A Steampunk setting and Weird Science
I'm preparing for my first session in SWAD. It's a fantasy steam punk London detective story and players are sent out to investigate crimes.
I've drawn out some cases and I'm wondering if I should allow Psionics / Spellcasting / Weird Science as a skill instead of a method of casting powers. Because it's a steam punk setting I feel like Weird Science might fall into a sort of catch all for any sort of device and my "Weird Science Player" might have an advantage in this setting.
I don't want my players who didn't invest in Arcane Backgrounds to feel left behind. But using the said skills as only a method for their own powers feels weird as well. Any tips?
Posted Apr 9, 2026, 7:56 PM UTC
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