Before reading the first chapter, I had thought the book would shed some like on a realm where steampunk had become every day life. Delightfully, this was not the case. Instead, Steam and Sorcery provide the tools needed to add steampunk elements to any game, instead of a singular realm.
Something New
The first scenario provided allows steampunk to slowly bloom into the world. Such advances rarely stay secret for long. Either a curious watch-maker or a blacksmith with a vision creates a new product and demand explodes overnight. The PCs might be exploiting this new technology, or hired by greedy ne'er-do-wells that want to control the market.
Something Hidden
Be it ancient technology, a secretive sect, or a nation's trump card, steam technology has existed for quite some time. There is a treasure-trove of plot hooks provided, from adventurers needed to probe new-found ruins to recover technology from an invading nation.
Something Strange
Steam has existed for a while, it just hasn't been common knowledge to the setting of your campaign. Using this example, those curious merchants from beyond the desert could take center stage for a technological boom in this new region.
Something Mixed
Now easily these themes could be mixed to provide your own twist. Those strange merchants, they may be spies preparing for an impending invasion. The Ne'er-do-wells might be a sect that already knows the secret of steam, and doesn't wish to see the technology spread beyond their control.
I am uncertain if I will ever be able to create a campaign focused on the steampunk aspect, but luckily, it doesn't have be the spotlight of your story. How would you introduce a world-changing concept to your story?
No comments:
Post a Comment