Advice needed for new homebrew


Dungeon Magazine General Discussion


Hi, new to the boards but the subject speaks for itself.
Was wondering if anyone out there had any ideas on what sourcebooks would help with a campaign along the lines of Sierra's Arcanum CRPG. Thinking I want firearms, but also rules for creating modifying other 'steampunk' equipment. Seems there are plenty of rules for creating magic items, but little for the mundane stuff...
Thanks in advance.


Shahmeran wrote:

Hi, new to the boards but the subject speaks for itself.

Was wondering if anyone out there had any ideas on what sourcebooks would help with a campaign along the lines of Sierra's Arcanum CRPG. Thinking I want firearms, but also rules for creating modifying other 'steampunk' equipment. Seems there are plenty of rules for creating magic items, but little for the mundane stuff...
Thanks in advance.

Two worlds cross my mind as working well along these lines.

Eberon has a look and feel thats right along these lines.

Alternitivly check out Iron Kingdoms.

Finally of course you can always just make the whole thing up yourself. Actually on that topic if you can find a copy of it the 2nd edition sourcebook A Mighty Fortress had a very significant impact on my homebrew as I was looking for 15th century weaponry and a 16th century or so feel for my campaign world.

Liberty's Edge Contributor

While I haven't tried any Steampunk based products, I believe both Mongoose and Fantasy Flight Games have released steampunk type rules. There are some cool firearms in the DMG. (I have a myconid PD that has grown quite partial to his anti-matter rifle).

I'm personally really partial to a book called Chaositech by Monte Cook. Its sort of like steampunk stuff, only its powered by chaos, dark gods, and causes mutations. It might be more sci-fi/fantasy than you're looking for, though you could certainly adapt it.

Tim

Scarab Sages

Ebberon is probably the closest analog for a world setting, but there are some others out there... Type SteamPunk into the search engine at the top of the page and you will find a few products.

GURPS also has a couple of really nice books you may want to look at the next time you are at your FLGS... SteamPunk and SteamTech. I have them both and really like them. They're not D&D, but they definitely convey the SteamPunk mood. (Also, GURPS ScreamPunk form a horror slant on the genera)


Jeremy Mac Donald wrote:


Finally of course you can always just make the whole thing up yourself. Actually on that topic if you can find a copy of it the 2nd edition sourcebook A Mighty Fortress had a very significant impact on my homebrew as I was looking for 15th century weaponry and a 16th century or so feel for my campaign world.

Thanks. Actually have A Mighty Fortress, but looking for something in the way of a rules supplement for tech items. DRAGON321 has a nice article on guns, but i'm more after rules and classes dealing with the repair and development of technology. Come to think of it, mundane Craft skills should also get a mention... Magic's cool, but seems the mundane stuff always gets put aside in favour of magic. Friend recently let me know of Legends and Lore: Steam and Sorcery, but he's pretty sure it lacks rules for developing new steamwork items. Anyone else have further thoughts on the subject?


Eberron has been mentioned a few times in this thread, but I have to say, it is in no way steampunk.


Shroomy wrote:
Eberron has been mentioned a few times in this thread, but I have to say, it is in no way steampunk.

Its not strictly steampunk but its high magic feel involves things like lightning rails and movement by balloons, self mobile carrages etc. All of which moves things away from the more standard 10th or 11th century European style setting and more toward the look and feel of the Industreal Revolution.

I especially get this kind of a feeling when I think of Keith Baker's rotator control panel in Shadows of the Last War. In fact the whole underground labratory really evoked a feeling of technology with coloured key cards required to move around etc.

Really the world has used magic to recreat technology on a level that sets it apart from other worlds like Krynn or Faerun.


There was an issue of Dragon a few years back that had steampunk rules for 3.0. Yep, issue #277.

http://paizo.com/store/paizo/dragon/issues/2000/277

It was my first forray into the "steampunk" genre. It gives a basic overview of how to incorporate the genre into your campaign, but it's a start.

IF you're looking to create this technology in game you just slap a couple of Craft skills together. Craft (steam tech), Craft (firearms), etc. and get a new feat: Create Magitech.

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