› Forums › The Gaslamp Tavern › Magic in Steampunk?
| Author | Posts |
|---|---|
| Author | Posts |
| February 10, 2012 at 8:13 pm #973 | |
|
dmdude |
We got to talking in the Building Steampunk thread about whether magic would be in Tephra or not, and I thought we could talk about if magic belongs in a steampunk setting. In most of the steampunk RPG’s I’ve played, most notably Arcanum, magic and SCIENCE!!! are always at odds, one being the binary opposite of the other. This make the player choose which he is going to use and excludes the other option. Other games combine the two, making the technology magic powered. This s cool, but to me this doesn’t feel like “real” steampunk. I’m not saying I don’t think magic should ever be in steampunk, just keep it lite. The occult is fine, and fighting cultists and meeting ghosts can be great fun, but putting D&D wizards in top-hats is too much. A focus on magic, especially magic that is exclusively inherited by a wizard race or class, takes away the Victorian-era glory of a better, more kick-ass life though (say it with me…) SCIENCE!!! |
| February 11, 2012 at 1:15 am #982 | |
|
Daniel@CM |
I am entirely on board with you, dmdude. I like having a dark occult magic that can either be there or not, depending on the narrator’s playstyle of choice of setting specifics. Sometimes having the dark, hooded figure who can make unusual things happen is awesome. Honestly, in my opinion (and from a gameplay mechanics standpoint) the best steampunk magician is one that simply takes stage magic to the next level, employing “stage tricks” in combat as an adventurer! That’s my favorite. |
| February 11, 2012 at 2:12 pm #997 | |
|
cstayton |
I have to agree I am all for the Paranormal…check out my website (www.hitops.info)shameless plug for my paranormal group, but back to the topic. Magic using the occult I think could work very well in a Victorian setting, since it was so important in the actual Victorian period. Nothing would be more fun than going to a séance and have automatons there as well. |
| February 14, 2012 at 11:31 am #1084 | |
|
dmdude |
If there’s no magic in Tephra, what’s with faith and Shamanism? |
| February 15, 2012 at 3:09 am #1093 | |
|
|
Faith and Shamanism are less outright magic an spell casting and more an expression of a special ability. Faith seems very fantastic, yes, but when you take a closer look at the flavor text, it’s more of your faith in yourself and your allies and the conviction that lends to your efforts. An example: when I was actively in martial arts on class my instructor surprised us with a treat – board breaks. Normally these were reserved for high level testing so we were all pretty excited. When my turn rolled around, I could almost feel the support of the class and my instructor encouraging me. I was able to break the board cleanly (though lopsided, lol) on the first try, much to the surprise of my class. Apparently few white belts ever get a break right, especially on the first try. It’s the same principle as performing on stage,, if you’ve ever had the opportunity – you can feel the positive reactions from a good crowd. Shamanism is extreme animal handling. You’re Tarzan, and the world is your adoptive tribe of monkeys, tigers, snakes, birds, etc. |
| February 15, 2012 at 6:49 am #1096 | |
|
cstayton |
I think the question comes down to what we define as “magic”… I’m not for the fire ball wielding Mage in Tephra (of course whatever you guys decide is ok with me, it just means I’ll shoot him first) I’m more for the darker and subtler art of the occult. I.E. A character has been convinced that an object he found has cursed him. (Maybe it affects his luck) So he is directed to see the old women (or your sexy temptress) down the dark alley. She spends a couple of hours with incense and candles walking in circles around him and the object. Then informs him that the objects curse has been lifted and he must return it back from whence it came. Is this magic? Sure it could be but it is much more I think in the theme of play for Tephra. Just my opinion Charlie (CWO Ghared Cornwall) |
| February 15, 2012 at 9:33 am #1099 | |
|
dmdude |
Cool, I wasn’t criticizing the skills, i didn’t know what they did. |
| February 15, 2012 at 2:30 pm #1101 | |
|
cstayton |
No please don’t think I was attacking you dmdude.. was just putting in my 2 Princes worth.. |
| February 15, 2012 at 9:00 pm #1105 | |
|
Daniel@CM |
Back in 2010, I was at the movie theater watching Tangled. It’s a cute Disney movie with a bit of an anti-hero as the male lead. Near the end, he has a big, romantically heroic moment as he mounts his trusty horse and gallops as fast as he can for his beloved. It’s a heroic moment, the type of moment that gives you goosebumps, that gives you the shivers. Fantasy has those moments. It’s built on those moments. Steampunk? Steampunk’s built around drinking tea, looking good, and having a great sense of humor. And while I love all of those things, it’s not a solid foundation for storytelling and gameplay. At its best, I want Tephra to be heroic steampunk. I want people overcoming the worst of things simply by the strength of their willpower. I want the mad science and elegant mannerisms to