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-Sentinel-
2010-03-04, 09:52 PM
I'm looking for an RPG system made for steampunk (or easily adaptable for such a setting), with rules for airships and so on. Apparently GURPS has a steampunk sourcebook (http://www.sjgames.com/gurps/books/steampunk/), but I don't know how it compares to other steampunk RPG's out there. I'm still unfamiliar with GURPS; what are the advantages and drawbacks?

In particular, I want a system that is playable on a forum, does not require too many physical components (such as a board, cards, etc) and can be learned relatively quickly by the GM and players.

Deth Muncher
2010-03-04, 09:58 PM
I'm looking for an RPG system made for steampunk (or easily adaptable for such a setting), with rules for airships and so on. Apparently GURPS has a steampunk sourcebook (http://www.sjgames.com/gurps/books/steampunk/), but I don't know how it compares to other steampunk RPG's out there. I'm still unfamiliar with GURPS; what are the advantages and drawbacks?

In particular, I want a system that is playable on a forum, does not require too many physical components (such as a board, cards, etc) and can be learned relatively quickly by the GM and players.

D&D 3.5 + Goodman Games' sourcebook Dragonmech. Done and done.

Alternatively, some reflavored Eberron.

The Glyphstone
2010-03-04, 10:06 PM
There's the d20 sourcebook for Iron Kingdoms, which are made of win. They're closer to magitech than pure steampunk though.

Grynning
2010-03-04, 10:06 PM
Steampunk is largely a matter of flavor rather than mechanics, so if you really can't decide, just use the D&D or D20 modern SRD's and improvise.

Savage Worlds and either edition of Deadlands have some built-in Steampunk elements, but would be tough to play on a forum as they use a deck of cards.

I firmly believe that Mutants and Masterminds 2nd ed. can be used for pretty much any type of game, and the device rules would make it a snap to make steampunky gadgets and weapons. That's probably what I would use if I was doing this.

Raum
2010-03-04, 10:28 PM
Playing on a forum I'd be tempted to use Risus (or possibly Wushu) mechanics with whichever setting you prefer. Risus' mechanics are lite and simple enough to be easily used via forum or chat.

Jolly Steve
2010-03-04, 11:04 PM
GURPS sourcebooks often give good advice that can be used with other systems, so you could use it with a free system like Risus.

The Rose Dragon
2010-03-05, 05:25 AM
Exalted has magitech, which is steampunk tech but with magic. Alchemicals are steampunk, clockpunk and magipunk cyborgs, if you want that kind of thing.

Shazbot79
2010-03-05, 06:28 AM
If you're looking for a Steampunk/Fantasy type setting I can recommend Iron Kindoms (http://privateerpress.com/iron-kingdoms) from Privateer Press.

For more traditional steampunk, i.e. without the sword and sorcery element, I would suggest Etherscope (http://www.goodman-games.com/etherscope-supplements.html) from Goodman Games.

Both of these are based on the OGL D20 system, though the latter bares more resemblance to Star Wars Saga Edition.

MickJay
2010-03-05, 07:03 AM
Deadlands was mentioned already, but Victoriana also has elements of steampunk (which can be emphasised with ease). The system is fairly easy to learn.

Leon
2010-03-05, 07:40 AM
If you're looking for a Steampunk/Fantasy type setting I can recommend Iron Kindoms (http://privateerpress.com/iron-kingdoms) from Privateer Press.


Putting the Good word in for Iron Kingdoms aswell
With a note that the Books are now available on PDF (not sure of the Stores just know they are)

Attilargh
2010-03-05, 08:12 AM
I'm contractually obligated to pop in and disagree with everyone recommending Iron Kingdoms. :smalltongue: While the setting is awesome and sweet and full of win, most of the rules are just bad. Guns are useless and prohibitively expensive, the magitek rules are downright arcane (hoho), and there's a large number of rules that were probably meant to be flavourful but end up being simply fiddly and/or nonsensical. For example, scarring leads to Charisma loss, but only certain attacks scar. This leads to the weird situation where a Sorcerer might eat a Fireball in the face but be alright, and then forget spells as a result of getting high-concentration acid splashed over him.

