Timeship Titanic

Charting Your Course: Steampunk

by Donald E. Brynelsen
Artwork by Baron Engel



Awe Factor: Slight to middle point
Tech Advantage: On Par to High
Inspiration: Jules Verne, Wild, Wild West, Back to the Future III

A Victorian world, but not the one your great grandparents knew. In this version of the 19th century, man has colonized the nearby planets, wields magical powers, or has invented fantastic devices. Everything is powered by steam, is bigger than it needs to be, has fancy scroll work, solid brass fittings, and large, complicated gears. A prime example of such a world is GDW's Space: 1889 RPG, R. Talsorian's Castle Falkenstein, or even Pinnacle's Deadlands. Bold adventurers journey to Mars, Venus, and the moon in great steam powered spaceships. Zepplins fill the sky. Mad scientists build huge gadgets with rivets and tubes.

This is a perfect world to introduce your players to Timeship: TITANIC!, and easy for a GM who has run Steampunk campaigns before since little in the way of weapons and manners will have to be changed or adapted. The people of the Titanic are not going to attract too much attention, (except for perhaps the odd stare at their clothing), and the Titanic herself will fit right in, despite the fact she'll no doubt be the biggest thing afloat -- unless a crazed scientist has made something bigger. Fuel will be found in abundance here as will spare parts for repairs.

The best adventures to run in a steampunk setting are classic pulp and swashbuckling adventures with the players constantly facing danger as they rescue someone or locate wondrous treasure. There is also the potential for the player's characters to actually meet their ancestors or younger versions of themselves (ala the Back to the Future films). This can be an adventure in itself, as the PCs try to avoid messing up history.


Charting Your Course: Gamemaster Guide


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