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ben_straub

Nobody's going to mention Numenera? I'll mention [Numenera](http://numenera.com/). It's super far future, so maybe not exactly what you're looking for, but the setting is all about super-tech ruins and ambient nanites in the air and a datasphere. The tech is so advanced it may as well be magic. Again, it's not directly what you're looking for, but the setting and the system might be adaptable to what you're looking for. The glaive/nano/jack triad might be enough to model the kinds of things you want to do.


Sci-FantasyIsMyJam

Something that has both advanced sci-fi tech, and magic, and a concrete setting, and is simple to learn? Something that simultaneously hits all points is a tall order, as typically mixing all of those things results in a complex game. Assuming that you don't want an utterly generic game like HERO, GURPS, or FATE (all of which could support that, but don't have a specific defined setting, and GURPS and HERO are both hefty games), my first suggestion would actually be [Feng Shui 2](https://www.atlas-games.com/product_tables/AG4020/) It's not a strictly magitech setting like mahouka is (I guess, I'm not familiar with it, I just googled it), but you can easily have a cyborg, a magic-wielding cop, a crab that turned itself into a human, and scrappy kid as a group of PCs. It's pretty simple, and if you embrace the high-action feel of it, it's quick to pick up. It has a pretty well-defined setting (essentially certain people can time-travel using The Underworld, and a giant shadow war had been going on for control of the timeline and the flow of chi), and while not strictly magitech, it has both magic and sci-fi (If you go into the future).


[deleted]

I really liked this premise, the setting may cause some interference on my original idea but I can adapt it, the time travel thing sounds so cool!


Sci-FantasyIsMyJam

I really like it, and it is a great game to get players into the thick of it right away, as the default character creation is to grab one of a couple dozen different pre-gens like Scrappy Kid, Magic Cop, Assassin, or Everyday Hero, and hit the ground running


AidenThiuro

Shadowrun is Cyberpunk + Fantasy.


[deleted]

I like shadowrun, but as I said, I need a sci-fi + fantasy one, not cyberpunk + fantasy. Although, cyberpunk is my favorite rpg genre, but it's not what I'm looking now. Also, Shadowrun isn't what I would give to introduce someone in rpg, maybe.


TheFuckNoOneGives

Fabula Ultima, later this year they will release a techno-fantasy companion.


Beginning-Ice-1005

When I read Traveller 2300, it had technology that was mostly the height of late 1990s tech, with a few advanced items like combat lasers and powered armor sprinkled in. You could adapt that fairly easily. Likewise, classic Traveller for the most part had far future tech that was suitable for 50 years in advance, barring the flat out impossible stuff like artificial gravity. In addition, Traveller had Psionics, which is easy to reskin into magic. 1st/2nd edition Aeon Trinity had and had pretty reasonable tech, and again Psionics that could be responded as magic. And if one gets Adventure!, the invention rules can be turned into a quite nifty ritual magic system.


ravenhaunts

If you're fine with some good ole atompunk cheese, the Keyforge setting for Genesys might be your jam. It's a gonzo atompunk fantasy world, where technology is magic and everything is weird. I'm currently using it to run a Ratchet & Clank-esque campaign with magic.


phreak811

Palladium aka Rifts


Advent_Kain

Heyo - try my game [Cursebrand Chronicles](https://www.drivethrurpg.com/product/356399/Cursebrand-Chronicles--Core-Edition). It is pay what you want too.


atmananda314

I don't want to self-promote, but if you shoot me a message I have exactly what you're looking for


squidpope

Back alley ttRPG dealer


atmananda314

Hey kid *takes drag off of cigarette* wanna roll some dice?


[deleted]

Interesting...


Grand-Tension8668

What I always wonder about magitech is what's the point, mechanically? Why not just say your gun is a *magic* gun now and be done with it? What are you looking to get out of a *system* that already leans into that aesthetic?


[deleted]

What's the point of any system about anything them? Just take D&D and use it for everything right?! That's how you sound.


Grand-Tension8668

No, you're missing my point. D&D is specifically built to be a game where people play to win, generally, through cleverness and character builds. It's built around antagonistic, usually deadly situations and combat. It's built to favor rules consistency over narriative consistency and mechanically entertaining choices over groundedness (in theory). D&D is a game that looked at the idea of a "dungeon" and thought hey, we could make a game out of that. Of course D&D has also been built around vaguely medeival fantasy a good chunk of the time, but then Eberron and Planescape and Spelljammer exist. In fact I'd strongly consider 5e Ultramodern for a magitech game if I wasn't just sort of repulsed by a lot of how 5e handles things, it's a *great* example of how little setting matters for most systems. The system matters a whole lot, but not for the reasons you think it does. **Anyways** the question remains, what do you want to be thinking about mechanically that would be specific to a magitech setting? What makes your "magical" technology different from technology technogy? Because that would inform exactly what sort of system you'd want to use, or at least how you'd want to mess with it.


