World building, Late-Victorian age


Homebrew and House Rules

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I've had it with Golarion. Maybe Carrion Crown will sooth the pain, but until then I'm developing an alternative.

First, let me try to get across what kind of setting I want:

I wanted a Ravenloft-inspired setting, without being Ravenloft; not so much for the vampires as much as the undead and gothic horror offered. I like the idea of late-Victorian and light-Lovecraftian thematics without copy-pasting historical settings. Also, I want to stay as far away from steampunk as I can (no hatred, just not what I'm looking for).

Since no products are available--using the Pathfinder system, not d20--I'll be developing my own setting starting with a single seaside town and spiralling outwards. This will not be a world trapped in darkness, lands teeming with hostile undead, fey, and lycanthropes. Instead I'd like to put forth the idea of an Edward-Gorey-like feel; human-dominated cities (with very few other races mixed in), safe over-land travel during the day, well-populated towns, and so forth while swiss-cheesing the drabness with weird events, hauntings, mysteries, etc.

Has anyone attempted anything like this? Advice would be appreciated.
Once I get some momentum in the development, I'll post the generics; I've been meaning to build a world like this for some time.


Hmmmm...late Victorian but not steampunk. So you want a tech level similar to the Wild West? Or are you going to avoid even the revolvers and steam engines of the period?


In this world, firearms will never advance beyond flintlock pistols (ignoring rifles/muskets/etc) because of the costs involved (alchemical "firepowder"). Singleshot and pepperbox pistols are inaccurate novelties usually owned by some nobles and often used in duels wherein neither party has any combat experience or training; presenting a pair of pistols would be a way to flaunt one's ridiculous wealth.

Some related background information I've been scribbling down this afternoon:

Alchemists are the accepted scientists of this world. Streetlamps, ovens, indoor plumbing, etc. are all powered by alchemical technology; a magic-but-not-really-magic technology.

Divine magic is rare and such spells are seen as miracles/raw power of faith rather than actual magic. Most priests are rogues/experts with the occasional inquisitor or monk, rather than an oracle or cleric; deities are distant and never take an active role.

Arcane magic, outside accepted magic like alchemy and "stage" magic from the uncommon bard, is seen as an abomination and a dangerous phenomenon.

I'll post class information soon.


I realized that I just glossed over the technology question, so here's a real answer:

Steam-based technology doesn't exist, no heat engines at all; "clockwork" technology takes its place as a technology that's based on stored energy and is routinely maintained (generally every three hours, but cheaper and superior versions exist). The costs of maintaining such technology is minimal compared to resource-heavy endeavors such as alchemy.
This technology has only been applied to stationary devices; no vehicles.


Sherlock Holmes: Consulting Detective was an RPG some ages back that might serve as a resource. Also try Cthulhu by Gaslight.


That sounds similar to the Ravenloft: Masque of the Red Death, though that actually was based in the Victorian Age.

Liberty's Edge

I've been working, slowly, on a similar campaign setting.

Early-Victorian age (as opposed to late)
Small steampunk elements (minor and only in a few advanced societies)
Very basic firearms only.
Heavy influence from the silent hill games. (a different kind of horror)
Used all of the open content including the APG from pathfinder.

The premise was a world where magic grew so out of control it created a demi-plane that is almost an exact copy of the world setting itself, but twisted in its buildings and landscape (like silent hill) on top of that horrible magic eating mutants live there (not really undead but really disturbing looking things). Because high level spells had a small chance of ripping open a portal to that world, spell-casting is monitored or illegal.

It's a slow going process, since I work two jobs, but if you like some of the ideas I would be happy to collaborate on joint project to lightened the workload.

Liberty's Edge

The one thing I forgot to mention was my world was more integrated racially and less human centric. However, if your interested since most campaign settings have many nations within them one part of the world could be more integrated, and another mostly human only. The standard classes where mostly unchanged, but any spell of seventh level or above had a chance of opening a rift between the two worlds. Sometimes rifts just opened on their own as well (GM's whim) and the mutants would go for anyone who could cast spells first, since they eat magic.

My ultimate goal was to create a free setting that could be posted to the internet, for people who don't have the time or money to create or purchase one of their own. They could simply mod it for their own needs.

At very least I hope some my ideas may help you in your design.


Bwang wrote:
Sherlock Holmes: Consulting Detective was an RPG some ages back that might serve as a resource. Also try Cthulhu by Gaslight.

