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<blockquote data-quote="Cristian Andreu" data-source="post: 6517474" data-attributes="member: 23822"><p>Steampunk:</p><p></p><p><strong>-Castle Falkenstein:</strong> It's sort of like a XIX century version of Shadowrun, but with so much charm and panache you won't be able to put it down. The game uses a card-based system (as in actual playing cards) instead of dice, and it is supposed to have been written by Mad King Ludwig II of Bavaria along with the author (the introductory story is great). Be mindful there's a GURPS version too, but I have no idea how closely it mimics the original.</p><p></p><p><strong>-Space 1889:</strong> Steam-powered spaceships and european colonialism across the Solar System. Has a quaint system (the RPG sprang out of a miniature game by the same name and author), but it's very easy to play, and the setting is just great. Zeppelin combat against a German count above the steaming jungles of Venus? Of course. Spice-trading with the bat-people of Mars? Certainly, sir.</p><p></p><p>Non-Steampunk:</p><p></p><p><strong>-7th Sea:</strong> In my opinion, the best cape & sword RPG out there. It's set in what's essentially XVII century Europe with the names and themes scrambled (ie, Spanish appears as Castille, a mix between Golden Century Spain and Mexico; the Dutch and Vikings are mixed together in Vendel-Vestenmannavnjar, with merchants and rune magic, etc), along with magic and somewhat Lovecraftian ancient story. The system is very cinematic, using a roll & keep mechanic (roll 5d10, keep the highest 3, success if the total equals or passes target difficulty) and emphatizing dramatic actions and larger-than-life heroism. Swordfights in burning barns all the time, is what I'm saying. Great for pirate roleplaying.</p><p></p><p><strong>-Ars Magica 5e:</strong> A game in which you play very powerful wizards during the High Middle Ages, in Mythic Europe (basically standard Europe but in which magic actually works). The main draw of the game is the mostly free-form magic system, allowing you to design or even improvise spells, using a semantic system (Arts + Form, or "What you do" + "What you do it to". So Creo Aquam lets you create liquids, while Muto Corpus lets you alter someone's body). Has interesting mechanics for playing multiple characters (so you can explore the lives of Knights, which are non-magical servants and bodyguards to the wizards, and Grogs, really non-magical mud-farmers through and through), as well as a "troupe system" in which the role of Storyteller changes between players.</p><p></p><p></p><p>Hope this helps! And have a nice trip.</p></blockquote><p></p>
[QUOTE="Cristian Andreu, post: 6517474, member: 23822"] Steampunk: [b]-Castle Falkenstein:[/b] It's sort of like a XIX century version of Shadowrun, but with so much charm and panache you won't be able to put it down. The game uses a card-based system (as in actual playing cards) instead of dice, and it is supposed to have been written by Mad King Ludwig II of Bavaria along with the author (the introductory story is great). Be mindful there's a GURPS version too, but I have no idea how closely it mimics the original. [b]-Space 1889:[/b] Steam-powered spaceships and european colonialism across the Solar System. Has a quaint system (the RPG sprang out of a miniature game by the same name and author), but it's very easy to play, and the setting is just great. Zeppelin combat against a German count above the steaming jungles of Venus? Of course. Spice-trading with the bat-people of Mars? Certainly, sir. Non-Steampunk: [b]-7th Sea:[/b] In my opinion, the best cape & sword RPG out there. It's set in what's essentially XVII century Europe with the names and themes scrambled (ie, Spanish appears as Castille, a mix between Golden Century Spain and Mexico; the Dutch and Vikings are mixed together in Vendel-Vestenmannavnjar, with merchants and rune magic, etc), along with magic and somewhat Lovecraftian ancient story. The system is very cinematic, using a roll & keep mechanic (roll 5d10, keep the highest 3, success if the total equals or passes target difficulty) and emphatizing dramatic actions and larger-than-life heroism. Swordfights in burning barns all the time, is what I'm saying. Great for pirate roleplaying. [b]-Ars Magica 5e:[/b] A game in which you play very powerful wizards during the High Middle Ages, in Mythic Europe (basically standard Europe but in which magic actually works). The main draw of the game is the mostly free-form magic system, allowing you to design or even improvise spells, using a semantic system (Arts + Form, or "What you do" + "What you do it to". So Creo Aquam lets you create liquids, while Muto Corpus lets you alter someone's body). Has interesting mechanics for playing multiple characters (so you can explore the lives of Knights, which are non-magical servants and bodyguards to the wizards, and Grogs, really non-magical mud-farmers through and through), as well as a "troupe system" in which the role of Storyteller changes between players. Hope this helps! And have a nice trip. [/QUOTE]
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