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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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OGL Steampunk
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<blockquote data-quote="dm5" data-source="post: 2011536" data-attributes="member: 20351"><p>Product Review </p><p></p><p>Product Identity: </p><p>Name of Product: OGL Steampunk</p><p>Publisher: Mongoose Publishing </p><p>Author/s: Alejandro Melchor</p><p>Link: www.mongoosepublishing.com</p><p>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 </p><p>Stock Number/SKU: MGP 6604 </p><p>ISBN: 1-904577-84-9 </p><p>Cover Price: US 39.95 </p><p>Page Count: 304 </p><p>Hard/Soft Cover/PDF: Hardcover </p><p>Color/B&W Artwork: Color cover; B&W interior </p><p></p><p>Date of Review: 7/31/2004 </p><p>Reviewer: William T “DM5” Blackburn</p><p></p><p>Summary Ratings with Comments</p><p>Substance: 5- Expertly designed and written.</p><p>Style: 4- Style is uneven.</p><p>Innovation: 4- Combined previously released concepts into a world that is altogether its own.</p><p></p><p>Story: 5- An exciting story to sets the mood runs throughout the text.</p><p>Setting: 0- Not scored- not a setting as much as rules for a setting.</p><p>NPCs: 0- Not scored- no NPCS needed or offered.</p><p>Game Mechanics: 5- OGL based with new material throughout.</p><p>PCs: 5- A plethora of PC enhancements.</p><p>Classes/Prestige Classes: 5- Classes and Vocations reminiscent of AD&D 2e Kits and D20 Modern.</p><p>Feats/Skills: 5- Some tried and true and some new.</p><p>Equipment: 3- Not outstanding in depth or breadth.</p><p> Magic Items: 0- Not scored, insufficient offering.</p><p>Magic: 5- The occult and psychic powers replace “Spellcasting”.</p><p>Spells/Psionic Devotions: 5- A good sampling. An expansion book would be great.</p><p>Creatures: 0- Not scored. None offered.</p><p>Art: 4- Overall, not outstanding, but above average.</p><p> Cover: 4- A well executed, if unoriginal scene concept.</p><p> Interior: 3- Inconsistent quality and style.</p><p> Map/s: 0- Not scored.</p><p></p><p>Critique: </p><p>First Glance</p><p>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.</p><p></p><p>Read-Through</p><p>Introduction</p><p>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.</p><p></p><p>Character Background</p><p>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.</p><p></p><p>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.</p><p></p><p>Classes and Vocations</p><p>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.</p><p></p><p>Skills</p><p>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. </p><p></p><p>Feats and Traits</p><p>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.</p><p></p><p>Equipment and Wealth</p><p>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.</p><p></p><p>A World of Adventure</p><p>Detailing the mechanics of game play, this chapter is devoted to making sessions run smoothly for GM and players alike. </p><p>Actions, Challenges, and Vehicle Rules are discussed in detail alongside several other topics.</p><p></p><p>The Power of Steam</p><p>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.</p><p></p><p>The Occult</p><p>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.</p><p></p><p>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.</p><p></p><p>Overall Score: 4.43</p></blockquote><p></p>
[QUOTE="dm5, post: 2011536, member: 20351"] 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 [/QUOTE]
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