I've got a copy of Cthulhu by Gaslight, but I've never heard of the Sherlock Holmes game. I looked up the title and found it on ebay; that will be a big help, thanks.

Barbarossa wrote:
That sounds similar to the Ravenloft: Masque of the Red Death, though that actually was based in the Victorian Age.

I got a print copy when it came out; it really influenced my horror campaigns, but I only used it "as is" when running d20 Modern: Past campaigns.


Otherworldly Advisor wrote:

[...] Early-Victorian age (as opposed to late)

Small steampunk elements (minor and only in a few advanced societies)
Very basic firearms only.
Heavy influence from the silent hill games. (a different kind of horror)
Used all of the open content including the APG from pathfinder.

The premise was a world where magic grew so out of control it created a demi-plane that is almost an exact copy of the world setting itself, but twisted in its buildings and landscape (like silent hill) on top of that horrible magic eating mutants live there (not really undead but really disturbing looking things). Because high level spells had a small chance of ripping open a portal to that world, spell-casting is monitored or illegal. [...]

I've been a SH fan ever since the second installment, but I've never taken SH concepts (the three-tier reality, etc) to fantasy gaming. I've ran a few no-magic d20 games using the town of Silent Hill and they handled well enough, although the players grew frustrated without their usual arcane-capable characters. An interesting idea, reminds me of Mage: Awakening in a way. The concept of spontaneous coterminous demiplanes is an excellent deviation from the norm that I could really use. Very Ravenloft-esque.

I liked how you handled the magic-kills-horror-atmosphere mechanic by treating magic as if it were like a piece of electronics.


K is for Kate, who was struck with an axe.


I've finally finished this world's class roles and attitudes towards them. All of the nations and organizations mentioned are still in draft form, so just pretend those are space-holders; who knows, I might just keep them. Any suggestions are welcome as are questions. Next, I'll follow with player races, ethnicities, religions, and philosophies.

(I'm making better time than I usually do)

Alchemist — Alchemists are the scientists of this world, constantly brewing up new conveniences and solutions that anyone can use…for the right price, of course. Commoners respect alchemists for their healing knowledge, while tradesmen and nobles alike depend on alchemical substances on a daily basis. Furthermore, alchemists often find side work as gardeners, repairmen, and investigators.

Barbarians — Only in realms beyond the Grand Imperium's ever-fading influence might one find a barbarian…or perhaps a traveling circus. A barbarian has no place within modern Society and rarely finds a warm welcome outside of battle. Local constabularies never allow an obvious barbarian a moment's rest; harassing the berserker all the way to the city gates. Occasionally eccentric nobles seek out barbarians as exotic bodyguards for their estate or expedition.

Bard — Entertainer, detective, stage magician, historian, explorer, healer, writer, and even priest; these are only a few names one might call a bard. Few things are beyond a bard's grasp in this world; musical and theatric entertainment are always in high demand, missionary work always pays well (whether the Church will admit it or not), the options are endless.

Cavalier — In areas rife with civil war and violence cavaliers serve as commanders and cavalry, while residing in peaceful climates cavaliers slide easily into Society. Noble families often send sons and occasionally daughters off to prestigious academies for knightly training and a short tour of duty (usually a month and no combat experience) before introducing them into Society. Cavalier Orders are more about philosophy than any formal organization; changing orders requires only a week's worth of contemplation and research.

Cleric — A priest capable of divine magic, or "miracles" as some would have it, is a diamond among pieces of glass…many, many pieces. The Church (of the Radiant Martyr) is the official and dominant religion of the Grand Imperium and its territories; most clerics choose the Martyr as their patron. Clerics of the Church are seen as high priests regardless of their age (much to the chagrin of elders within the Church) and are traditionally well received by Society for their knowledge and wisdom. Rumors occasionally surface of "pagan" practitioners whose spells rival the "miracles" of the Church's prominent high priests; such rumors are vehemently denied by Church officials.

Druid — While not as rare as clerics, urban druids are rarely found in larger cities and still uncommon in the wilds. By Society, they are seen as occultists and tricksters at best and godless heathens at worst. Isolated country villages tend keep good relations with any nearby druids; often bartering for assistance with crops and cattle. From time to time a blight druid surfaces and moves into cities focusing on a noble's expensive gardens, delighting in the frustration delivered.

