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The New Cover for the Latest Revision to Swords & Wizardry

Yes, I’m making a post. I wrote it a couple weeks ago, and just decided to post it. Real life has been interesting the past several weeks. My hopes of starting up some new in person games have been put on hold until things settle down.

+Stacy Dellorfano [G+ deleted years before G+ folded.], the editor of the latest revision to Swords & Wizardry showed off the new cover the other day.
[G+ deleted years before G+ folded.] I saw it as a bit of a tease and to show that the project is progressing. That’s how you build up excitement for a project and upcoming Kickstarter, set to start some time after GenCon.

The reaction to the cover was either, “I love it”, or “I hate it”, with some going so far to say it ruined it for them. I’ve read too many comments both ways. This is the whole redundant argument about “bad wrong fun”, “the world must see things my way and do them my way”, and all kinds of other ridiculousness.

What many fail to understand it that this image is art. Like all art it is subjective. We have an immediate visceral reaction to art and we either like it or we don’t. When one person says they like something and another says they don’t, they are both right. However, when they go on to say that everyone else should like what they like or not like what they don’t like, that is a problem. We each have our opinion, but too many of the don’t like say that this doesn’t say S&W/RPG to them, so no one should buy it, or support the Kickstarter.

I am just baffled by this.

I am not a fan of heavy metal music, yet I don’t care that to many of my generation and after, heavy metal was what they listened to when they started playing and it fits them and their personality.

I am a fan of classical music and the themes of fantasy, science fiction, and other genres of movies and TV shows.  My gaming circle had mix tapes with all kinds of music from Star Wars, Star Trek, Lost in Space, and more. There’s nothing like the “planet eater” theme (used for other tense moments) from Star Trek TOS when you are in a tense moment. The Imperial March when a big bad shows up. Or Mars from The Planets by Holst. It was so funny that the ebb and flow of the game synced with the music many times. It enhanced the moment. Just as my preference for instrumental music while playing RPG’s others want heavy metal.

I have played with many in cons that are very vocal about their love of heavy metal. It’s just a part of who they are. Many of them have an eclectic taste in music. It is the same with art. I can appreciate a particular piece, even if I don’t like it.

This cover is one that definitely grabbed my attention. I’m looking at it and wondering, “What is that?” I know others speculated and I have seen multiple interpretations of what it is. To me, it looks like a skeletal dragon sitting on a hoard of bones, somewhat reminiscent of the dragon on the pile of gold on the Holmes Blue Box.

I have gotten really close to my screen to look at it, and that is still my first impression. It does look like some sort of flowers or plant under it, but I’m not sure.

It isn’t necessarily what I was expecting for a cover. I already own one edition of S&W in hard back. I’m not sure that I will back the Kickstarter or not. I have been trying to cut back until some of the bigger ones deliver. My outstanding list is much smaller in recent weeks, that I have yet to write about. [The craziness with work is taking longer to resolve than I expected. I do have some things in the works to wrap up.]

My limiting factors on buying it are financial and shelf space. I am working on downsizing other stuff in my life, I need to play what I have. S&W, and other clones are still the original game, the name we can’t say. Why does it matter what the package looks like? Don’t judge a book by it’s cover, right? We don’t know yet, but when it comes out, what if it is the best presentation of the rules ever written? That will be hard to do, but what if it was?

What gets me is that people are complaining about the art on an RPG book, when some of the art in the original three books, and later AD&D and basic was not the best.

This is something someone did out of their love of the game. It is OK that everyone doesn’t like it, but some of the things said about it are juvenile. Some of the comments sound like they were made by immature pre-teens.

Just because you have an opinion doesn’t mean you need to say something. How about CONSTRUCTIVE criticism of the prose and presentation of the rules, when they come out, and less whining about the art. If you don’t like the art, you can roll your own rules and get the art that you like and see how many people have the same love of your creation. What if it generated as much vocal dislike? Would you still want to have an online presence and make and play RPGs?