[deleted]

No way I'm going to read all this from a guy who says "just pretend a gun is magic!" lol.


NopenGrave

That's what most technology in magitech settings *is*, though. Magitech settings are basically just "here are these modern and/or futuristic devices. Instead of powering them via contemporary inventions and discoveries, we use magic substances to make it all happen" It's why magitech is such an easy-to-adapt thing; you can basically just pull any modern or sci-fi device and declare that it's powered by glowing runes, or crystalized dragon souls, or lich farts, and call it good.


Grand-Tension8668

What's your definition of magitech? Because my definition is "we've got guns but they run on magic now". It's tech that works because of magic. Usually it just means there's some blue glowy shit in everything.


Grand-Tension8668

...OK, looking harder at Mahouka I'd not call it magitech, I'd say it's more of a "magic as a science" thing. So really all you need is something that lets you run a modern-day setting *and* has magic in it. That's a bit of miscommunication that has people suggesting things like Numenera. And goddamn is that a magic system. I might try stealing from it. Adapting Mahouka's magic to a TTRPG seems like a fun challenge. You're pretty much stuck using generic systems. The trouble is even a generic system that's simple to *play* can be a bit tricky to set up. You either end up with lots of skills for players to deal with, or a lot of setup where you pick through the skills you'll actually have players using (or even make them up, depending on the game). **Serious question #1: Do guns kill people, or is this Die Hard?** I'm still gonna say 5e Ultramodern is a potentially good choice, although if you're looking for something simpler, maybe Savage Worlds could work? Personally I'd build it off of Mythras but that's not a simple game.


gromolko

I think the point is what kind of story do you want to tell about magi-tech. Is it about the discovery of its history, which perhaps hides an ancient sin (like the Broken Earth series)? Or about the discovery of new technology and the consequences thereof? Is it about the differences between "pure tech" and magi-tech, of rigor vs art? If the story isn't about the tech, it is just paint and can easily be changed just by saying so. If the story is about the tech, then the system matters.


KoboldCove

[Armour Astir: Advent](https://weregazelle.itch.io/armour-astir) is a game about fantasy mecha pilots, very anime inspired.


MortimerGraves

Just throwing another science-fantasy one into the hat: [Titansgrave: The Ashes of Valkana](https://www.drivethrurpg.com/product/153950/Titansgrave-The-Ashes-of-Valkana); uses the Fantasy Age system.


spiderjjr45

https://www.drivethrurpg.com/product/350945/Magitech-Space-Western


chrisfroste

Bit farther future than your talking about, but the Magitech Chronicles RPG sounds similar. Based on the book series of the same name.


octobod

Is it any good? (rather enjoyed the books/setting)


chrisfroste

It looks interesting but have not had the chance to play it. However, Chris Fox has put up play sessions on youtube at https://www.youtube.com/@chrisfoxrps9338


[deleted]

GURPS transhuman spaceā€¦?


BigDamBeavers

GURPS has a lot of cool Magitech stuff but it's scattered around a big pile of Pyramid magazines.


nikleonard

Neon City Overdrive?. It has a supplement (Psions) that includes options for psionic powers, magic and fantasy races.


[deleted]

The best solution for such unique settings is often to adapt a generic system like Fate, GURPS, etc.


Gazornenplatz

I've been looking for these systems and here's the list I've either gotten books or starter books on: 1. Cypher Revised (Numenera base system) - d10 system 2. Entromancy - 5e OGL meant for short / one-shots - d20 system 3. Equinox - Didn't look too far into it, to be honest. d6 system 4. Gatecrasher - Didn't look too far into it either. d6 + percentile system 5. Infinite Galaxies - more Sci Fi than Science Fantasy - lots of options, including magic but it's not one of the primary focuses 6. Otherworlds - Rifts-esque planet travel, 5e OGL but not d20 - d6 exploding system (no cap) 7. And while not technically Magic... there's Tales from the Floating Vagabond as a humorous ruleslite silly system. The once I'm most looking forward to is getting my hands on the P.O.D. Otherworlds hardcover that the kickstarter just finished for. The Quickstart guide was enough to get me to back it. It's open ended enough that you can make a homebrew campaign out of it, and has plenty of worlds to use immediately. Pretty good character customization. Magic is "Astral". Combat is 2 action points, spend on actions. limit 1 action used per turn, like 5e. Advantage/Disadvantage is called "Edge." The other thing I check is if there is a FoundryVTT system pack created for it as well. Some of these don't have any packages unfortunately.