Fighter — The days of armored warriors bearing shield and sword have fallen into dust; skilled fighters now rely on light blades, crossbows, and mobility over plate armor and battleaxes. Leather armor and battle-coats are common forms of protection with light metallic armor used only by local militias, Imperium troops, and perhaps adventurers. Massive plate and banded armor are relics of the past; donning such cumbersome gear is unheard of outside ceremonies and festivals.

Inquisitor — If clerics could be considered the heart and mind of the Church, inquisitors would be the faith's eyes and hands. These discreet and capable agents have kept the Church in business by enforcing local tithes and eradicating any domestic threat to the religion's dominance, while moonlighting as healers and investigators. Inquisitors unaffiliated with the Church are quite rare; hailing from the isolated villages of the Old North or learning the necessary skills from a family member before choosing a different path.

Monk — In ancient times before the whispers of Restoration could be heard, small monasteries could be found throughout the wilds. After the Restoration Wars came to a close, large monasteries were established near rural towns to help promote the Church's "updated" philosophies and quench any embers of "pagan" spirituality. Many newer monasteries remain active; providing devout rural settlements with spiritual advice and traditional Church services. Occasionally travelers cross paths with monks of the Old North, with accounts ranging from divine to horrifying.

Oracle — Surpassing clerics in scarcity, oracles aligned with the Church are seen as living saints; "apostates" on the other hand, are said to be heretics possessed of evil spirits. High priests tend to see oracles as threats to their power and bitter rivalries quickly develop. Some oracles find success pandering to eccentric nobility as occultists by facilitating séances and other taboo hobbies.

Paladin — Armored holy warriors charging forth on mighty steeds are common only in folklore. Paladins often stumble onto their abilities during cavalier or inquisitor training, where they believe their new abilities are simply the result of uncommon righteousness. No paladin orders exist within the Imperium; should one arise, the Church might take steps to prevent its spread.

Ranger — Imperium lands see few rangers; "civilization" has spread across the land and where one might have found bandits or beasts in years past, a farmland lies in their stead. Urban rangers have quite a different experience: private investigators, merchant escorts, missing persons, and even the occasional assassination. Within the northern lands, rangers play a more active, traditional role as hunters and scouts.

Rogue — Imperium cities are a thief's playground; dozens of noble estates sprawl out like small districts, each promising troves of "portable wealth". For rogues seeking honest labor, the possibilities are endless…along with the competition.

Sorcerer — Magic in general is poorly understood; juggling explosive and dangerous substances (alchemy) is believed to be a sort of science while accurately casting spells—unless a priest is involved—is considered thoughtless at best and blasphemous at worst. Sorcerers are often thought of as arcane "accidents"; tampering with the unknown will leave scars. Non-spellcasting, pious parents often spirit the children off to distant orphanages (or sewer entrances, whichever is easiest) once their power becomes noticeable.

Summoner — While sorcerers are merely shunned, summoners are actively feared. The Church actively preaches against calling "spirits" to the mortal world (not even celestials escape this superstition). Any creature "created" (including summoned) outside of a natural birth is considered an abomination; a belief dating back to the Church's founding, but strangely absent in the original scriptures. That said, summoners usually represent themselves as either sorcerers or wizards (and only if pressed) and often look for business opportunities away from Imperium cities.

Witch — Since the Restoration, witches have been depicted as tricksters and villains in literature. For a brief moment in history, witches were believed to have been spawned from the corpses of dead wizards and sorcerers; until such nonsense was invalidated witches shared the same fear and hostility summoners currently enjoy. Despite the superstitious associations, witches enjoy quite a bit of publicity due to a general exaggeration of their abilities. Such notoriety is easy to exploit allowing a steady stream of profit. However, should a catastrophe (magic or mundane) occur, it is very likely that the witch will find herself the prime suspect and unless quickly dealt with, such rumors can easily fester into an angry mob.

Wizard — Wizards are seen as madmen by the typical Imperium citizen; tolerable and very smart, to be sure, but still madmen. An alchemist might dabble with the same energies as a wizard, but extracts and infusions are seen as controlled energies contained in specialized glassware. In contrast, wizards pull the same energies forth without material aid and sculpt them with incredible and fearsome results. Necromancers and conjurers should be cautious of discussing or displaying their specialized abilities to only trustworthy companions; undead and outsiders inspire more fear and panic among commoners than any spellcaster could possibly expect.

Also, @InsideOwt, keep Leo away from the tacks, whatever you do.

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Might want to check out "Shadows of Baker Street" (Sherlock Holmes dealing with a Lovecraftian 'verse) and "Soulless" by Gail Carriger for inspiration.


