Suggestions for a good Steampunk system with Crafting
Sept 2, 2017 17:17:39 GMT -8
Post by Max Damage on Sept 2, 2017 17:17:39 GMT -8
We just completed a 2 year supers campaign and after discussing what to do for our next epic campaign, the group was heavily in favor of Steampunk. When discussing character ideas, several of the players talked about the building and crafting anything from steam powered gadgets to automatons.
While there are quite a few steampunk systems (Victoriana, Airship Pirates, Iron Kingdoms, and so on) and generic systems with steampunk settings books, such as Savage Worlds' Steamscapes & Space 1889. I have yet to find one that really has both a good crafting system and is not lousy with Elves and Dwarves. If we wanted Elves and Dwarves, we would play a fantasy game.
I was hoping the Douchessembly on the forum could provide suggestions for steampunk systems and approaches to crafting.
I thought it would be helpful for me to define what I mean by a "good" crafting system.
1. It allows the inventor/crafter to create new devices, though not necessarily in the middle of combat
2. The new devices allow flexibility in a character's abilities without being unbalancing or being able to overshadow every other player
3. There is a real, meaningful cost to the character for crafting, otherwise everyone would be a crafter, with the cost being much higher for something that is permanent and significant than a device that provides a temporary and minor benefit
4. It works in a group setting, and isn't just solo play
5. It isn't just shopping with another name, as shopping trip sessions are boring for everyone but the shopper (I'm glad Stu has clamped down on those sessions in the APs)
I'm sure I am missing several factors that make for a good crafting system.
I've considered using the Apocalypse World Savvyhead Playbook approach with their crafting move:
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the MC. The MC will tell you “sure, no problem, but…” and then 1 to 4 of the following:
it’s going to take hours/days/weeks/months of work;
first you’ll have to get/build/fix/figure out ___;
you’re going to need ___ to help you with it;
it’s going to cost you a fuckton of jingle;
the best you’ll be able to do is a crap version, weak and unreliable;
it’s going to mean exposing yourself (plus colleagues) to serious danger;
you’re going to have to add ___ to your workplace first;
it’s going to take several/dozens/hundreds of tries;
you’re going to have to take ___ apart to do it.
I've also considered repurposing Ars Magica's approach to researching new spells and inviting new items. The system has a significant cost of time, resources (Vim), and chance of failure. (Or at least it did, I haven't played Ars Magica since 1994) The time portion was literally in units of 3 months and you were a middle ages wizard who might be able to stretch their life span to 60 before blowing yourself up.
What are other crafting approaches that you have seen/used and how have they worked?
While there are quite a few steampunk systems (Victoriana, Airship Pirates, Iron Kingdoms, and so on) and generic systems with steampunk settings books, such as Savage Worlds' Steamscapes & Space 1889. I have yet to find one that really has both a good crafting system and is not lousy with Elves and Dwarves. If we wanted Elves and Dwarves, we would play a fantasy game.
I was hoping the Douchessembly on the forum could provide suggestions for steampunk systems and approaches to crafting.
I thought it would be helpful for me to define what I mean by a "good" crafting system.
1. It allows the inventor/crafter to create new devices, though not necessarily in the middle of combat
2. The new devices allow flexibility in a character's abilities without being unbalancing or being able to overshadow every other player
3. There is a real, meaningful cost to the character for crafting, otherwise everyone would be a crafter, with the cost being much higher for something that is permanent and significant than a device that provides a temporary and minor benefit
4. It works in a group setting, and isn't just solo play
5. It isn't just shopping with another name, as shopping trip sessions are boring for everyone but the shopper (I'm glad Stu has clamped down on those sessions in the APs)
I'm sure I am missing several factors that make for a good crafting system.
I've considered using the Apocalypse World Savvyhead Playbook approach with their crafting move:
When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the MC. The MC will tell you “sure, no problem, but…” and then 1 to 4 of the following:
it’s going to take hours/days/weeks/months of work;
first you’ll have to get/build/fix/figure out ___;
you’re going to need ___ to help you with it;
it’s going to cost you a fuckton of jingle;
the best you’ll be able to do is a crap version, weak and unreliable;
it’s going to mean exposing yourself (plus colleagues) to serious danger;
you’re going to have to add ___ to your workplace first;
it’s going to take several/dozens/hundreds of tries;
you’re going to have to take ___ apart to do it.
I've also considered repurposing Ars Magica's approach to researching new spells and inviting new items. The system has a significant cost of time, resources (Vim), and chance of failure. (Or at least it did, I haven't played Ars Magica since 1994) The time portion was literally in units of 3 months and you were a middle ages wizard who might be able to stretch their life span to 60 before blowing yourself up.
What are other crafting approaches that you have seen/used and how have they worked?