1879 is FASA's steamweird roleplaying game, that takes the place of Shadowrun in our cosmology. Due to a weird science experiment that opens a stable wormhole, Earth's magic cycle gets jumpstarted in the late Victorian era, leading to a Gilded Age with elves, dwarves, snarks, and trolls. As the world adjusts to its new races, technological progress races forward, as the Age of Steam begins to give way to the Age of Electricity. Clockwork computers exchange data over telegraph wires, steam-powered airships chug through the sky, and industrial applications of magic churn out new wonders daily. In the new world, the British army faces off against the Samsut, descendants of the Babylonians and Akkadians with their own Weird Science that allows them to raise the dead and use zombies as shock troops and skeletons as fire and forget munitions. The Saurids, the true native race of the Grosvenor World, aren't happy about either Terrestrial civilization, and may yet manage to unite their fragmented tribes and create a second front. Play it as steampunk corporate espionage if you like, or court intrigue, or lost world pulp adventure - yes, there are dinosaurs! Adventure awaits!
You have the core books - now you need adventures and settings. Here they are!
Book 1 in The Akkadian Connection trilogy starts off with beginning characters being recruited to look into a new drug going round in the Great Smoke. Bang snuff is essentially combat jack, something that massively boosts fighting ability for a short time but has nasty (and sometimes lethal) side effects. Of course, nothing is ever that simple. By the end of the adventure, the characters will have advanced in Rank and Reputation, and put paid to - well, that would be spoiling, now, wouldn't it?
This adventure can be used as the opening of a Plot Point Campaign, like an adventure path, with PPC02, Saurids on the Grosvenor Express, following. You can also use it as a springboard for your own campaign, or as a standalone, however you want to run it.
The book runs 96 pages, digest size, perfect bound, with a full color cover and black and white interior art. Layout is complete; backers will receive immediate access to the galley proof.
Our first gazetteer for 1879 tackles the Great Smoke itself. From the seedy docksides of the Isle of Dogs, to the fancy gambling clubs of Chelsea, we look into the low and high corners of the metropolis.
- The massive Geography chapter (fully a third of the book) walks through every borough and provides game-ready locations and Adventure Hooks
- The Transportation chapter covers not only how you get around in London, but how The Knowledge works.
- The Communications chapter deals with telegraphy, the Royal Mail, how the post and trains work together, and that new-fangled telephone device.
- The Politics chapter describes the governance of the British Empire, one of the primary industries in London. Everybody keeps track of the Royal Family, so there's a bit of a writeup on them in here.
- The Criminals chapter doesn't just talk about types of crime endemic to London. It discusses the law in relation to the sorts of activities player characters are likely to get up to.
- Further chapters include History, Business, Culture, and Magic.
- At the end is a complete adventure, Baby Boojum, in which a kidnapping goes hysterically wrong.
The book runs 256 pages, digest size, perfect bound unless we meet our first Stretch Goal, with a full color cover and black and white interior art. Layout is complete; backers will receive immediate access to the galley proof.
Two further Stretch Goals await, and will be revealed as the previous goals are met!
Risks and challenges
As mentioned above, both of the books have been written, edited, and laid out, and the cover art for Big Trouble in Little Soho is done. All that remains to complete these products is to finish the art and print the books.
We've worked with these artists before. They're proven. Our printer is reliable. We've delivered the 1879 GM's Guide using this exact same model.
While there is always the possibility of something unexpected cropping up, we believe that the chance of completion of these books is very high.Learn about accountability on Kickstarter
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