I really like the art by Dave Trampier, but there are a few of his pieces that I don’t care for very much. Some artists from back in the day I don’t care for a lot of their stuff, and others are what RPG art “should be.” Many agree with that, but not all.

Take all the nitpicking strewn about the interwebs and turn that energy into encouraging others to play.

Joesky Tax:

What to do if you don’t like something in an RPG (d6/d12/whatever).

  1. Do your own version.
  2. Do your own art.
  3. Do your own maps.
  4. Play solo games so no one can disagree with your rulings.
  5. Turn off your computer so you don’t encounter art and opinions you disagree with.
  6. End sentences with prepositions to annoy those who don’t like it.
  7. If you can roll a seven on a d6, I’d like to see that trick in person.
  8. Make your own paper.
  9. Make your own ink.
  10. Scribe it with a quill pen.
  11. Bind your own books.
  12. Get a push cart and go door to door and town to town trying to get other’s to buy it.

Hmm, that looks more like a 12 step program on the road to shut the Hell up!

The following image that +James Spahn posts from time to time sums it up much better than my efforts.

Moar Elf Games

Still Alive

The blog’s been quiet for a few weeks. Real life is keeping me busy. Work is unusually hectic for this time of year. Also my oldest son and his family are moving out of state the weekend after July 4th, so I am helping as much as I can plus spending all the time I can with my granddaughter before then. She is about 18 months old and in the last few weeks started calling me Grandpa. It brightens my week to spend time with her. I wish I could afford the gas and hotel expense to drive 9 hours one way every weekend to see her…. I foresee a lot of Skype time in my future….

I had enough energy after work that I wrote and posted a new article on Multiverse, and I drafted two articles for this blog. I have an idea for another article for this blog and will get a draft started for that momentarily.

I’m going to Gamehole Con this year, so I’ll be getting signed up for some games ASAP. I look forward to seeing old friends and making new ones, and meeting online friends in person!

The S’Rulyan Vaults – Kickstarter Received

The S’Rulyan Vaults is the third Kickstarter that I have received the reward in the last week. All of them have been well focused on a short delivery window after fulfillment. S’Rulyan Vaults funded on May 14, with a target delivery of July, 2016. I received mine on May 23rd.

This Kickstarter was unusual in that it had a single pledge level of $5, and is strictly a PDF. It includes two version of the map in old school blue and a parchment style map by Glenn Seal of Monkeyblood Design. There is also a character sheet by James V. West. Interior art and the cover are by Bojan Sucevic. The PDF is a description of a dungeon and lots of tables for what is going on in various locations/aspects of the dungeon.

The PDF is a mini-setting with snake men as the bad guys. The tables each serve a function to help make the adventure different each time it is played.  I like the things the tables do. Some of these tables are for presenting magic items, but in addition to a +x weapon, there is an additional description to make it not just a magic weapon or item.

Glenn’s maps are awesome and the PDF is well designed. The tables are focused on keeping the dungeon “alive”. These tables have ideas that one could use in any dungeon/OSR setting. The character sheet is one of several that James shared on G+ several weeks ago. Interior illustrations are very nice and help set the tone.

One could use this as a stand-alone adventure, or use it as an introduction to the recurring snake men, or the upper level of a megadungeon.

Unlike most dungeons, there are no room numbers or map key. There is a d100 table to roll for what is found on the search of a room. I find this idea interesting, and it will further server to make each foray into the dungeon unique. That is one way to make a dungeon come alive without the tedious task of re-stocking. It also allows GM’s to make it their own and populate as they see fit. One can just as easily run it real time, or roll each room in advance of play.

It definitely gives me some ideas for how to approach my own adventure design to make things flexible across both systems and personal preference of the GM.

The S’Rulyan Vaults is available on RPGNow for $7.00.

 

New Big Dragon GM Screen – Another Fulfilled Kickstarter

My order for the New Big Dragon Classic Edition GM Screen Kickstarter came in the mail today. It is quite the hefty package. I’d guess it weight about as much as my AD&D Player’s Handbook. The tables are geared towards 0D&D/Holmes/BX/Labrynth Lord/Swords & Wizardry/Delving Deeper and other similar clones.

