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Adventure! RPG - Arcanum/Adventure!

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I've been thinking of a running a new game once my trinity game finishes and decided to go with Adventure ::thumbsup , however I'm not going with a canonical game. I'm going to set it around 1860-1880 and have it in a steam tech type world (think Arcanum on pc, for those who've played it). Also like in Arcanum, I'm tempted to include other main races, you know the usual dnd fare (elves, dwarfs, ogres, etc.) and give them apropriate bonus' and penalties. As for magic in the game, I'm gonna stick with Adventure rules. If a spell (effect) can be done in Arcanum but not in Adventure then I'll scrap it unless I'm confident that it will work, if so I'll treat it like a knack of apropriate level. The more I look at Adventure and Arcanum, the more I'm convinced that they'll work well together for system and setting. So what do you all think? Do you have any ideas for this? And is there any recomended reading for a steam pulp setting?

By the way if you haven't read the Arcanum game manual, do so, it's hillarious! ::laugh

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I thought this thread might be about me. ::tongue

GURPS Steampunk.

William Gibson and Bruce Sterling's The Difference Engine.

The League of Extraordinary Gentlemen.

Jules Verne's Twenty Thousand Leagues Under the Sea and his The Mysterious Island (the Captain Nemo novels).

Just about anything else by Jules Verne or H.G. Wells.

Castle Falkenstein RPG stuff.

Victoriana RPG stuff.

For magic in Adventure, I've found that the Sorceror books for Mage: The Ascension work as decent models. Things don't convert exactly, but the power is much more restrained than that of either Mage or Ars Magica.

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Thanks for the info Arcanum_V. I have sorcerer (great sub-system) but decided against bringing it in, i didn't wan't to mix in another set of rules, I'm happy keeping it A! based and leaving it at that. By the way I like keeping sorcerer powers for enemies since it's been a while since my players have seen the book, and one I know hasn't.

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