I like your class descriptions :) Good work!


An interesting bit of fluff from the Legend of the Five Rings game is that in the west, flintlock guns became sort of mystical. In the same way that a "sword is the soul of a samurai", a flintlock musket is the soul of a musketeer, with muskets given names and passed down through the generations. So any attempts to "improve" such weapons are quashed as blasphemy.

Alternatively, you could take a page from John Ringo's Council Wars series and have explosive reactions being gimped by a god. You can make gunpowder or a steam engine, but when you try to detonate or pressurize it, the explosive force is siphoned off by god, leaving you with a fizzle.

Grand Lodge

Very very nice - as for Shadows over Baker Street it can be hard to get but 'A Study in Emerald' can be found as a free PDF.


@SmiloDan - I've been avoiding Souless since I saw it on the shelf, but I will take a look at Shadows.

@Shifty - I had to get the class flavor across somehow then I thought about AP player's guides; thanks to those, I've gotten ideas across in single paragraphs instead of pages.

@Firest - I thought about borrowing from Five Rings, but I didn't want firearms to have that big of a role in this world. My alternative was that Society just thought of flintlocks as "dangerous gadgets that should be kept out of the public's hands". The Council War mechanic is a nice one (never considered tinkering with the world's physics in that regard) and will definitely see use in other campaigns.

@Helaman - Thanks; almost paid for it through books-a-million until my total got jacked by sales tax. No more, books-a-million, no more.

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Necromancer wrote:

@SmiloDan - I've been avoiding Souless since I saw it on the shelf, but I will take a look at Shadows.

@Shifty - I had to get the class flavor across somehow then I thought about AP player's guides; thanks to those, I've gotten ideas across in single paragraphs instead of pages.

@Firest - I thought about borrowing from Five Rings, but I didn't want firearms to have that big of a role in this world. My alternative was that Society just thought of flintlocks as "dangerous gadgets that should be kept out of the public's hands". The Council War mechanic is a nice one (never considered tinkering with the world's physics in that regard) and will definitely see use in other campaigns.

@Helaman - Thanks; almost paid for it through books-a-million until my total got jacked by sales tax. No more, books-a-million, no more.

"Soulless" is actually quite hilarious. I was literally laughing out loud so much it made it diffiult to read.


I ended up doing old-fashioned gun rules a while back. (High damage, high reload time) Gives the game a good feel. I'd look into making some!
(I would upload mine, but they are currently going into a campaign setting coming out next month)


Since I've been putting my group off for about a week now, I'll pause on the world-building until I catch a break. I haven't finished the race/religion write-up, so here's what I had in mind (I only want to draw from the core books and maybe APs); let me know what you think:

Humans (obviously) - few ethnicities, but major differences

Gnomes - even more fey-ish than usual, no Goblin emnity, taking on a more gypsy/halfling feel (and no, I will not use halflings), no "Gnome" language - they now share the Goblin language

Goblins - less hostile and evil, slightly more civilized but still filthy, reversed book-hate into love of literature (or maybe just books/printed material), no "Goblin" language - they now speak Hobb, no standard goblinkin (hobgoblins, bugbears)

Tengu - small numbers, no major change except slightly creepier than their usual selves

Tieflings - massive outsider warfare during humanity's early years left behind many fiendish stragglers, lower than any other race on the social ladder, weaker than usual (only one special ability), no energy resistance, most are scarred by near-mob-executions/general abuse. *No Aasimars*

Merfolk - natural salt-water habitat, solitary/independant cultural outlook, often captured and kept as living art by nobility, no +2 Con, -2 STR, land speed of 20ft because of captivity adaptation, darker/dulled coloring


You should have a look to d20 Past. It might not be easily converted to Pathfinder as it's d20 Modern, but you could get some inspiration.

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Mordo wrote:
You should have a look to d20 Past. It might not be easily converted to Pathfinder as it's d20 Modern, but you could get some inspiration.

+1

It has rules for cannons!!!!!


@Mordo - I bought it once it came out; probably the most "looked-at" book I own.

@SmiloDan - I planned on including early artillery in place of catapults, trebuchets, etc. Still balancing things out; I really hoped the GMG would've included firearm/artillery tech (at heart, I'm quite lazy).


Almost forgot: GURPS Goblins has a nicely twisted take on your target setting and should be out there on ebay.


