Electropunk?
Electropunk?
The issue, of course, is that electricity takes us into a modern setting. I want the technology to feel as "fantastic" to a reader as the magic, and I think you lose that feel when you bring in electricity and it starts to feel like there's a specific tech-time setting. Plus, electricity opens too many new doors.
As for an in-game explanation, how would you provide one?
Hero's steam engine wasn't really what we'd call a steam engine. It could do no practical work, and really just explored the principle that jets of steam could propely things.
In my tech vs magick setting, when magick came back into the universe it once again occupied the "space between", the "universal medium", the "fifth element" area of the cosmos and as a result radio transmissions and wireless transfer became next to impossible. It can still be accomplished with a massively power-intensive pulse of energy to "clear the air", but because of the energy involved, this is rarely used. Instead, direct lines are. Unfortunately, this means that the terrannean empire rarely communicates with the space empire. Also, it means that the direct lines between olympias (cities) are a tempting target for terrorists / rebels.Another anti-electricity plot is in however magic works. Maybe any significant electricity scrambles magic (but of course that's not a barrier, it's a choice-- or an anti-magic weapon), or tends to pool into lightning elementals, or the laws of magic just say electricity doesn't flow well in whatever way seems like it's part of your magic system rather than an add-on.