creations, and has rules for PCs who want to be inventors. After some play I also rather like the magic system, casting spells is ssllooww, making it a better idea to craft an item to cast the spell than to rely on the spell in a hurry.

The classes are the other best part, fitting the concept of the game very well, whereas the classes in Steam & Steel and Sorcery & Steam sit on top of the standard classes, not all of which fit the genre well at all.

In short it is a 4 because it is better than average.

The Auld Grump
 

I focussed in part on mechanics from other games because the person I was describing it to had those other books. And because I had used those mechanics while running the game myself. I have had a great deal of fun with the game, but did find the high lethality a drawback, and wanted there to be a reason for prosthetics to be used beyond 'they're cool!' So I added rules. In short they are work arounds for problems in a game that I felt worth playing despite certain shortcomings.

A game I would rate three stars I would likely not bother playing for more than a session or two, this I have been running for about eight months, nine if you count prep time, and am enjoying immensely.

The Auld Grump
 


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