Necromancer wrote:

Since I've been putting my group off for about a week now, I'll pause on the world-building until I catch a break. I haven't finished the race/religion write-up, so here's what I had in mind (I only want to draw from the core books and maybe APs); let me know what you think:

Goblins - less hostile and evil, slightly more civilized but still filthy, reversed book-hate into love of literature (or maybe just books/printed material), no "Goblin" language - they now speak Hobb, no standard goblinkin (hobgoblins, bugbears)

Check out the Iron Kingdoms d20 setting from Privateer Press. Instead of Gnomes or Halflings they use a race of "Gobbers", which are civilized goblins. They have all the usual bonuses for a small race plus a bonus to Alchemy.

They'd probably make great Alchemists come to think of it.


One thing that I really think is important in such a world is reputation. Any thug can smash down a door, but someone who pulls off a caper with elan (ie. style) is a true hero/anti-hero.
A character's reputation should be just as important to them as their life.

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LilithsThrall wrote:

One thing that I really think is important in such a world is reputation. Any thug can smash down a door, but someone who pulls off a caper with elan (ie. style) is a true hero/anti-hero.

A character's reputation should be just as important to them as their life.

+1

Another reason to check out d20 Modern! They have rules for reputation.

I always thought it would be neat to run a d20 Modern/D&D/Pathfinder campaign. It would use d20 Modern base classes, and the Pathfinder base classes would be 10 or 15 or even 20 level Advanced classes that could be qualified for after 3 levels of the appropriate d20 Modern base classes.

The only problem with that scheme are sorcerers and other classes based on innate powers. But they might be able to be rolled into the Starting Occupation rules.


@Bwang - I detest GURPS, however that has to be one of the coolest premises I've seen in a while.

@Firest - I'll look at it, but the variant goblins I'm working on are terrified of alchemical substances/effects (a reversal on Imperium values). Sounds like good ideas for the Gnomes, though.

@LilithsThrall - That's a given. I've basically copy-pasted Victorian values (albeit with minor tweaks where needed); anyone wanting to move in Society will learn the rules.

@SmiloDan - Early after the PFPG first came out I had some players that wanted a Nightwatch/Daywatch equivalent session(s). So I imported PF classes and kept the NPCs as Strong/Smart/etc characters. Not as much work as it seems, but the players got bored and basically started wiping out national guard and military outposts. Fun days.

Lore update -
The Imperium's seat of power was on an island south-west of the mainland; two years ago that metropolis was annihilated within a week by an angry conjurer. Few have escaped the island spreading tales of undead plagues and fiendish hordes; small groups of skilled military officers set out to cleanse their beloved homeland shortly after the news arrived. None have been heard from and as far as the colonial nobility are concerned, it's just business as usual.

While export/import trade keeps the mainland in contact with other countries and colonies, feelings of isolation are beginning to set in.

Contributor

I'd recommend checking out Teresa Edgerton's "The Queen's Necklace" as well as her earlier books "Goblin Moon" and "The Gnome's Engine." Lots of alchemy, civilized goblins and assorted Regency era social politics. Edgerton's goblins in particular would be interesting to adapt into a game world.


Kevin Andrew Murphy wrote:
I'd recommend checking out Teresa Edgerton's "The Queen's Necklace" as well as her earlier books "Goblin Moon" and "The Gnome's Engine." Lots of alchemy, civilized goblins and assorted Regency era social politics. Edgerton's goblins in particular would be interesting to adapt into a game world.

Finally found a copy of Necklace (PDFs are nonexistant); used retailers are definitely the way to go. I'm confident with my knowledge of Victorian society, however I know little about the British Regency period. This should help with old attitudes/values and historical Imperium.

Contributor

In addition to the Necklace, you might want to pick up Susannah Clarke's "Jonathan Strange & Mr. Norrill" and Patricia Wrede & Caroline Stevemer's "Sorcery and Cecilia." The first is a very long book, the second is a fairly short one, but they're both excellent reads and give you a lot of flavor for the period.

Ditto Edgerton's two older books if you can track them down.


Great advice all round. I highly recommend the Susannah Clarke.

It sounds like you've scoped out most of the Cthulhu stuff, which is good for the period.

How much you want to use the period as-is, and how much you want to reinvent, I don't know, but here's some material that might help as a basis for rebuilding, and a few observations.