The estimated delivery date is June, 2016, and I got mine on May 23, 2016. This is how you do a Kickstarter!

It was well wrapped in a plastic envelope and cardboard shipping box. The contents of the box were tightly shrink wrapped together.

Box
Box

 

Shrink Wrapped
Shrink Wrapped

As with all the other things Richard LeBlanc has done, the text is clear and easily readable. Thanks to public domain art, it has some very cool illustrations.

There is a nice thank you page on the same heavy card stock as other items, signed by Richard and his colleague, David Wellborn.

Thank You Page
Thank You Page

Similarly, there is the obligatory page for the OGL (Open Gaming License).

OGL
OGL

Next are two booklets. One for a collection of cleric spells, up to 5th level, and the other magic-user and elf spells up to 6th level. The booklets were shipped flat for better condition on arrival. This requires the user to fold them. I need to by a bone folder, as I have gotten several items like this, and manage to never fold them straight.

Cleric Spells Cover
Cleric Spells Cover

Cleric Spells Interior
Cleric Spells Interior

Magic User Spells Cover
Magic User Spells Cover

Magic User Spells Interior
Magic User Spells Interior

There are character sheets, one generic, and one for each class: Cleric, Elf, Dwarf, Fighter, Halfling, Magic-User, and Thief.  These are heavy card stock, and very nice. I hate to write on them. I’m considering having them laminated so I can re-use them….

Character Sheets
Character Sheets

There is also a spell record sheet and a character log sheet for the GM to keep track of a party. These sheets are also of durable card stock.

Spell Record Sheet
Spell Record Sheet

Character Log Sheet
Character Log Sheet

There is a Game Master’s Table Reference Document with all of the tables on the GM screen.

GM's Table Reference Document
GM’s Table Reference Document

Finally, there is the two part GM screen. Only one section of the screen has player facing tables for experience points for each class, and ability bonuses and penalties.

One screen has the combat sequence, game turn and game day sequence, the saving throws for each class, attack tables, missile ranges, AC by armor type, variable weapon damage, monster reactions and XP, clerics turning, and thief abilities. One handy table is the special abilities by class. It shows the armor, weapons, and shields allowed by each class, if there is infravision, and other notes. The cleric turning table is repeated on the cleric spell sheet.

Screen 1
Screen 1

The other screen has retainers and hirelings with details on recruiting retainers (henchmen), cost for mercenaries and specialists. The movement and encumbrance section has indoor and outdoor movement and pursuit rules. Finally, there is cost of weapons and equipment, and treasure tables. To me, it makes sense to have weapons and equipment on the player side of the screen, but this is something the GM also often needs.

Screen 2
Screen 2

I can’t think of anything that I am always wanting at my finger tips at the table. All RPG designers should keep in mind the most used tables in their game and have a section or appendix with all the most used tables.

The flip side of the character sheets are blank. The only thing I would think to add to them would be the equipment and encumbrance lists. I think that is a minor point.

This offering is high quality. In some ways, it is almost too pretty to use. However, I will endeavor to get over that concern and use it when I run 0D&D or one of its clones.

This Kickstarter includes PDFs of all the items. Once the Kickstarter is shipped, I am sure it will be available on RPGNow, if you are interested.

You can follow Richard’s Blog, Save Vs. Dragon here.

World Architect Cards – A Kickstarter Has Arrived!

Yesterday’s mail had the fulfillment of my pledge to the World Architect Cards. I pledged at the level for a deck of World Architect Cards, and Dungeon Architect Cards, as I missed the Dungeon Architect Cards Kickstarter. It also includes a PDF of the deck and all stretch goals. This arrived May 20, 2016, and the stated delivery date on the Kickstarter is for September, 2016. Way to go and deliver ahead of time!

Packed Tight
Packed Tight

 

The Kickstarter was ran by Simian Circle Games, developer of Far Away Land. World Architect Cards is the fouth Kickstarter for Simian Circle Games, and the third to be funded. It took two tries to get Dungeon Architect Cards funded. Far Away Land did not grab my interest, and I missed the DAC Kickstarters. The WAC Kickstarter grabbed my interest.

