Inspired by Onix's "SteamPunkFitters RPG" I've strted dabbling in the setup of
a Steampunk-Apocalyptic game. (I do believe I need a better name then what I have).
Here's what I have so far. This is just the introduction mainly to the world/game premise.
I will be focuing more on a play-by-post system, with a point buy creation mechanic.
What I'm kinda of wondering is, should I go into more world detail? Do I map/describe more of
the basic world or is a setup with in the rules giving that power to the GM and players worthwhile?
This is my first attempt at anything not related directly to "Swords and Sorcerery" so I'm in unchartered
waters
Introduction
In the late 19th and early 20th centuries an era of discovery, modernization, and industrialization enveloped the world. This time generally coincides with the reigns of Queen Victoria and to a lesser extent King Edward.
This is also later age of steam, just before the internal combustion gasoline engine started to become a viable alternative. Electricity was slowly being harnessed to power homes and inventions. The Steam Ship, the Locomotive, the Telegraph, and even air travel all began to connect the furthest reaches of the world.
As the known world became more hectic the urge for adventure exploded. Archaeologists, Explorers, Hunters, and Treasure Seekers roamed the wilds charting the uncharted and searching for the treasures of myth and lore. Modern history details these exploits, proving some true, others as hoaxes. Pseudo-sciences appeared and vanished as advances not only in technology, but also methodology allowed proof of theory and concept easily repeatable.
And if all continued as it should have we would be in the world as we see it today.
Winds of Change
Civil unrest, and colonial aspirations, combined with the increasing power of emerging Industrial figures lead to a polarized and volatile political climate.
Add in a resurgence of Theological doctrine and it was not long until the modern world devolved into barbarism.
The Great War
Starting with minor border skirmishes and several civil uprisings it was not long until all the powers that be became embroiled in drawn out campaigns for conquest and control.
With in a period of but a short couple years the entire world, was scarred by trenches and ordnance craters. Whole countries vanished as neighbours absorbed them or internal strife caused them to explode.
The Armistice
Attrition quickly decimated all sides. Massive steam powered rail cannons obliterating cities, while airship dropped explosives reigned terror on the trenches. Man was facing self-imposed extinction.
Hostilities slowed and stopped as one by one the powers that be choose to cement control of the territories they now had, as opposed to attempting to claim more. While no official treatise was created or signed all sides eventually agreed via action alone to cease outward aggression.
The Free Travel Accord
Arising from the Mutual Armistice, this Accord allows for protected but restricted travel of civilians and trade via pre-arranged routes.
Each region has agreed to patrol and protect these routes, with out undue restriction on activities, if the proper documentation is provided, by the ship, and passengers when requested.
The Year is 1916
The world as we know it is gone. The colonial powers evaporated under the onslaught of Theological, civil and Industrial forces.
Invention has stalled and for the most part all trade is barter and salvage only. Man is starting to rebuild but the process is slow. The machines of war still run, claiming any who tread too close.
The cities of old are ruins, and basics of government barely visible. Regardless of the territory a person hails from, in all respects it is a time of self-reliance.
The Machines
Urged by the industrial powers, skilled tradesman and scientists quickly developed mechanized troops to supplement the limited supply of able bodied men.
These clockworks proved to be effective, expensive and troublesome, as damage to the delicate internal gears could quickly make the creation useless or worse, completely homicidal. Killing any breathing thing with in range.
Rumours abound of these rogue creations wandering the most desolate of trench compounds, or ruined cities. Hunting for victims.
The Cities
The large industrial cities are gone. Only ruins remain, though it is whispered that with in the shattered buildings one may find treasures of great wealth, and items of ingenious design.
Steamships of Sea, Land and Air
Owing to the Free Travel accord steam powered machines ply the trade routes between all points of the world. Pending funds one can travel via Steam-LandShip, Steam-SeaShip, or Steam-AirShip.
Though travel is not without risk. Lacking the proper papers can see one imprisoned, plus there is always the risk of pirates whom also have access to all of the above.