OK, being very low on funds at the moment I've not been able to get the PDF (yet); however, from what I'v seen I am really impressed.
Although I like "standard" fantasy and sword & sorcery, I have been wondering how well the game would work for different settings, such swashbuckling 3 musketeers/ pirates style (which seems possible from the "crossedbones" thread)and (with some new/ altered skills) suitable for "pulp" style games (20's 30's adventure settings) ~ so for those who have/ have played the game, would other settings be possible? Or are there plans for other settings (such as Barebones Pulp, Barebones Gothic (Victorian horror) etc.?
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
I don't think there are any plans for other settings at this point. The developers seem very open to working on anything with genuine consumer interest. As far as the game being great for handling all the setting types you mentioned, I think it would be VERY simple. The skill system is the key to this success in my opinion. Skills are broad and can be as focused or loose as you please. The process of creating skills for those settings would be simple and quick.
I'm currently developing a steamtech (steampunk minus dystopia) RPG using the d00Lite system.
As for the "pulp" style, I am very interested in helping out with a noir setting. I have an old system-neutral noir book started that should have some ideas useful for a pulp setting.
Any game system should be able to do anything with a little modification.
Besides Ascent's steamtech setting, I know of others that are working on cyberpunk, pirates and a pulp version. Whether they are looking for DwD to publish or offer it as Fan material I'm not sure. We are open to submission for other genre's. I personally would like to see a pirate/supernatural/Sid Meier's product and center of the earth expeditions. A sci-fi version will most likely come out after Frontier Space.
The community here is growing strong in the ways of BBF, anyone of us could help build a skill or rule that might fit your genre. You can even take the current skills and rename/re-mix. For instance, the Thief skill could easily fit in a tech genre.
Thief
This skill represents the expertise a rogue or thief learns through use of talent and opportunity.
Score: half DEX +10 per thief level
I was actually considering a "center of the earth" aspect for my steamtech setting, seeing as so many film and TV depictions of "center of the earth" stories often involved some sort of steamtech, especially in the original literature.
Ascent ~ I must admit that a steamtech setting sounds really interesting! I hope you intend to make this available in some way, as I for one (being a big steampunk fan) would like to see what you come up with!
I think I really need to get a copy of this game when I'm paid next :)
Anyone else working on different genres? (just being nosy)
Cheers
Yes, I'm presenting updates on its development to Larry and Bill daily until its in a form that can be worked on in Google Docs. If they like it and it's workable for a quality product, they will help me polish, play-test and publish it.
CrossedBones is my first setting, but I have ideas for others, including an urban fantasy set in modern times and a fantasy western.
I'm presenting old west elements in the steamtech RPG that you might consider, including a gunslinger and horse. I'm making the materials as broad as possible, though there will clearly be broad room for more material. But the basics for an old west setting will be there.
Ascent, this sounds better and better ~ Just add airships and "Lost World"/ "Hollow Earth" dinosaurs and I think you might be designing my favourite game (and I've been playing rpg's for decades)
Yes, dinosaurs are part of my consideration for the "center of the earth" aspect. I already have T-Rex-like and Pteridactyl-like on my creatures list. I love dinosaurs, as my write-up in issue #8 of the Star Frontiersman shows. And yes, strange and uncommon airships and dirigibles are also already planned in the consideration, along with steamwalkers and clockwork men. I'm glad I've hit a nerve. :) What I'm going for in my steamtech setting is avoiding a dystopian "punk" aspect, though giving room for it. It's inspired more from the toned down anime style of steamtech settings in the Steam Factor setting. (The name of the setting may change.)
Gunslinging Gamblers - Check
Dinosaurs - Check
Steam Airships and Dirigibles - Check
Steam Walkers - Check
Clockwork people - Check
Archaeological Expeditions - Check
Dictators and Madmen - Check
Steamtech Wars - Minimal Check
Cthulu Investigations - Minimal Check
Magic - Permitted, but NO
Tinker Gnomes as a player race - Check
Pixies as a player race - Check
Tall elves as a player race - Check
Lumbering Hulks - Check
Steampunks - Minimal Check
Victorian Setting - Permitted, but NO
I prefer a less evolved, less dystopian setting. Steam contraptions should be bulky, clunky and hard to make work, meaning the world is not inundated with steamtech in every aspect of life, but it is common enough that everyone has some kind of complex steam contraption in their possession and the rich have all manner of steam contraptions inundating their business and private lives.
Steam Frontiers or is that too obvious?
Sheesh. Smack them over the heads with it, why don't you? Actually, except for the d00 mechanics being somewhat derivative, the steamtech setting will be quite different.