If not Space 1889 then perhaps a Steampunk book? I was very disappointed with the D20 OGL one from Mongoose, but we now have a broader choice of systems - Traveller and Runequest spring to mind though of the two I think Runequest might be the better choice.
A generic book or a specific setting? I think I would prefer the former but the latter might sell better. Are there any potential licences out there to be snapped up? GURPS already has Girl Genius which would seem to be the pick of the litter. Howl's Moving Castle might be complicated because of the anime and in any case has magic and too many fluffy bits (it is good but not pure steampunk - it intersects with too many other sets).
Core requirements:
How to be a Victorian. Attitude, morality, ethics, class, what made them better than us (discuss).
Mad science for beginners. Thinking things up, making things, breaking things...
History - how to deviate from real history in a plausible manner for fun and profit. Perhaps a list of useful turning points?
Races. Uplifting animals, thinking machines and cyborgs but no elves or fantasy races.
Machines and gadgets. What was real, what could have been and how to make things. (note to Mongoose, caplocks are pre-steampunk and a musket is not at all the same thing as a rifle)
Magic. No - however spiritualism does deserve a place and has curious real would links with science and the invention of such things as the television.
Space, to the red planet by red duster.
What have I missed and have I upset anyone yet?
A generic book or a specific setting? I think I would prefer the former but the latter might sell better. Are there any potential licences out there to be snapped up? GURPS already has Girl Genius which would seem to be the pick of the litter. Howl's Moving Castle might be complicated because of the anime and in any case has magic and too many fluffy bits (it is good but not pure steampunk - it intersects with too many other sets).
Core requirements:
How to be a Victorian. Attitude, morality, ethics, class, what made them better than us (discuss).
Mad science for beginners. Thinking things up, making things, breaking things...
History - how to deviate from real history in a plausible manner for fun and profit. Perhaps a list of useful turning points?
Races. Uplifting animals, thinking machines and cyborgs but no elves or fantasy races.
Machines and gadgets. What was real, what could have been and how to make things. (note to Mongoose, caplocks are pre-steampunk and a musket is not at all the same thing as a rifle)
Magic. No - however spiritualism does deserve a place and has curious real would links with science and the invention of such things as the television.
Space, to the red planet by red duster.
What have I missed and have I upset anyone yet?