Steampunk


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I helped work on GURPS Steampunk, so I am a bit biased when I say that I really enjoy that game. I found it quite easy to use it to run a Holmesian-Steampunk game that friends talked about for a long time.

Forgotten Futures, by Marcus Rowland, is probably the source for Victorian era gaming information and steampunk adventures. Each volume is based on material written from that era, and they are included as text files, so you can really get a good idea of what things were like then. I can highly recommend this.

Space: 1899, for all the clunkiness of the system, has some great background and is worth finding. That can be tricky, but worth the effort.

I know that Battlefield Press is coming out with a couple of Steampunk-feeling games. One will be called Gaslight. It mixes elements of Victorian fiction together into a world of mystery, magic, and science. I wish I could tell you more about it, but NDAs restrict me. Let's just say that my gaming group saw this and immediately wanted to know when we were playing.
 

I use OD&D to play in a Victorian gaslight setting with heavy emphasis on fairy tale and neoclassicism. The human player characters can be soldiers, boxers, scholars, tradesmen, magicians, or technologists. Each class is distinctly steampunkish in its flavor, even though they work a lot like D&D classes. The soldier is good with muskets. The boxer (think "Boxer Rebellion") works just like a monk. Scholars are clerics whose cure magic and undead turning come from esoteric medical knowledge (like Dr. Van Helsing from Dracula, or frankly, any random doctor from a Universal monster movie). Tradesmen are like experts, and you can build their skills into anything, including a rogue. Magic-users aren't changed. Technologists are artificers that work a lot like the scientists from Pulp Heroes/d20 Past.

All in all, the system works just fine, and OD&D is so simple that just about anything can be house-ruled in. If you want to use the d20 System (or even AD&D), it takes a lot of work to ad whole sets of rules for things like airship battles or building technology. In OD&D, a lot of the rules are already there and easily adapted to work on the fly for other situations. So I have no problem running any genre with the old-school rules.

In fact, after my current spread of steampunk campaigns finally come to an end, I'll be using the system to run space opera sci-fi. :D
 

Huge steampunk fan
What i own and use for source and reference

GURPS Steampunk
Ethescope (www.goodman-games.com)
Unhallowed Metropolis (awesome art there btw)
Iron Kingdoms
Wooden Suits and Iron Men (old TWERPS book)
Full Light, Full Steam

There are more that I am not remembering right off the top of my head
 

Jack Daniel said:
I use OD&D to play in a Victorian gaslight setting with heavy emphasis on fairy tale and neoclassicism.


Any documents I can get about your homebrew setting and classes, etc.
I would love to read it.
 


I am creating a very Gaslight-world for my 4E campaign you got in it:

-Revolvers, carbines, rifles, repeating rifles, explosives, etc.
-Gas and electric lighting
-Steam powered cars
-Steam powered factories
-Telegraphs
-Locomotives
-Steam powered automatons
-Clockwork geared contraptions

As well as having magick being based on reality-bending principles :)
 



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