So, I did a Cthulhu one-off once, set at the Henley Regatta. Here's the players' intro note from that:

“You begin the adventure as a group of acquaintances, travelling together by train to the Henley Royal Regatta. A splendid weekend beckons, and you have cut short your weekday schedules and set out early to make the most of it. You all know one another - you are friends, or friends of friends, or staff - and have arranged to stay on the Dry Martini, a luxurious Thames Houseboat belonging to Gloria, the louche maiden aunt of the wealthiest member of the party. The Dry Martini itself is a white clapboard affair with twelve bedrooms, grand piano and a Babylonian garden deck: servants will be quartered on the Olive, which is moored alongside.

“It is a Thursday, July 10th, on the afternoon before the first day of the regatta. The year is 1886. The telephone lives only on paper: radio is yet to be perfected. Skyscrapers have begun to climb in Chicago and New York; Herr Benz has just invented the first gasoline-powered automobile. Slowly but surely, submarine telegraph cables are encircling the globe, as if in tentacular imitation of the mighty British Empire.”

...In other words:

(1) Late Victorian is pretty advanced, technologically. Possibly you might want something slightly earlier? The pace of change is really picking up by the 1870s-90s, one advance feeding another.

(2) Late Victorian is also a triumphant time for 'The Empire'. Really things still look pretty splendid for Rule Britannia right until until the Great War...so it's not the perfect period for a decaying empire straight off the hook. Later would be better in that regard.

(3) Whether late, middle or early Victorian, I'd say the big social/economic thing to keep in mind is that there are four classes (upper, middle, working and under) and they're utterly distinct. By that I mean that there are separate economic and social tiers. A working class man can live a comfortable life, eating working class food and running a working class house...but what it's extremely difficult for him to do is try and live a middle class life, which operates on a whole different economic scale - multiple servants, different clothes, foods, expenses etc. Ditto middle to upper. The Victorian underclass is also distinct, in terms of food, language, culture etc - and it's much more varied: there is an Irish underclass, a Gypsy 'underclass', urban and rural underclasses. As a whole, the underclass is the only one which is generally impoverished - down there people are living off hedgerows, watercress, scrumping etc., and often resorting to the work house seasonally, which is hell (men and women divided, for example). The working class is not a bad place to be, in terms of getting a straight working class meal and clothes, but in many ways, the underclass is more interesting - outside the tiered economic system, and (almost) anything goes.

The middle and upper classes still have multiple servants, and will go on having them right up to the Second World War (though the middle class is really straining by then). A lady has a lady's maid, a gentleman has a valet - these are very close, personal servants - and beyond that are whole legions of household staffs for the upper classes. Valets quite often have army experience; being able to defend the gentleman is a dated element of the position, but still acknowledged.

...I'd say something about weapons, crime and punishment, too, but you can google those things.

Best,

Porp.


Reguarding what porpentine was saying about Victorian servents, this is one area where anime and manga are fairly helpful, as the entire maid/butler genre is based on an idealized version of Victorian servents.

You could easily do an entire campaign where the PC's are the servents of some noble NPC.


Wow, consider me impressed! I'm developing a campaign setting of my own, around a central Empire in an extensive fertile valley and inner sea, and I must say your ideas solidify many that I was contemplating. I'll definitely be incorporating some of your examples on how classes are viewed within the Imperium.

(That, and short descriptive passages about the Empire's interactions with and views of other nations, should help my players to find the flavor I want to give the campaign.)


Thinking of additional flavor for a Victorian-era or late-Renaissance-era game, I would recommend reading:

Mark Frost, "The List of 7"
Ellen Kushner, "Swordspoint"
Martha Wells, "The Death of the Necromancer"
Michaela Roessner, "The Stars Dispose" and "The Stars Compel"


@Kevin - Found an audio book for Jonathan Strange; 900+ MB -- you weren't exaggerating the length. I read a teaser online, sounds interesting.

@porpentine -
(1) I'm avoiding some of the keystone tech of the period: no heat engines (meaning no electricity) and telegraphs (meaning a lack of easy long-distance communication). I don't want to copy-paste everything from the time period; mainly just the values and a few thematic elements.
The clockwork tech I have in mind will provide unnecessary conveniences like dumb-waiters (massive clockwork lifts are a fairly new development), chime systems (in leiu of simple bells), and so on.
Alchemical substances like smokeless fuel are used in gas lighting, ovens, iron industry, and so on; technology of the time emphasizes quiet and efficient over noisy and progressive.
(2) In many ways, the Imperium is still enjoying its glory-days; I'm simply showing where the cracks are starting to form. The fall of its central holding only means a slight alteration of government; no refugees really understood what happened and the attack will remain an isolated incident. The whole event is seen (by the nobility and middle class) as simply an unfortunate natural disaster.
(3) After reading 75% of Anne Perry's Thomas Pitt series (among other things), I've really gotten the hang of how the classes function; that said, because of the technology created I've had to add to the standard house staff (on all social tiers). I do want to avoid copy-pasting Victorian ethnic groups (Irish, etc) since the mainland really won't have a history to support their existence.

