outside pseudomedieval what can be done well yet?

which era/setting interests you?

  • chariots and bronze spears dude!

    Votes: 16 24.2%
  • cavemen dude!

    Votes: 0 0.0%
  • pirates dude!

    Votes: 6 9.1%
  • cowboys and indigenous peoples dude!

    Votes: 6 9.1%
  • spacerangers dude!

    Votes: 4 6.1%
  • noir detective stuff dude!

    Votes: 11 16.7%
  • WWI or WWII dude!

    Votes: 5 7.6%
  • steamboats and fancily dressed women dude!

    Votes: 18 27.3%


log in or register to remove this ad

I voted steam, knowing that there are several steam sourcebooks on or coming to the market at present. But I'm not thrilled with what I've seen so far. Rules are important, but they should be the means of integrating a steamtech/punk feel into the game. But just putting steam in D&D does not make steampunk. It makes Dragonsteam. And I don't want Dragonsteam.

I guess what I'm saying I'd like to see is a high-quality "Steam d20." Something with a substantive setting and the rules to support it. Something with its own flavor, it's own discovery. Its own ecologies and societies and cosmologies.

At ENWorld Boston I played in a game called Septentrionalis, which is a d20 colonial setting. The rules were just an extension of the d20 system we know and love. But the real beauty was in how the rules just felt like they were just there to facilitate the setting. The whole package is what works. It's not just a paste-in to D&D.
 


Korimyr the Rat said:
I do not think it is possible to design a smooth-running time travel RPG, even with the assumption that players will be abnormally cooperative and the DM has several layers of contingencies.
Oh, I agree with you absolutely.

I'm just spouting off what I'd like to see.

:D
 


Ok, seems as though the gang at Dog House Rules just ain't gettin' the word out enough. So. I'll blow the bugle again. Sidewinder:Recoiled. Taking the d20 Modern rules and applying them to the Wild West. No magic, no steampunk. Just straight western action. Want to play a game based on movies like Tombstone, Silverado, Unforgiven or Lonesome Dove; this will be the game for you.
 

nopantsyet said:
At ENWorld Boston I played in a game called Septentrionalis, which is a d20 colonial setting. The rules were just an extension of the d20 system we know and love. But the real beauty was in how the rules just felt like they were just there to facilitate the setting. The whole package is what works. It's not just a paste-in to D&D.

Is the Published Septrionalis stuff out? I was lucky enough to find and download the free PDFs back when it was still a fansite - and the material is truely awesome 17th Century American colonies with Witches, a Fairie Queen in England, the Iroquois League, Pirates, Natural Philosophers and a whole lot of cool...
 


Buttercup said:
What we don't have is Steampunk or Wild West.

Steampunk, it has been mentioned, is getting some attention. Wild West? Well, Citizen Games, I believe, put out Sidewinder. I think some of the classes in the Weird West (Deadlands) could be used to very easily do the Wild West... even Wild West with shaman magic, which would be fun.

I vote for a well-done Greek-age setting. The old Age of Heroes sourcebook has a lot of the info but I think to do it well, you would have to have a special set of core classes and new magic list. Classes -- Barbarian (non-greek foot-warriors), Hero (greek warrior -- hoplites really came after the time of Homer's heroes but we could use them), Scout (short bow, slinger, javelineer class), Charioteer (Egyptian, Persian upper class), Priest (divine magic -- Greek pantheon, as well as Egyptian, Persian would be useful), Rogue (thieves existed in any metropolis, I would think), Scholar (maybe some combination of sorceror and the Monte Cook's Akashic)... off the top of my head. :)
 

I'm fond of the concept of noir, although I haven't seen too much on screen, truth be told. I've mostly picked it up from parodies. Y'know, like how you don't have to have seen Psycho to know what That Music means.
 

Remove ads

Top