I'm running a Steampunk game, where my players crew a small airship. Basically I took a lot of the Dungeon Fantasy components, shifted to low mana/sanctity/etc, and ran the tech level up a few levels (and sideways a level or two - it's Steampunk!) The idea is that the Turan empire has just recently solidified its hold on the continent. Dwarven rail lines dominate most shipping, while Gnomish zeppelin fleets snatch up the most lucrative cargo contracts; squeezing honest free traders out of their profits. There's a great dragon running one of the component nations (and quietly working to undermine the Turan Empire); goblinoids make up most of the Imperial Legion (along with their own ninja-based resistance movement); and autonomic Clanks are displacing much of the labor force. Most of the Imperial forces seem to be quietly being shifted north, however - where there are stories of "brass walkers" (the survivors describe them as "half-clanks") overrunning settlements.
So far my players have looted a shipment of medicinal Paut from a crashed airship (the mana-dependant Faun snatched some for herself; covering her medical needs for a month!), escaped an orcish ninja attack, yeeted an exploding locomotive away from a station using their airship (while fending off more of said ninjas), and encountered a powerful psionic group consciousness while recovering a long-distance communications prototype. They then went on to perform a heist on an exclusive airship-based auction, where they encountered a secretive Automaton Liberation Group ("'Clank' is pejorative!"), uncovered some dirt on the magical nature of the airship, and narrowly escaped an Agent of the Empire - a high-powered specialist acting against threats to the Empire, with the full material might of the Empire backing them up. This particular agent is a Psionicist who got a whiff of the group consciousness encounter, and became very interested in who they are and what they're doing.
Most recently, they interviewed a fellow airship captain for a quick job ("Low risk to you! Just a few hours' work!" Smelled fishy, but they always need cash). The captain had them meet in a crowded goblinoid bar, and warned them that another associate was very unhappy with them - right before most of the patrons rose up on a signal, and started charging them! The faun headbutted the hobgoblin captain to open up an escape route, while he fell out of his chair laughing - the bar's band had just switched from a slow number to a faster beat, and a mosh pit was forming right where their contact had placed them! Once he'd had his fun, he assured them their reputation was good, and invited them into a back room to discuss the actual job. Most of the PCs joined the mosh pit after.