DAC & WAC Side By SideDAC & WAC Side By Side

I’ve been busy with work and other real life concerns, so I didn’t open it until today. The box used was the right height to hold each deck and the width and length were packed with foam peanuts to hold both decks firmly in place. The tape job on the box plus the label placement hid exactly how the box opened. So I knew the contents should be in good condition.

DAC Back of Box & Instruction Card
DAC Back of Box & Instruction Card on Top of Deck

The Dungeon Architect Cards is a deck of 54 cards with 53 DA cards and one instruction card. The tuck box is unlike any I have seen before, and makes for a tight fit to get the cards out. After taking the deck out a few times, I can already tell that I want a different box. I’ll stop by the FLGS and get a plastic box.

 

DAC - Showing Box Construction
DAC – Showing Box Construction – You can slide a card or something through that flap.

The DA Cards have a room on each side and each side has 12 descriptive words. You draw a card, pick which side to use by choice or coin flip, put it on your map with a description and decide which door to use for the next room, and repeat. There are cards for room, odd shaped rooms, corridors, and intersections.

There are five other cards that are not rooms. The five cards are Dungeon Lore, Settlement, Wilderness, Traps, and Treasure. They suggest ways to flesh out the dungeon and its surrounding area with categories of information and words for each category. For example, the Traps card has trap type, triggers, location, danger level, disarm difficulty, effects, and disarm by. These five cards alone can be used to help generate dungeons and their surrounding area across your map.

Unlike the DA Cards, the World Architect Cards were shrink wrapped and in a standard tuck box and the cards were easy to remove. There are 72 cards with 71 WA cards and one instruction card. I have the stretch goal deck, the way the rewards on the KS read, there is a 54 card standard deck for some pledge levels.

WAC - Front of box and Front of Instruction Card
WAC – Front of box and Front of Instruction Card

WAC provide locations that are either biomes (forests, desert, mountains, etc.) or builds (castles, bridges, mines, etc.). Each card is double sided, so 71 cards have 142 locations. There are a list of 15 descriptive words and a d6 option for weather. These cards can be used to create area maps, world maps, or random maps for hex crawls or being transported to a new location suddenly. One could also use them to describe illusions.

WAC - Back of box and Front of Instruction Card
WAC – Back of box and Front of Instruction Card

Some of the locations in the WAC deck are dungeons, so you can use DAC cards to build the dungeon.

Need a quick five room dungeon? Then draw five cards from the DAC deck. Or however many rooms you need.

I have an interesting idea for an experimental campaign. I will do a map and randomly place dungeons and then use the DAC and WAC decks to connect it all. I’m thinking a die drop table using d6’s and the number on the d6 is the location of the dungeon entrance on a hex map. I’ll pick a method to generate the number of dungeons over the map, and a method for how many rooms they have. I’m thinking I’ll use a desk pad for the drop so that their aren’t too many too close together. I don’t have hex paper that big so I’ll use a section of Gaming Paper. This experiment will give me a way to evaluate both decks in a way that will be useful for future use.

I don’t have time to implement this idea at the moment. I need to clean out my garage so I can get my kayak down and enjoy the lake now that the sun is shining.

EDIT: I found that Far Away Land has a YouTube Channel and they have this video on how to use the World Architect Cards.

Latest Order From Wayne’s Books

I was perusing Wayne’s Books and found that he had a World of Greyhawk play copy and a Gamma World 1st Edition play copy.

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They may not be perfect, but they are the last two things from my original collection that I had really wanted to restore. I last talked about my collection here. Having the iconic maps by Darlene is the best part. I also love the art by Trampier in the 1st edition Gamma World.

Wayne also had two play copies of the Player’s Handbook, so I picked those up, as I wanted a few more for the table. I now have 5 table copies, plus my OSRIC Player’s Guide.

