Other than the RIFTS campaign I'm going to run this Autumn/Winter, 'Leagues Of Adventure' -- the Ubiquity Engine-powered Victorian Age RPG -- will be another system I am having a go at.
LoA is basically "The League of Extraordinary Gentlemen" with the serial numbers filed off. It's the 1890ies where the literary creations of its period are considered factual accounts; Holmes, Quatermaine, Dracula, Nemo, etc.
Now there's a plethora of other systems out there which have a similar feel to a game like LoA, but are set in a different age: Witch Hunter, Solomon Kane, Amazing Adventures, Two-Fisted Tales, to name a few.
My question to you is:
What sets an adventure game in the Victorian age apart from pulp games? How can I transmit the feeling of that era to my players in-game?
LoA is basically "The League of Extraordinary Gentlemen" with the serial numbers filed off. It's the 1890ies where the literary creations of its period are considered factual accounts; Holmes, Quatermaine, Dracula, Nemo, etc.
Now there's a plethora of other systems out there which have a similar feel to a game like LoA, but are set in a different age: Witch Hunter, Solomon Kane, Amazing Adventures, Two-Fisted Tales, to name a few.
My question to you is:
What sets an adventure game in the Victorian age apart from pulp games? How can I transmit the feeling of that era to my players in-game?
[Leagues of Adventure] The 1890ies in play
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