@Firest - I've seen many of them and most are pretty accurate (with Ladies vs Butlers frequently diving into lunacy). Completely off-track: I've found that the more Japanese I learn, the more I prefer it (in Victorian/English/etc) settings over English.

@Kurukami - Glad you like it; stick around, this is one project I'll see through. I'll keep an eye out for the books, thanks.


Bwang wrote:
Sherlock Holmes: Consulting Detective was an RPG some ages back that might serve as a resource.

Well it finally shipped in and I have to say...that is one awesome little product. I can use absolutely everything in the box and that's after playing the game. This is a must-have for anyone running a mystery-oriented session/campaign in an urban enviroment. Thanks again.

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I read a book once that was a low-magic Victorian-esque society in a frontier setting with mammoths and smilodons. They had dueling pistols, a miser-mayor, strict paladin-like old woman innkeeper, and a gargoyle.

I forget what it was called or who wrote it, but it was very inspiring.

Contributor

One very short and fun thing you should look at is Gaiman's "A Study in Emerald" which he has as a freebie PDF on his website.

You might also like to look at the free "Wuthering Heights" roleplaying game which is archived here.


Necromancer wrote:
Bwang wrote:
Sherlock Holmes: Consulting Detective was an RPG some ages back that might serve as a resource.
Well it finally shipped in and I have to say...that is one awesome little product. I can use absolutely everything in the box and that's after playing the game. This is a must-have for anyone running a mystery-oriented session/campaign in an urban enviroment. Thanks again.

Great! Glad to have lit up your weekend.

Now when you get this up and running, let us know how its going.

Firest had a nice thought going which I lead off into the great Jules Verne zone. The particular entry was 'Around the World in 80 Days'. The idea is that one player takes the upper crust 'hero' and the rest take roles as servants, hangers on, etc.


Update - I'm going to drop the merfolk as a core race, restore tieflings' default abilities (while adding social penalties), and wait for Bestiary 2 to ship before I finalize anything (wishing for advancement-by-class critters under CR 1). I'll keep the merfolk flavor and use it eventually, but the race needs more fine-tuning. The other races are definite, but I need more and I'd like to use stats from core/AP/campaign-setting sources.

@SmiloDan - Let me know if you remember the title, sounds...different.

@Kevin - The book's in the mail and should be arriving sometime; the sneak peak makes me confident about the purchase.

@Bwang/Firest - The NPC with PC servants got the wheels spinning and the idea of casting a PC as the lead has me convinced; those suggestions will form the basis of the first campaign I run. This is why I love these boards, most of the time I only need a quick search and my questions are answered.


How many players will you have? Have you bounced this off them? If all else fails in getting them in the spirit, try a Sherlock Holmes marathon with other period pieces tossed in.

Sit down and do a 'bible' for your game.

How has the difference with gunpowder changed the world. Was magic behind they Guy Fawkes plot? How are wars fought? Does the Empire rest solidly upon the Scarlet of a well-drilled army and a world spanning fleet of...what kind of ships?

Politically, did the North American revolution succeed, or even happen?Does the Commonwealth date all the way back to the 1700s? Are the parties of Parliment split upon any new lines? Is there a 'rights for Goblins' faction?

Does magic exist outside Steampunk devices and how is it percieved? Dangerous? Rare? Only used by the law?

And a few more reference sources: Girl Genius by Kaja and Phil Foglio; Aeronef, Space 1889, and Leviathan, areo-combat in the skies; the Lord Darcy series of fantasy detective stories have an excellent take on magic in a 'Victorian' world.

RPG Superstar 2012 Top 32

Cherry Priest writes some good steampunk/alternate history, but it's mostly North American.


@Bwang - I have no idea if anyone from my regular groups would really get into this; this project is mainly for me and if anyone else interested benefits, awesome. I've ran my last session for this year (players shipping out, moving, etc), so finding the time just got a lot easier.

