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Brainstorming a Steampunk setting
So I've been continuing work on my untitled game. I won't be asking questions about mechanics as much in this thread, but I am interested in hearing your thoughts on tabletop RPGs in general and specifically, suggestions for a Steampunk-esque world.
To start with, I'll sum up the mechanics to give you an idea of how it's played. Players assign points to raw Stats which determines Ability scores. Add or subtract any relevant modifiers and roll that many D6 against either enemy rolls or difficulty levels. Skills are a form of energy manipulation that enhance and use ability scores, in addition to other interactive features. Skills use up MP or are free to use as a part of equipped weapons/ armor (there is a cool down time for offensive skills when part of an equipped item). There are more detailed rules for this I am still working out but I am allowing for the possibility that not every class will have the exact same access to skills, and that some might not have access at all and need to use tools. My questions for you: In general, what kind of features do you find fun/ enjoyable in an RPG that you would recommend? We're trying to build this in a steampunk setting - what are some good ideas or concepts to include in such a universe? How would they relate to the existing mechanics? Also; What are some good names for the game? :) Other misc. advice is welcome, as always! |
Frankenstein's monsters as a PC option would be neat I always thought they work pretty good in steampunky settings and they'd be a good option for a big brute race that actually fits.
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Steampunk Elves would be so much win!
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You could have Steampunk Elves and then Anti-Steampunk Elves!
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I can get behind that. |
I cited Paranoia specifically, because of the nature of its rules. In Paranoia (the Roleplaying game) you play a clone. You get nixed, your next clone replaces your original as soon as the GM feels like it.
Again, in the same game. You don't have hit points of any kind. You can be slightly tougher to kill, depending on your endurance attribute. But overall, you die almost as easy. Armor can help, but it only helps so much. Also, armor can only protect you from certain types of attacks (the heavier it is, the better it protects) & has a limited life span. (After so many bullets, Kevlar breaks down.) (Like in the Dresden books, they constantly mention how Kevlar is good for stopping bullets, but doesn't do diddly against teeth & claws. So the characters tend to also wear chain mail, but its much more cumbersome.) In a way, Paranoia is a much more realistic system of dealing with the fragility of life. However, it requires rapid replacement to make for "fun" roleplaying. (Plus, a very unique & humorous view of a future gone mad.) I don't know how you could necessarily translate this into your game. But maybe have everyone have at least 1-2 backup characters on hand. Maybe always have your characters be part of a clan/guild of sorts, that could explain why there's always a source of backup to be had if ppl die. I like Paranoia mostly because hit points tend to get way out of control in most every game. There isn't ever a limit, and it requires a GM to devote a lot of time keeping track of how much is taken. Also under some systems, a knife can take out a tank if said tank just sits still for long enough. In Paranoia, certain weapon types just can't hurt armor of that sort. Which is why, I like Paranoia. Of course, I don't have a wide range of games I've played. I know the rules of 2nd Edition D&D, 2nd edition Palladium, and vaguely remember a bit of GURPS, but beyond that I can't state for much other than Paranoia. But of those, I like Paranoia (2nd edition) because it seems to boil things down to basics. Of course, the current edition of Paranoia might be a bit more complicated. I own a few of the newer books, but I haven't sat down & read any of them. SWB |
Nique, if you get this online, and the Steampunk/Anti-Steampunk Elves I would so get behind this!
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