First, let's lay out some of the areas where great advancements were made during the Victorian era (the era to which "Steampunk" fiction is generally understood to correspond) or immediately before or after. We can discuss in the comments why these advancements may or may not be desirable in the setting. Next, we'll explore ways to meld them with the fantastic setting using staples of the genre (most notably magic). The comments section will also provide an area to discuss how the arcane arts might in turn be affected by the advancement of science, and propose and discuss methods of or approaches to magic which might be unique to Disposable Steampunk World.
Technologies
- Transportation - The steam engine made railways and steam ships possible, and canals and stage coaches came into widespread use. Airships are another staple of steampunk, with the first dirigibles having appeared before the Victorian era and rigid airships not having truly made an appearance until shortly after. The earliest automobiles also made their appearance during this time.
- Communication - The first postage stamp, the telegraph, the telephone, and photography all made an appearance during this time. Advertising reared its ugly head.
- Computing - The analytical engine and the difference engine were both described during this era, and various attempts were made at building both with differing amounts of success.
- Sanitation - There were major advancements in sewage and water supply networks. Soap was one of the items most associated with the new art of advertisement.
- Quality of Life - Gas light and gas heat both made their appearance.
- Medicine - Anesthetics (such as ether and chloroform) and antiseptics both came into widespread use during the Victorian era.
- Weaponry - What every gamer has been waiting for - how are we killing one another? With single shot, muzzle loaded flintlock firearms for one, even including the occasional rifle. With the heavy polearms required to face men wearing the advanced plate armor which is available in this age. With dueling blades or pistols, in our leisure time.
- Transportation - Teleportation: let's talk about it. It seems to me to suck some of the fun out of the steampunk genre, but at least one of you has a well-formed and compelling argument in favor of teleportation. Coaches drawn by tireless constructs, airships pulled by flying monsters, there are almost too many interesting possibilities here.
- Communication - Telegraph stations could be replaced or augmented by magical messaging stations, or by some fantasy equivalent of the pony express. Photography might compete against permanent illusions peddled by enterprising sorcerers.
- Computing - I'm at a complete loss, here. Anyone?
- Sanitation - Several staples of the fantasy genre might have an effect here. The bag of holding, the ability to create clean water...
- Quality of Life - Light is a small feat for the average wizard, so some upper-class homes may be lit magically. Heat is slightly more difficult, but doable.
- Medicine - This is a difficult one. Magical healing in many fantasy settings completely replaces medicine. I think that, in Steampunk City, spellcasters have to be rare. Sure, there are hundreds of clergy, but a very small percentage of them are spellcasting clerics. Enough so that magical healing is present, but not available on a widespread scale.
- Weaponry - Of course. +1 Pistols and a Thundering 18 Pounder. Emberstone itself might be a pseudo-magical material, infusing many of the technologies it powers (including firearms) with a trace of magic.