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September 16th, 2018, 17:42 #1
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setting where magic and tech blend.
i am dming and don't know where to ask this question so here goes. i am looking foe a 5e or core rules setting that has magic infused items like magic missile guns and where magic is used in every day life. set in a late middle ages or Victorian era world. i am looking for rulesets or modules if the are avalible. if you could direct me there i would appreciate it.
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September 19th, 2018, 01:45 #2
Not sure of any that exist in that time period. I am currently building a module that has magic and tech combined but it is for a Post Apocalyptic Setting.
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September 19th, 2018, 01:48 #3
Check out the Legendary Planet campaign from legendary games. It combines fantasy with a bit of science.
https://www.fantasygrounds.com/store...gendary+planetIf there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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September 19th, 2018, 21:04 #4
D'oh.. I forgot about Rifts!!
Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. Rifts takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres.
You can learn more about it HERE
FG Con 13 – Fantasy Grounds Online RPG Convention - October 12-14 2018
Register at www.fg-con.com for all the latest info.
Technical Administrator for Fantasy Grounds College
Holder of the "Ultimate License" | Allower of Demo Players!
GM of Nephilim Wars - 5E Post Apocalyptic Campaign
DM of Destiny Calls - 5E Homebrew that includes Waterdeep: Dragon Heist
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September 20th, 2018, 18:04 #5
Savage Worlds: Rippers is Victorian era. I havent played the setting, am only aware of it.
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September 21st, 2018, 04:23 #6
And don't forget Shadowrun - it was the first (to my knowledge) to *successfully* integrate magic and tech.
But that's not the OPs question - if you go back to 1E you'll find some rules for integrating tech and magic (AD&D/GammaWorld and AD&D/BootHill). There is/was also an adventure (I think it was the Lost Halls of Tanananaan-something???) that Gary Gygax did that had a shot at integrating tech and magic.
For that matter, Star Wars does it as well - let's face it, the Force is just magic, as is any "Psionic" ability from a SF setting.
It all depends upon how you look at things.
CheersDulux-Oz
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September 21st, 2018, 07:19 #7
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September 21st, 2018, 08:35 #8
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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September 21st, 2018, 22:01 #9
Rumor has it that their might be some sort of revisiting S3...
https://www.enworld.org/forum/showth...-Barrier-Peaks
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September 22nd, 2018, 05:19 #10
Not surprised, some people loved that module... but I'm not sure how popular it was at the time as it didn't inspire a new wave of genre-bending adventures. Ended up being just a one-off.
I know it never appealed to me... back then when I needed to scratch the sci-fi itch I played Star Frontiers or Gamma World.
As for the OP's interest in settings with a "magic and tech" blend I think they should check out Shadowrun (Cybertech and Fantasy fusion) or the more recent Starfinder (Sci-Fi and Fantasy fusion.) Neither is set in the exact era they're looking for (late Middle Ages or Victorian)... for that setting maybe some Steampunk based settings would be closer?
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