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He also through in a Dragon # 71 and Q1 Queen of the Demonweb Pits.

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Aaand It’s Gone….

I was sitting in my chair at my desk after a long week. I work from home, and the best spot for my home office is my home office. So for over a year it has been both my work place and my play place.

So I sat here with my eyes closed, my mind adrift. I recalled that tomorrow will the the deadline for the One Page Dungeon Contest. I haven’t yet done anything, but am hoping to come up with an idea. Suddenly it hit me, a cool name. I went to write it down and the name was gone. I still have the kernel of an idea, but wish I had that name.

I closed my eyes again, and drifted. I thought, “I really should post about the latest package I got in from Wayne’s Books.” I continued to let my mind drift. As before, I came close to dozing off. I had several other blog ideas come to me. I sat up to write them down and thought of something at the last minute – I need to officially schedule time off for a couple of conventions. I wrote that down and noted to post something about my package from Wayne’s Books. I went to write down the 3 or 4 other ideas I had, and they were gone….

I don’t know why, but I have this ability to get these really cool ideas that I can see the whole thing, but before I can just make a note to hold the place of that idea, it vanishes.

Usually, when I get ideas like that, I don’t loose the bulk of them, I can at least get two or three of them noted before they fade.

It’s supposed to be too chilly and wet to put in my garden this weekend, so I’ll try chasing nebulous ideas and whipping them into shape so I can share them with others.

As I was proofreading the above, I had an idea for a spell:

The Ungraspable Thought

Level: 3
Range: 1″ per level
Duration: Permanent
Area of Effect: 2″ x 2″
Components: V, S
Casting Time: 3 segments
Saving Throw: Negates

This spell causes those affected to be unable to solve the nagging feeling that they know something. The caster must name the idea, concept, or fact that the one affected cannot grasp. It must be quick and simply stated.

For example, “You cannot know me, my description, or my location.” This will prevent those affected from getting a handle on who the caster is, what he looks like, or where to find him. The one affected will continually ask, “Where are we going?” “Who are we after?” “What does she look like?”

A magical trap might cause adventurers who find a treasure to never be able to re-trace their steps.

The material component is refined smoke, costing 100 gold pieces. The caster can make it with the outlay of 100 gp for processing it.

A save versus spell negates the effect.  A more general and broad command will add +2 to the roll. For example, an evil wizard telling a sage to lose the names and faces of everyone they meet.

How Many Shuffles?

I read an article way back in high school and it mentioned six shuffles of a standard deck of 52 cards for randomization.

However, this video lays out three ways of shuffling, the riffle shuffle, where you take half the deck in each hand an shuffle it together, the overhand stacking method, and just mixing them up on a table.

Seven riffle shuffles is the most efficient, so six isn’t quite there. Surprisingly, the overhand stacking method requires about 10,000 times to randomize the deck. One minute of mixing on the table is required for the last method.

I don’t play a lot of card games, but I do like things randomized so I get fair results.

I’m curious how many shuffles are needed for big decks or cards that come in some games. How many shuffles do they require? They have other videos that go into greater detail, I’ll have to watch those to see if they cover those larger decks.

I’ve played one game of Dungeon Solitaire, which uses a standard deck of cards. I keep getting interrupted every time I try to sit down and play another game. I also have backed the Dungeon Solitaire: Labyrinth of Souls, which has awesome art! I can’t wait to get it.

I also backed World Architect Cards, and I have a deck of the GameMaster’s Apprentice cards. While neither one is a stand alone game, it is desirable to have randomized results to minimize duplication.

TSR Launches Multiverse

The new TSR has launched a website, Multiverse, with a focus on Analog Gaming in a Digital World. I am honored to be among the RPG bloggers asked to participate. How cool is that? I can now tell people that I work* for TSR.

This marks the third branch of the New TSR, the first is now TSR Games, that is taking the place of that magazine we won’t name, and the second is the TSR Podcast Network, so far with three podcasts.

