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[LFG] Steampunk or Dieselpunk interest check

Hey does anyone know of any games happening that are Steampunk or Dieselpunk based or at least would let me play the captain of an airship, manage a crew, etc? I see a lot of the same kinds of games on Roll20 right now, mostly high fantasy D&D5E but if anyone is running something different let me know. If you want to put something together, I'll be happy to assist as well.
Paddy Valdyr said: Hey does anyone know of any games happening that are Steampunk or Dieselpunk based or at least would let me play the captain of an airship, manage a crew, etc? I see a lot of the same kinds of games on Roll20 right now, mostly high fantasy D&D5E but if anyone is running something different let me know. If you want to put something together, I'll be happy to assist as well. I know there is Steampunk hack of Apocalypse World called Steam World, but I've never tried it myself. I know Dungeon World has a steampunk-ish hack called Inverse World that you might want to look into.  7th Sea is a pirate game, and while I haven't finished reading it, you could likely convert that into a steampunk setting  I've played Mutants and Masterminds in steampunk settings before as well Last but not least Blades in the Dark isn't so much about piloting airships and whatnot but its setting is inspired heavily by steampunk
Thanks Cody :) . I don't think I've played any of these.
Depending on what you're looking for specifically, I'd suggest Inverse World, Blades or M&M  
There is always "Age of Steel" for dieselpunk themed games. It isn't out yet but you could help playtest it I imagine.
Gothicus said: There is always "Age of Steel" for dieselpunk themed games. It isn't out yet but you could help playtest it I imagine. Yeah I would love to playtest such a system. I just googled it for the first time, thanks for the suggestion :)
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Unhallowed Metropolis could be considered Steampunk though it leans more towards Gothic horror there's also Abney Parks airship pirates. if you don't care too much bout the airship part of the game then you could easily make a few changes to quite a few other systems to get the right feel
Fairystail said: Unhallowed Metropolis could be considered Steampunk though it leans more towards Gothic horror there's also Abney Parks airship pirates. if you don't care too much bout the airship part of the game then you could easily make a few changes to quite a few other systems to get the right feel Yeah I've tried Abney Park's game. Wasn't a huge fan of it, as it didn't really delve deep enough into the social aspects and really isolated the 3 factions. Though I may look at it again and try to find a GM. Thanks for reminding me of it!
Haven't played or run it but it does look like you could do the political stuff easy enough just it's not the main concept that had in mind while creating it. my main gripe is that combat looks to be made for 1 vs 1 ah well. Of Unhallowe Metropolis or Abney Park interests any one I may be up for running it
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Iron Kingdoms is set in steampunk world where magic, alchemy, mechanical/alchemical wonders( or horrors) walk among the living while the others lurk in hidden laboratories beneath the major cities. The world is divided by war, dark magic, unexplored regions where expeditions usually.....just disappear for "some" reason. Even on the sea you won't find peace. Pirates, ghost ships, aquatic predators that had a taste of landwalkers...let's just say taking a swim isn't on the activity list anymore.   The system is D6, there are skill rolls for roleplaying, crafting and such while the combat is fast IF you are using the char sheets on the roll20 and GM didn't filled the map with enemies. There is encounter sheet that will help the GM to know how much enemies are enough to make pc-s sweat and if some "genius" thinks they don't need the sheet well then encounters will become either easy or hard. Tactical experience and good amount of humor is advised and also don't go all Leeroy Jenkins because even the most optimized char will have a bad time and if you roll slow recovery on the injury table then congrats. That char is basically a cripple for few weeks so better put him/her out of his/her misery. Oh and don't let me start on poisons and diseases.....nasty stuff. Also there are steamjacks and enchanted items via "science" of that world. Have fun and i hope you will wear your brown pants.
Frosty689 said: Iron Kingdoms is set in steampunk world where magic, alchemy, mechanical/alchemical wonders( or horrors) walk among the living while the others lurk in hidden laboratories beneath the major cities. The world is divided by war, dark magic, unexplored regions where expeditions usually.....just disappear for "some" reason. Even on the sea you won't find peace. Pirates, ghost ships, aquatic predators that had a taste of landwalkers...let's just say taking a swim isn't on the activity list anymore.   The system is D6, there are skill rolls for roleplaying, crafting and such while the combat is fast IF you are using the char sheets on the roll20 and GM didn't filled the map with enemies. There is encounter sheet that will help the GM to know how much enemies are enough to make pc-s sweat and if some "genius" thinks they don't need the sheet well then encounters will become either easy or hard. Tactical experience and good amount of humor is advised and also don't go all Leeroy Jenkins because even the most optimized char will have a bad time and if you roll slow recovery on the injury table then congrats. That char is basically a cripple for few weeks so better put him/her out of his/her misery. Oh and don't let me start on poisons and diseases.....nasty stuff. Also there are steamjacks and enchanted items via "science" of that world. Have fun and i hope you will wear your brown pants. Thanks Frosty, I'm a big fan of the system but not a lot of people run it or would let me join in with my kind of character. Most GMs for it run 11+ players. The only other ones I've met have disappeared or had some serious cultural issues in their groups that just differ too much. In total I think I've found 3 GMs for it in the past 2 years.
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11 players? Dude you can run it with 3 ppl easy and then you can add it till 5-8. GM's doesn't bother to run something new these days because they need to learn new systems or think that it there won't be enough players for it. New players never heard of it and old players are either busy irl or just to tired to even give it a try. Usually it's safe bet to get to play with others is just to look for a D&D 5e. IRK let's you experiment with different combo careers and it's very flexible for any roleplaying scenario and that's it's selling point. Srsly you can even run steampunk version of the ghostbusters.
abney parks airship pirates and mutant chronicles would also fit