Sorcery and Steam: What do you think?

So - we're on the cusp of the discovery of steam power in the campaign world I play in (Kingdom of Ashes)... or at least, we could be if I have anything to say about it... hehehe ;).

This also means that I've been looking for books with tick-tock monsters and steam powered machines/monsters/tanks/stuff.

So, is Sorcery and Steam a worthwhile purchase with these interests in mind?
 

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I have never seen Mongoose's book on the subject so with that in mind:

S&S is one of the crappiest steampunk books I have read. It is full of PrCs for a Victorian setting and the rules and examples of the actual steamtech are poor and limited. The best part of it is the introduction that gives setting examples and suggestions on how to incorporate steamtech into your campaign. If you have Citiyworks, you own most of it already...

Steam & Steel, OTOH, is the best d20 steampunk book I have read and sadly it is not that great. It is not bad, but with rules that require someone to constantly keep an eye on every steamtech item so it doesn't blow up, I didn't care for it much. The highest points in it are the alternate energy sources (from sunlight to demons) and steamtech buildings. The rules for steamtech creation are good enough for you to adapt to what you want.
 

I mildly agree about Sorcery & Steam, but if you also use Steam & Steel then they both benefit from the synergy. Each has features that the other lacks. Sorcery & Steam all on its lonesome may not be worth the purchase, spending the extra money and getting Steam & Steel as well is.

The Auld Grump
 


The first chapter of Sorcery & Steam is great -- riddled with great concepts for a campaign.

Too bad the rest of the book doesn't carry the concept through. There rules for steamtech are difficult to use, and the steamtech classes don't mest well with the steamtech rules.

You might try Dragonmech or Steam & Steel.
 

I was kinda disappointed with the book. The prestige classes and organizations that acompany them are well done (and fortunately that's a large part of the book), but the rest of the rules are somewhat lacking. I didn't like the fact that the firearms were modeled after real world weapons, rather than how they might evolve in a fantasy setting.

There arn't any monsters in it, and most of the vehicle section is devoted to maneuvering / combat rules (there are 11 vehicles briefly detailed in 4 pages).

Not a waste of money, but Sorcery & Steam could have been much better. I'd get it if you could find it for cheap. I haven't read the other steamtech books . . . maybe I should check them out.
 

spider_minion said:
I didn't like the fact that the firearms were modeled after real world weapons, rather than how they might evolve in a fantasy setting.

Which exactly what I liked about the weapons, rather than having silly weapons like Iron Kingdoms. (I use the ones from Sorcery & Steam in my Iron Kingdoms game.) Weapons develop the way that they do for a reason, which is also why I don't have 'hooked hammers', 'double swords', 'full blades' or other stupid weapons. My only change was to tweak the prices down a notch - guns weren't that expensive in Victorian times.

The classes & prestige classes are the best part of the book. so between Sorcery & Steam and Steam & Steel you can get the basis for a good game. I especially liked the organizations that accompanied the PrCs, well fleshed out. And I want to play a steamcraft mage!

The Auld Grump
 

DMH said:
The highest points in it are the alternate energy sources (from sunlight to demons)...

I designed a one-shot pretty much around the necromantic steam tech idea. I heavily tweaked some of the ideas for powered armour, etc, as well.

So I found the book worthwhile, for what I used it for.

-Hyp.
 

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