Steampunk

Castle Falkenstein. Published in the 90s by R Talsorian. Alternate Victorian-era Earth with steampunk and fantasy elements. Quirky card-based system. Several supplements were produced as well, and a GURPS version.

Can't comment on gameplay since I haven't played it yet, but the books are well written.
 

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Don't recall if anyone's mentioned it yet...but there was a nice sourcebook for Amazing Engine called For Faerie Queen & Country. You might like it, and given that Amazing Engine was kind of an outgrowth of 2Ed D&D, you might be able to port it easily to a game like Hackmaster (if you play that game).
 

Dragonhelm said:
Anyone try out OGL Steampunk? If so, how is it?

I read through it but I haven't used it in actual play. I thought it was quite interesting. I liked the races, though they are powerful. The thing I enjoyed the most was the descriptive fiction used throughout the book. It really captured the flavor of the setting and was quite helpful in explaining how some things work in the system. I didn't like the magic system. It was designed to reflect a more "realistic" ritual form of magic. I think playing a magic user in the game might be a drag. The game had a Ghost race that was very cool though.
 

Dragonhelm said:
Anyone try out OGL Steampunk? If so, how is it?
Well, I liked it - it had a very nice system for creating 'Amazing Machines'. Unfortunately, while my players liked the setting I was running, they weren't nearly as fond of the tech system as I was. :\

Nowadays I run the setting with Spycraft 2.0 - the gear system, even for the Gadgets, is a lot less intimidating for the players. I also add in E.N. Puublishing's Elements of Magic: Mythic Earth for the magic system. I am getting ready to run my fourth campaign in the setting using Spycraft.

And both the Ghost and Vampire races were very cool. :)

The Auld Grump
 

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