Hey All!
I backed the 1879 Kickstarter to get all the books and I've just started going through them. Am I missing something, or is there very little guidance about what the Brassman can do with Clockwork? If you could point me to the section I'm missing or give me some feedback it would be appreciated.
Thanks!
Brassman and Clockwork rules
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Re: Brassman and Clockwork rules
It is a bit sparse in the core books. I started chewing through it and expanding it when I first got the books and this is what I've got: https://drive.google.com/drive/folders/ ... sp=sharing
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- Posts: 1027
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Re: Brassman and Clockwork rules
I don't know all of what will be in the companions, though.
Re: Brassman and Clockwork rules
I backed the companions so I've got the PDFs and at least with the short-ish read I've given them so far it doesn't look like Clockwork gets much love. It seems like there's a lot more on magic and Weird Science, but not anything (that I saw anyway) for the Brassman.
Thanks for your reply and your link!
Thanks for your reply and your link!
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- Posts: 912
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Re: Brassman and Clockwork rules
Yes, I agree it is kind of sparse, and while some could say that leaves a lot of flexibility for GMs, it also makes it very important for GMs and players to be on the same page as far as what players can and can't accomplish with clockwork.
One thing to bear in mind is that difference and analytical engines are supposed to work mechanically via clockwork, so obviously it can do many strange and wondrous things. Also, it seems to use the same mechanics as Weird Science, the only difference being that Brassmen are supposed to make sense and arrive at contraptions that other people can figure out how they work and duplicate, while weird scientists don't and can't.
My feeling on both Brassmen, Weird Scientists, and to an extent Byrons, is that every adventuring party needs to know some of each, and have them available for consultation, and maybe have them do a quick job for you, but they are all happier in a lab or workshop, and for the most part struggle to find a place on many adventures.
One thing to bear in mind is that difference and analytical engines are supposed to work mechanically via clockwork, so obviously it can do many strange and wondrous things. Also, it seems to use the same mechanics as Weird Science, the only difference being that Brassmen are supposed to make sense and arrive at contraptions that other people can figure out how they work and duplicate, while weird scientists don't and can't.
My feeling on both Brassmen, Weird Scientists, and to an extent Byrons, is that every adventuring party needs to know some of each, and have them available for consultation, and maybe have them do a quick job for you, but they are all happier in a lab or workshop, and for the most part struggle to find a place on many adventures.