I'll be on holidays in a week's time, and to be completely honest and somewhat selfish, I'll be bored. I'm itching for a fantasy-steampunk game. You know, big rolling, clunky machines that run on steam and magic. Magicians casting through guns. Great huge airships that glide through the heavens. Airship pirates!
Any takers?
I'm game for just about anything SF-ish (that's sci-fi or Sweetfires).
^_^
Now for the hard question, what approximate year should this be set in? Depending on what you want, technology changes (though the hand of Plot can work around somethings) quite rapidly in the years between 1700 and 1900. Guns for one. You'll either get a flintlock pistol (one shots) or revolvers and pepperboxes. Or something.
And I'm assuming that this won't be a combat orientated story, anyway, so that last bit? Quite moot.
The plot I'm playing around with is quite simple. Engineer/inventor wants to take his/her invention to the Big City fair, people get in his/her way, hijinks ensure.
Earth? Alt-Earth? Or elsewhere? *g*
Alt-Earth cuz I'm lazy. Or perhaps...in the middle of the pseudo Europe I'm setting my novel in. Hmmm...*ponders* So far that world's pretty unformed (and heavily based off someone else's copyrighted stuff, I'm trying my best to move away from that premise as much as possilble).
Brief breakdown of magic-users:
Wizards: dudes with spellbooks, they learn their stuff.
Sorcerereresess (help! I can't stop spelling it!): dudes with magical crutches, they channel their stuff with things like staffs, swords, guns...cannons ^_^
Druids: dudes that work with nature, may also be known as shamans. Quite a dying breed.
Brief breakdown of techs:
Mechanics: 'nuff said. They've also got this thing where a kick can solve almost any mechanical failure.
Technomechanic: dudes what mess with technomancy
That sounds fun. What's the technomancy system like? And is there any magic/technology "interference"?
Sorceress with cannon. Yipe. *weg*
Interference? EMP sorta thing? I wouldn't think so, as while there's technology, there's no electronics.
I meant in a more general sense: some systems (like the Arcanum game) tend to have magic dampened by technological gadgets, including flintlock pistols and simple mechanical/spring-operated devices, and the gadgets going correspondingly haywire and failing or breaking in the presence of a mage.
It never made much sense to me. *g* (Future) Shade doesn't even have the distinction, but of course they're nuts in a different way...
Strangely enough in this world, magic works very well with technology. The reason why certain sorcerers are born with the ability to be gunmages is because the black powder is actually black and red powder, i.e. magical in nature. Technomancers make bullets, and batteries amongst other things.
And before I infringe on copyright, I'd better say that this stuff is based on the Iron Kingdoms roleplaying game.
Ooh. Never heard or played, but sounds cool.
(My gunmutant is still nagging at the back of my mind. He wants a sequel.)
Sooo...what sort of charrie do you have in mind? :D
I'm really trying not to say "GUNSORCERER!" loudly enough for the Finns to hear me across halfa Europe. *g*
*snerks*
If it makes you feel better, that's what I'm playing in Iron Kingdoms. ^_^
(And you'll probably get to meet her once I get around to writing that damn novel)
And oh, http://www.privateerpress.com/docs/Gun_Mage_PrivateerPress8-11.pdf some description of the gunmage and what they can do, and who they are. Feel free to ignore the rules, because, dude, we in interactive writing care not for rules. :D But read the stuff about the magelock pistol somewhere near the bottom. It might be interesting.
Ooooooooooooooh.
:D
So...name of the board, I'm thinking...Guns and Cog-roses. ^_^
So...wanna make the board ready? I'm sure that I can't do it myself. :D
Will do, and will reread the thingy to get a character profile together.
Like the name. *bweg*
Character profile. I knew I forgot something.
*shuffles away*
Topic made!