Using Ptolus without the Machines and Chaositech

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I haven't picked up a copy of "Ptolus: City by the Spire" yet but I understand a fair bit of a "steampunk" influence underpins the setting in the form of machines and chaositech.

Now, this all sounds great - all very creative and a fresh change from standard fantasy - but the problem is: If I used Ptolus, I'd pretty much drop it directly into my Greyhawk campaign but wouldn't want to add all the high-tech/steampunk elements.

So . . . I was wondering how would the Ptolus setting book hold up if you removed all of the machines and chaositech from the setting?

Thanks :)
 

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I'm currently using Ptolus for two concurrent groups. I just had one group encounter a couple firearm using opponents and am about to toss them into a battle where they'll encounter a crossfire between Shuul agents with automaton support and ratmen with some chaos cultists/chaositech support.

The setting would be easy enough to use without much tech (chaos or otherwise), but handled right those elements don't have to be deal breakers.

Personally I'm going lighter than the setting typically does on both with periodic "spikes" of both.
 

It'd be very easy to pull the tech and chaostech out of the setting. It's mostly there to illustrate the theme of the incipent dark ages, IMO, and the corrupting touch of Elder Chaos/Evil. You'll have to do a little bit of tweaking if you want to use the Night of Dissolution module and the adventures in the Big Book that lead up to it, but it's not impossible.

But the tech is designed to be hard to lay hands on and each generation sees less and less technology continuing to work. It can be made to only exist in one region of Oerth and that's it (I'd put it far to the west, where WotC set Chainmail).
 

Running 2 different Ptolus groups myself and I completely concur with Tortoise and Whizbang. There is very little steampunk or Chaositech that is actually "tied" to the setting in such a way that can't be ignored. Its more a question of options that are open for the GM to use or drop with little or no impact on the viability of the setting.
 

I am currently running a campaign in Ptolus and have included neither the firearms or the Chaositech. It has been no problem.

If you are worried about getting your "money's worth" if you drop those elements, don't be. They are easy to ignore and a small part of a very LARGE campaign setting.
 



Good point GlassJaw. You could drop out technology (like the airships) and leave in the Chaositech. It's a corrupting, warping form of item that's neither magic nor technology. Plus, your players get all creeped out by it.
 

Varianor Abroad said:
Good point GlassJaw. You could drop out technology (like the airships) and leave in the Chaositech. It's a corrupting, warping form of item that's neither magic nor technology. Plus, your players get all creeped out by it.

Definitely. The cool thing about Chaositech is that it's as high or low-magic as you want it to be. The uber high-magic thing isn't really my bag but Chaositech has a lot of devices that can be explained by just weird technology or Cthulhu-esque-infused tech.

I love it for the horror/steampunk genre.
 

Thanks folks. It sounds like I should pick it up then. I love Monte Cook's work . . . it's just that this one was a big investment. :)
 

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