While at Gary Con VIII, I approached +Jayson Elliot to get his autograph, because I was trying to collect all of the signatures of the guests pictured in the program. Jayson was all excited that I asked for his autograph. I mentioned that I would write about it on my blog, and he asked what my blog was called. Then he says, “Oh, I read your blog.” So now I’m the one geeking out. Then he says, “I was hoping to talk to you about something.” WHAT!?

So we find a place to talk and he shows me the in development portion of the site and explains what he is looking for. I can re-post articles from my site, or write original content on Multiverse.

Jayson says, “The two things we won’t do are mainstream comics, and video games. Our focus is Analog Gaming.”

I must say that I have learned some things that have me thinking how to re-structure the presentation of my blog and how I do some things behind the scenes. But that’s a sizable project for another day.

There’s already several articles online and more to be added daily. If there is something cool you’d like to see us discuss, PM me on G+.

*It’s not a formal position with TSR, but close enough, right?

2016 A to Z Blogging Challenge – A Change Of Pace

I have participated in the A to Z Blogging Challenge for the past two years. In 2014 I did the challenge with two blogs, this one, and my genealogy blog. Both were focused on introductory topics. Last year, I just did this blog and focused on building cities in a fantasy setting.

This year, I had not planned to do anything, but while putting together some ideas for a western themed RPG idea and a steam punk themed RPG, I came up with two lists. These are just lists of topics I came up with as an exercise to help me flesh out my ideas. I find making such A to Z lists to be helpful to flesh out one’s ideas. You can use them to broaden the scope of something, or to focus in great detail.

For example, I can make a general A to Z list to make sure I cover topics that really need coverage, if I am making up my own RPG. Similarly, I can use such a list for various things in my own campaign. I can also use the lists to focus on topics that I want to know more about or cover in greater detail, such as an A to Z of iron making prior to the blast furnace, Bessemer, etc, for a western setting.

I have a great many things on my plate, and have not gotten back to these ideas. I present them here as others may find these kernels helpful in their own games.

I enjoyed the challenge of the A to Z blogging challenge, but need to keep on task for the other things I have on my plate. I know that there are those who tune out blogs posting in the A to Z challenge, which I understand. The only thing I don’t like about the A to Z challenge is trying to make time to read the other RPG bloggers who post, let alone blogs for other interests. I don’t rule out a return in future years, but I don’t foresee a return anytime soon.

My western themed A to Z Topics:

A – ANIMALS – from the mundane to the fantastic. Can be from any where in the world.
B – BARRELS – Both dry goods and wet and water and alcohol were packed in barrels from keg sized to barrell sized, to even larger than a standard barrel.
C – COWBOYS – Somebody has to keep track of all the cattle.
D – DANGER – Danger on all sides, the environment, outlaws, etc.
E – ELECTRIC – Electricity – Edison (1870’s forward) & Tesla in 1880’s on.
F – FIRE – Mostly wooden or wood frame buildings could wipe out a town. Hand pump fire engines, bucket brigades, etc. Could be sparked on purpose, by lightning, or accident.
G – GAMBLER – Gambling in all its forms was common in the West. From gambling halls to riverboats to gathered around a campfire.
H – HORSES – The main mode of individual transportation, from being ridden to pulling. Lots of smells, see manure. Animals need good care to last.
I – INDIANS – Far more variation than the single word implies or the stereotypes of novels, stage, and screen.
J – JUSTICE – From frontier every man and woman for him or herself to lynch mobs to the long arm of the law….
K – KILL – Sometimes the good guys have to kill others. Often killing animals is required to eat or survive danger, or to end the suffering of wounded animals..
L – LEATHER – Leather for shoes & boots, belts, saddles, bridles, reins, chaps, bags, firehoses, etc.
M – MANURE – Everywhere because of prevalence of horses, mules, and donkeys for transportation, and cattle, sheep and other herd animals
N – NAVIGATION – If not following a known trail, or tracks of the railroad, how do you navigate? See The Big Country, for the way Gregory Peck did it.
O – OUTLAW – Outlaws could move from outlaw to lawmen multiple times in their careers. Many people had multiple professions/occupations in their lifetime.
P – PRESS – Frontier newspapers were often one of the first signs of civilization. Every town of a certain size had their own newspaper. Telegraph (wire) extended the spread of canned news.
Q – QUALITY – Things tended to be built well and to last.
R – RANCHERS – Require lots of land for grazing and lots of water for huge herds of cattle.
S – STORMS – Wind, rain, flood, hail, snow, tornados/cyclones, lightning, etc.
T – TECHNOLOGY – Telegraph & Telephones 1840’s for Telegraph and mid 1870’s for telephones.
U – UNDERTAKER – The one man everyone has to see eventually.
V – VILLAIN – Every story needs a villain, whether it is the local bully, or some grandiose mastermind with an intricate plot to acquire land, forest rights, water rights, mining rights, etc..
W – WATER – Water is life. Water access was a big deal for people, animals, farmers, ranchers, etc.
X – X MARKS THE SPOT OF THE LOST MINE. Prospectors, miners, and those seeking the lost mine(s) are a good plot hook.
Y – YELLOW FEVER – Various diseases due to poor sanitation, spoiled food, insect born, and so forth made epidemics common. Diseases that have been tamed with antibiotics and vaccines were still rampant and many children died young. NOTE: Yellow Fever is mosquito born virus in tropical and subtropical areas. Hey – I needed something for Y….
Z – ZING – Bullets and arrows fly past your ear. How many different sounds or words for sounds to you need to describe the action.