be the setting in which heroics take place. Tephra has a host of abilities that exceed human limitation. Indeed; by the time a person reach 6th level, they have surpassed “realistic” human limitations. From seventh to ninth level, a person is beyond human, entering into an almost legendary status. From tenth level through twelfth level (the double digits), characters are legendary, epic, even super-human. The abilities that people will have access to play a part in that. While most heroes in Tephra will be tinkerers, swashbucklers, and gunslingers, the rare character will be a silent monk who walks along the air and can disable a man with his gaze. Another character will be from an ancient order of knights, who channels the beliefs of his people through his sword to strike down heretics. Another character will have been raised in a savage jungle and come out into the urban wilds, still with his uncanny knowledge of nature and the ways in which animals think and move. Are these abilities magic? No, but they are all magical. As far as people are aware, Tephra is not a world with magic; but neither is earth. But magic happens every day. Unique things are discovered. People with odd abilities are found. Heroes exist. Some are a little different than others. And where you might be using super-science to fight crime and evil, some people are going to be using nothing more than their sheer force of will and good spirit in the fight. Cheers & Gears, |
| February 16, 2012 at 3:33 am #1109 | |
|
|
A much better description than my brow beating. XD |
| February 16, 2012 at 5:06 am #1110 | |
|
twogunbob |
I’ll say that back in the golden days when I played more often and had a bigger variety of games that we used to do Castle Falkenstein. The game master tended to keep magic as the realm of the bad guys. Generally inherent to plans of escape or larger, more nefarious plots. He did the same with the fairie realm, yes it was there but never a big plot really as he had a preference to clockwork gadgetry and strength of a character’s persona versus any cheap ‘presto’ type tricks. I’d dare say there wasn’t much magical that couldn’t be achieved with proper application of the right amount of clocksprings and chutzpah. Of course, our group tended to be characters taht were insufferably middle class and magic was for those we were certainly beneath on the class chart. Course we also had ‘gasp!’ anarchists in our midst who found no amount of magic could foil a properly placed petard with the right length of fuse. |
| February 16, 2012 at 11:17 am #1112 | |
|
cstayton |
Well done Daniel.. love it! |
| February 16, 2012 at 11:32 am #1113 | |
|
dmdude |
I get the faith skill then, but I still have questions about the Shamanism powers. Is a shaman expected to use rituals to control animals, or is it any animal training? Would it work for a stereotypical big game hunter? |
| February 17, 2012 at 2:23 am #1117 | |
|
|
Is a shaman expected to use rituals to control animals, or is it any animal training? It could be! The essence of our system, besides degrees of success, is the open-ended way you can describe your abilities. The average Shamanism player will be like Tarzan, with a large degree of animal empathy. Some may claim an aether mutation that enables them to perform like Aquaman with an effective skill set. And still others may be trainers. It’s all largely flavor based, as the effect is more or less the same. Would it work for a stereotypical big game hunter? |
| February 17, 2012 at 2:31 am #1118 | |
|
Daniel@CM |
Adding to that, there are some specialties under Shamanism that will help a Big Game Hunter style character. Specialties like Hardened Trainer (giving you a bonus on defense against animals), Messenger (letting you use messenger birds quite readily), Still as Stone (a shamanism approach to hiding), Topographer (helping you function in all sorts of weather conditions), and Venom Immunity (helping you deal with all of those poisonous insects and reptiles). I think, all in all, that’d make a pretty awesome Big Game Hunter! |
| February 17, 2012 at 7:56 am #1122 | |
|
cstayton |
ohhh I can see a Allan Quatermain character in the working… would be very fun to play! |
| February 17, 2012 at 10:20 am #1123 | |
|
dmdude |
Bully!!! Thanks Dan! |
| February 23, 2012 at 6:49 am #1160 | |
|
cstayton |
Sitting here the other day and looking through some of my Victorian resources… I got to thinking how cool would it be to play a debunker of magic. This was very common during the third quarter of the century to include people like Harry Price and Houdini. The men and women would travel around europe to try to disprove mediums and pychics. The character would be fun to play and would take nothing magical on first count… it lead to some interesting fun in a party…lol |
| February 23, 2012 at 8:59 am #1164 | |
|
dmdude |
Just keep him away from my snake -oil salesman! One part Bio -flux, nine parts (whatever skill is used to lie to rubes) |
| February 23, 2012 at 10:06 am #1167 | |
|
ellymay |
I think steampunk benefits from a bit of the supernatural and unexplained. Mystery provides ample opportunity for the application of SCIENCE! |
You must be logged in to reply to this topic.