I'd like to go beyond just homebrew and make this a legitimate setting. I've got the patience to see it through and Paizo's reasonable about community use; yeah, I'd like to make this happen.

The setting won't be Earth, far from it; look back at some of my previous posts to get an idea where I'm going with it. Everything I've written here was copied from my own notes.

I've enjoyed Garrett's work and I'll check out the others, thanks.

@SmiloDan - Bought Boneshaker, but I never finished it; American locations in fiction (outside of horror novels) really push me away from the story. No reason why I shouldn't finish the book...eventually.


Do not start Girl Genius without severall hours to blow catching up on the storyline, I cannot stand reading less than a month's issues. Kaja calls it 'Gaslamp' as opposed to Steampunk, btw.

RPG Superstar 2012 Top 32

Is it going to be Perdido Street Station--like? Really weird races (frogfolk with undine familiars, cactusfolk, garuda eaglefolk, ReMade)???


Necromancer wrote:

I've enjoyed Garrett's work and I'll check out the others, thanks.

Garrett's Darcy stories can be found in an omnibus edition. Also, Garrett's friend Michael Kurland wrote two Darcy novels after Garrett's death, Ten Little Wizards and A Study in Sorcery, that are well worth seeking out.


Firest wrote:
Necromancer wrote:

I've enjoyed Garrett's work and I'll check out the others, thanks.

Garrett's Darcy stories can be found in an omnibus edition. Also, Garrett's friend Michael Kurland wrote two Darcy novels after Garrett's death, Ten Little Wizards and A Study in Sorcery, that are well worth seeking out.

Darn your scaley hide! Now I must start haunting Amazon and ebay again!


@Bwang - That was a fun series, worth the hours spent on it.

@SmiloDan - Undead mainly, but I didn't get that deep into it either.

@Firest - Didn't know about Kurland. Another "to-do" on the list.

I've gotten a very rough draft finished (more like an outline), but now I'm getting into the horror aspects of the setting...

Otherworldly Advisor had some really good ideas revolving around applying the Silent Hill school of horror (isolation, helplessness, etc) to a fantasy setting and feasible ways to explain the 3-tiered reality by using demiplanes. This along with Ravenloft withdrawal inspired an adventure hook (campaign opening, etc)...

PCs arrive separately at a small trade hub (with at least two inns). Events go downhill the rest of the evening with minor annoyances and ill omens of all kinds; the Nuisances: Director's Cut pdf brings to mind many wonderful possibilities. Allow the PCs to rest. When the PCs wake up, they discover an empty, aged, and fog-laden version of the town they fell asleep in. Trail rations are ruined, belonging are covered in dust/cobwebs, and animal companions/familiars appear strangely calm slightly different in minor ways, however items on their person seem unaffected. NPCs met the day before are nowhere to be found, food caches are ruined, stables are empty, and overcast skies dominate the horizon. No monsters are discovered within the town's borders and no signs of violence can be found. PCs join forces, scavenge any coin or equipment they can, and leave the town.

This might be cliche, but I haven't seen this type of intro used in fantasy settings outside of Ravenloft. I want to put the players into this alternate reality facing otherwise-minor threats (mindless undead, low CR horrors) that are suddenly so much more frightening than usual and hopefully this setting (going from Victorian-styled metropolises to desolate moors of dread) will increase the potency.

The Weekend-In-Hell approach in Ravenloft and (in a way) Silent Hill - minus the nightmare-realm - is sort of what I'm looking for, but the characters won't be leaving anytime soon. Imagine setting up shop, so to speak, in Barovia, etc. Yes, it's possible to escape this alternate reality, but no one has ever succeeded. I'd like to use elements like power-checks, fear/horror/madness saves, corruption, slightly altered magic, and the mists-effect without completely copy-pasting from Ravenloft (there's too many things I don't want to carry over).

I'm trying out something like this in a Golarion game I'm running now (low-key, two players), but I'm not getting a lot of feedback from my players. They're interested (otherwise we'd have scrapped it and started over by now), but really not vocal about it; I've suggested a reboot - "No this is interesting just weird" - and those are the answers I get.

Where I am now: I know this won't be an easy sell, but I'm looking for feedback, questions, input, and so on. Thanks.


Personally, I would advise against messing with a PC's familiar/companion.

Thematically it sounds great, but even if it's just fluff and has no mechanical consequences it's still a penalty that only effects certain characters with no corresponding penalty to others.

Besides, you don't mess with a man's dog.

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