Post by hubertbartels on Sept 5, 2011 17:35:30 GMT -5
Steampunk - Concept and guidelines
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History
-------
Around the late 18th, early 19th century, magic suddenly began to work again. Historians aren't sure exactly when this occurred because few people could take advantage
of their magical talents. Most magical users were inventors and engineers like James Watt
and Richard Trevithick who used their talents in designing their early steam engines.
Unlike our own Industrial Revolution, the inventors and engineers continued to combine
magic and steam to produce ever more powerful designs. The failure of such Luddite acts
as the Locomotive Act of 1861 (The Red Flag Act) meant that steam transport was
much more common than in our world. The British government was enthusiastic about
the new inventions, funding further work into such projects as Babbage's Computing
Machines and Isambard Brunel's broad gauge railways.
But there was a price to pay for the combination of magic and steam; many of the inventors became slightly mad. As long as they kept producing the inventions that society wanted,
their insanity was a small price to pay.
With the return of magic, came the reappearance of fey races such as Dwarves, Fey and
Dragons. The dwarves were drawn to the machines that were being built and became
themselves, engineers and inventors. Fey were drawn to art and music, enjoying the
process of creation. Dragons came to make themselves rich.
It is the year 1870. Many people in London use the Steam Omnibus or Steam cabs. They
work and live much as they did in our world except their standard of living is a bit higher.
Electricity is still rare with most people using gaslight. Telephones and telegraphs tie
the world together.
The British Army is proud of their fleet of dirigibles and has start testing steam powered
aeroplanes as air-borne scouts. The British Navy has a few Holland submarines but has
yet to solve the problem of how to power them underwater.
Characters
-----------
Characters are built on 225 points, 50 points complications. They should be of the
upper class or upper middle class in background; if you are doing a rogue, he or
she should be able to pass themselves off as Gentlemen or Ladies. This is a world
in which Social Class means everything - and not having to go to work means that
your character is free to look into various problems and dilemmas.
Concepts include: Explorer, Soldier, Dilettante, Inventor, Magician, Rogue (but
must be an upper class rogue), Crusader (Social Issues).
Characters would get AK: London, 11-. KS: England, Scotland, Wales, 11-,
AK: (City or Shire of Choice), 11-, KS: British High Society, 11-
Characters automatically become members of the Equestrian Club. This exclusive club, founded in 1804 by two ladies is a Political-Social club with about 2,000 members. It can be found on Pall Mall, alongside such clubs as the Reform Club, the Carlton and the Traveler's Club. The Equestrian Club offers a dining room, a well-stocked library and a comfortable
sitting room with all the world's newspapers. Upstairs, the Equestrian Club provides a
variety of comfortable rooms for members who need a place to stay. Unlike most London Clubs, the Equestrian Club is open to women members.
The Equestrian Club is also the place which characters start many adventures.
Sources
--------
Castle Falkenstein (Magic, fey and Comme Il Faut)
GURPS Steampunk
The Difference Engine, William Gibson
London and its Environs, 1900, Baedeker
Great Britain 1980, Baedeker
Bacon's Map of London, 1902
Punch Magazine, Vol I-CXIII (1842-1900)
--------------------------------------
History
-------
Around the late 18th, early 19th century, magic suddenly began to work again. Historians aren't sure exactly when this occurred because few people could take advantage
of their magical talents. Most magical users were inventors and engineers like James Watt
and Richard Trevithick who used their talents in designing their early steam engines.
Unlike our own Industrial Revolution, the inventors and engineers continued to combine
magic and steam to produce ever more powerful designs. The failure of such Luddite acts
as the Locomotive Act of 1861 (The Red Flag Act) meant that steam transport was
much more common than in our world. The British government was enthusiastic about
the new inventions, funding further work into such projects as Babbage's Computing
Machines and Isambard Brunel's broad gauge railways.
But there was a price to pay for the combination of magic and steam; many of the inventors became slightly mad. As long as they kept producing the inventions that society wanted,
their insanity was a small price to pay.
With the return of magic, came the reappearance of fey races such as Dwarves, Fey and
Dragons. The dwarves were drawn to the machines that were being built and became
themselves, engineers and inventors. Fey were drawn to art and music, enjoying the
process of creation. Dragons came to make themselves rich.
It is the year 1870. Many people in London use the Steam Omnibus or Steam cabs. They
work and live much as they did in our world except their standard of living is a bit higher.
Electricity is still rare with most people using gaslight. Telephones and telegraphs tie
the world together.
The British Army is proud of their fleet of dirigibles and has start testing steam powered
aeroplanes as air-borne scouts. The British Navy has a few Holland submarines but has
yet to solve the problem of how to power them underwater.
Characters
-----------
Characters are built on 225 points, 50 points complications. They should be of the
upper class or upper middle class in background; if you are doing a rogue, he or
she should be able to pass themselves off as Gentlemen or Ladies. This is a world
in which Social Class means everything - and not having to go to work means that
your character is free to look into various problems and dilemmas.
Concepts include: Explorer, Soldier, Dilettante, Inventor, Magician, Rogue (but
must be an upper class rogue), Crusader (Social Issues).
Characters would get AK: London, 11-. KS: England, Scotland, Wales, 11-,
AK: (City or Shire of Choice), 11-, KS: British High Society, 11-
Characters automatically become members of the Equestrian Club. This exclusive club, founded in 1804 by two ladies is a Political-Social club with about 2,000 members. It can be found on Pall Mall, alongside such clubs as the Reform Club, the Carlton and the Traveler's Club. The Equestrian Club offers a dining room, a well-stocked library and a comfortable
sitting room with all the world's newspapers. Upstairs, the Equestrian Club provides a
variety of comfortable rooms for members who need a place to stay. Unlike most London Clubs, the Equestrian Club is open to women members.
The Equestrian Club is also the place which characters start many adventures.
Sources
--------
Castle Falkenstein (Magic, fey and Comme Il Faut)
GURPS Steampunk
The Difference Engine, William Gibson
London and its Environs, 1900, Baedeker
Great Britain 1980, Baedeker
Bacon's Map of London, 1902
Punch Magazine, Vol I-CXIII (1842-1900)