Plus, it doesn't have airships.

Jolly Steve
2010-03-05, 08:35 AM
Attilargh, fireballs cause severe charring, but only for a little while and then you're back to normal. Don't you watch cartoons? :smallbiggrin:

Cyrion
2010-03-05, 09:55 AM
I'd second the recommendation for GURPS Steampunk. They've also got a worldbook, Castle Falkenstein that's pretty good.

I've always been interested in finding a copy of Space 1899 and trying that. Anyone ever given it a go?

Wings of Peace
2010-03-05, 10:26 AM
Vote for Iron Kingdoms. Such an awesome campaign setting.

-Sentinel-
2010-03-05, 10:47 AM
Thanks for the suggestions!



I'm contractually obligated to pop in and disagree with everyone recommending Iron Kingdoms. :smalltongue: While the setting is awesome and sweet and full of win, most of the rules are just bad. Guns are useless and prohibitively expensive, the magitek rules are downright arcane (hoho), and there's a large number of rules that were probably meant to be flavourful but end up being simply fiddly and/or nonsensical.
Interesting points there. I'd prefer, if possible, a technologically-heavy and magic-less (or magic-light) system, or a system in which magic can easily be removed altogether. The in-game universe matters little: I'll probably create my own.



Plus, it doesn't have airships.
That settles it. It won't be Iron Kingdoms, then.

Airships are not merely an element of steampunk. Rather, the entire steampunk genre is an excuse for airships.



I'll take a look at GURPS Steampunk and Etherscope, both systems look full of potential. The big question is what's best between GURPS and D20. Unfortunately, I'm familiar with neither: the only RPG I play is Warhammer Fantasy Roleplay 2nd Edition.

Do those systems have rules regarding vehicle damage and repairs? Could be useful for my kind of story. If I run a steampunk RPG, it will almost certainly be a seafaring/skyfaring/exploration adventure, probably involving pirates.

bosssmiley
2010-03-05, 10:52 AM
Forgotten Futures (http://www.forgottenfutures.com/) and Space:1889 (http://www.heliograph.com/) were doing Steampunk ~years~ before it was flavour of the month. :smallwink:

Shazbot79
2010-03-05, 11:32 AM
Do those systems have rules regarding vehicle damage and repairs? Could be useful for my kind of story. If I run a steampunk RPG, it will almost certainly be a seafaring/skyfaring/exploration adventure, probably involving pirates.

There's magic in Etherscope, but it's based more on occult mysticism than D&D fireball spamming.

If you want to cut it out of the equation, it's probably as simple as ignoring the relevant classes and skills.

GURPS is better if you want a more simulation heavy game...Etherscope is better if you want a more streamlined SWSE type experience.

Attilargh
2010-03-05, 11:32 AM
Attilargh, fireballs cause severe charring, but only for a little while and then you're back to normal. Don't you watch cartoons? :smallbiggrin:
http://i251.photobucket.com/albums/gg291/antk15/Avatar/kataralemur.jpg
:smalltongue:

Tetsubo 57
2010-03-05, 01:30 PM
OGL Steampunk is very good. Sorcery & Steam is interesting. Etherscope is good and can be had very cheap from Paizo. Victoriana is worth a look. GURPS has two steampunk supplements. And as others have said, Iron Kingdoms is great.

Yeah, I like steampunk... :)

Jolly Steve
2010-03-05, 08:33 PM
http://i251.photobucket.com/albums/gg291/antk15/Avatar/kataralemur.jpg
:smalltongue:

See here (http://tvtropes.org/pmwiki/pmwiki.php/Main/AmusingInjuries) for example.

Aik
2010-03-05, 10:33 PM
Full Light Full Steam - haven't played it, but it looks fairly solid - and it's very strongly focused around airships. Not sure that it would be very good for forum play, but no worse than most.

Lady Blackbird - don't know much about this except that it was the new hotness at Story Games for a month or two. Very light rules.