| Katrina Sinclair |
A link to the Poison Apple Games blog, which serves as our website.
At the moment, Voyager is planned to have rules for two or three Age of Sail Magitech tech levels, two Steampunk tech levels, and two Petrolpunk tech levels. More tech levels may or may not be added.
Let's start out with the Steampunk tech levels. One is 1850-60 ish, the other is 1880-90 ish. What technologies would you all like to see in each of these tech levels? Yes, magic and technology do cooperate to produce things both magical and technological in nature.
| Katrina Sinclair |
Steam powered Mecha..Crude at 1850-60 level as Whitworths are still working the bugs out but by the 1880's-1890's you have Edison improving them dramatically.
This off course leads to an arms race between the various European powers and the USA to develop bigger better Mecha..
I could do this.
I'll give the Cavalier have a Mech Jockey archetype, too. Between fighter pilots, mech jockeys, and tank commanders (yes, I'm considering a Cavalier tank commander archetype), the class may actually see some use in Voyager.
| Katrina Sinclair |
Good technology-rules that actually feel different and seamlessly integrate with the rules without being a craft or magic knock off.
I never said it would be easy, now, did I? ;)
Can you elaborate on what you think these need to look like? I was just going to create new equipment and vehicles and tweak the base and core classes for them, plus add new feats and archetypes and new skills (like Drive) as necessary. The Cavalier in particular will get a fair number of archetypes, as it would work perfectly as a vehicle operator. It fits "flamboyant fighter pilot/mech jockey" very well.
| Endzeitgeist |
Steampunk need equipment, vehicles etc. I'd also love to see vehicle combat and rules for inventions. Perhaps a set of abilities like magical item qualities and a point-buy system to develop prototypes as well as rules to create your own devices - the genre, after all, is full of crazy ideas of inventions and prototypes. Magic vs. technology should feel VERY different and not interact too well.
New skills sound neat!
Generally, you need to provide rules that surpass similar ones - Iron Kingdoms are my steampunk default and their jack-rules are simple and neat.
At the end, though, I think that fluff is king when crafting a setting. China Mièville is an excellent author to look out for. His steam-punk societies like in The Scar and Iron Council are imaginative and carry more weight than any crunch could ever hope to.
| Katrina Sinclair |
Steampunk need equipment, vehicles etc. I'd also love to see vehicle combat and rules for inventions. Perhaps a set of abilities like magical item qualities and a point-buy system to develop prototypes as well as rules to create your own devices - the genre, after all, is full of crazy ideas of inventions and prototypes. Magic vs. technology should feel VERY different and not interact too well.
New skills sound neat!Generally, you need to provide rules that surpass similar ones - Iron Kingdoms are my steampunk default and their jack-rules are simple and neat.
At the end, though, I think that fluff is king when crafting a setting. China Mièville is an excellent author to look out for. His steam-punk societies like in The Scar and Iron Council are imaginative and carry more weight than any crunch could ever hope to.
I want magic and technology to interact well and often blend together, but the rest is a definite yes. I will do item creation rules, and rules for naval, vehicle, and air combat will exist. If I can do it right, the ability to build lots of crazy stuff would be nice.
I'll look up those suggestions.
| Katrina Sinclair |
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
|
JoelF847 wrote:I'd think a gadgeteer/inventor character would work either as an archetype for alchemist (with a lot of changes) or as a subclass based off an alchemist chassis and would be a good fit.You mean like an Artificer? Could definitely work as a subclass.
Yes, except that artificer has some baggage from 3.5 that implies magical items/artifacts, while an inventory/gadgeteer could be done more based on science instead of magic.
| Katrina Sinclair |
| 1 person marked this as a favorite. |
Katrina Sinclair wrote:Yes, except that artificer has some baggage from 3.5 that implies magical items/artifacts, while an inventory/gadgeteer could be done more based on science instead of magic.JoelF847 wrote:I'd think a gadgeteer/inventor character would work either as an archetype for alchemist (with a lot of changes) or as a subclass based off an alchemist chassis and would be a good fit.You mean like an Artificer? Could definitely work as a subclass.
What about two different subclasses for this: a magical Artificer and non-magical Engineer? Best of both worlds.