Sorcery & Steam: got it in my hot little hands...

Hmm, well this is interesting to hear. From what you've said so far, it sounds like they've covered many similar themes and ideas as I have in Steam & Steel: A Guide to Fantasy Steamworks, but at the same time done things very differently. Eg. Steam & Steel is about steam tech, not just steampunk, although it does cover steampunk as one of a number of different themes and concepts of introducing steam power into a setting. Any more for us, Joshua?
 

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Joshua Dyal said:
Also, the first credited author is Mark Chance -- any relation to the Mark Chance we know from around here, I wonder?

He's myself. :)

d20Dwarf said:
Woohoo! Texans rock!

And if you forget that fact, we'll stomp on you with our boots! Yee haw! :D
 
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Whoohoo! Thanks Joshua for the confirmation! I've been eying this one since I heard about it, and I'm happy to hear that it was worth the wait. Off to the store I go to order it!
 

Yippy Kai ay, Mother ... never mind. Having grown up Texan and only recently moved to Detroit, I totally understand. I'm still looking for some decent food up here, too. It's amazing I haven't lost tons of weight. ;)

Anyway, what parts did you write?

For the rest; I've got the book here with me out in the car (although I don't plan on bringing it in to the office to answer questions!) and I finished the first chapter last night and looked in greater detail and some of the other stuff.

Power armor, for example, includes "building rules" for you to add specific features and cost them out, which looks like a nice toolset. Firearms include rules for matchlock, flintlock and presscap guns, as well as some oddballs like blunderbusses and the like. There's a fair amount of detail around the firearms rules (most of which seem to do 1d10 to 2d6 damage) although they are generalized to a certain extent (by the author's own admission) and designed more for play than for any kind of simulation. Reload times are vastly shortened from what they would be in real life, for example.

The book does not assume you will be running a Victoriana steampunk game; it is designed as a toolkit to be integrated with whatever other kind of campaign you want to play. I'm not familiar with Arcanum other than a few ads in magazines that made it look like D&D in 1870's London. Sure, you could play a game like that with the tools here.

Carnifex, I wouldn't actually say that Sorcery & Steam is about steampunk exclusively. FFG often uses steampunk as a shorthand for any genre featuring steamworks.
 
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Hand of Evil said:
Dang, I knew I should have picked this book up at Gencon! Now here I wait for my local store to get it in! :)

It was at GenCon?! Sonuva...this has been on my gotta-get list since I first heard of it, and I must have sailed right by it in the exhibitors' hall. Grrr. Man, I hope my FLGS gets it in this week.
 


Joshua Dyal said:
These ideas rocked, and I found myself thinking of even using them someday (although I've already been working on a steampunk-fantasy setting for a while).

*big I-think-I-wrote-the-bit-you're-referring-to grin*

I want my contributor's copy, dammnit. :-)
 

Joshua Dyal said:
Anyway, what parts did you write?

The musketeer is mine. So are at least some of the firearm specific feats. I glommed a bit or two from the d20Mod SRD for skill checks, et cetera. The general firearms and cannons rules I wrote (types of firearms, rates of fire, types of shot, stuff like that), but not any of the specifics as far as which weapons do which amount of damage, et cetera. I think that's it.
 

Mark Chance said:


He's myself. :)

And if you forget that fact, we'll stomp on you with our boots! Yee haw! :D

But only if you suspect we harbor RPGs of mass destruction. "Sir, he's clearly using a Midnight setting book that our punny unsupported setting cannot handle!"
 

Well, hell, if a Texan wrote the firearms rules, you *know* he got it right!

What are the general conceal and carry laws in the Forgotten Realms, Mark? :D
 

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