My steam punk themed A to Z Topics:

A – AIRSHIPS – Blimps, Balloons, Dirigibles, Zeppelins, etc.
B – BRASS – Blimps – Bandoleers – Balloons
C – CALCULATORS – a la Babbage & Lovelace – Corduroy & Cardigan – Carapace –  CHIMERAS – CIRCUSES – CALLIOPE
D –  DETECTIVES – a la Holmes, Pinkertons, Scotland Yard – DISINTEGRATION/INTEGRATION, Dirigibles – DRILLS –
E – ELECTRICITY – Generators, transmission, Tesla.
F – FARADAY CAGES – Ways to fight electricity in addition to rubber for insulation. This was before synthetic rubber.
G – GADGETS
H – HOLMES (DETECTIVES)
I – INVASION – a la War of the Worlds
J – JOURNALISTS – This is the time period when journalists rose to be a big deal. Think of Stanley searching for Dr. Livingstone.
K – KALEIDOSCOPE – Multi-colored way of viewing the world, or controlling machines or others. KITES – For power, propulsion, or travel.
L – LOST WORLDS – Dinosaurs, Antartica, Hollow Earth, etc.
M – MONSTERS – a la Frankenstein, robots/Clanks, etc.
N – NICKLE PLATED (When there’s no chrome or brass.)
O – OSTENTATIOUS – The villain often has plans that are huge, and often the initial appearance of overwhelming numbers on his side.
P – POWER – Animal, human, water, wind, steam, electricity, exotic
Q – QUALITY – Things are made well and to last.
R – RADIO – How communicate and control things at a distance.
S – STEAM ENGINES –  Wind is still a primary power for ships and mills. Mills also use water wheels. Mills can be grist mills (grain or grinding other materials), sawmills, cloth mills,
T – TRANSPORTATION – wagons & carriages, ships & boats, trains, submarines (20,000 Leagues Under the Sea), airships
Telegraph & Telephone
U – UNDYING – Villains might quest for ways to live on in flesh or machine or both.
V – VILLAINS – Without villains/bad guys/etc. what would challenge the players? Vampires?
W – WILD WILD WEST – TV Show & Movie – Crossover with Western RPG.
X – X-RAYS – Discovered by Wilhelm Roentgen on 8 November 1895. He was awarded the Nobel prize for Physics in 1901.
Y – YARDARM – Either end of the yard of a square-rigged ship. Scotland Yard.
Z – ZOO – Zoological gardens were quite the thing in this time period. Scientists and adventurers would quest for new undiscovered, or now rare specimens. Zeppelins