Showing posts with label Genre: Pulp. Show all posts
Showing posts with label Genre: Pulp. Show all posts

Wednesday, January 1, 2020

A New Game for the New Year

A link on the Twitter #OSR hashtag recently led me to the Spanish-language RPG publisher grapas&mapas, and more particularly to their thus-far only English-translated work, Vieja Escuela Pulp! Translating roughly to "Old School Pulp", it is indeed a lightweight (48 pages, including the adventure) OSR take on early 20th-century adventure fiction, which is what is usually meant by "pulp". Now that the '20s are here again, it's the perfect time to check out some of the examples of this genre.

Like most other games that fall under the OSR banner, Vieja Escuela Pulp! uses the basic six-attribute, class-and-level, d20+ modifier system we're all familiar with, with some tweaks to fit the author's taste and to emulate the genre. Some of the changes that I especially noticed include:

  • A six-item skill list that largely replaces attribute bonuses as modifiers for rolls.
  • A simple mental health/sanity mechanic based on the Wisdom stat.
  • A Pulp! points mechanic to activate class talents as well as mystical and super-science devices alike.
  • A streamlined advancement system that automatically incorporates a degree of multi-classing.
All in all, my impression is that the rules take more than a few cues from more modern designs, but they are so well streamlined that they would be easy to integrate into other games, even ones from more traditional OSR genres.

The adventure, "The Swamp of the Snake God", is a nice, if a little sparse, search for a crashed WWII bomber that turns into a lost-civilization adventure. The final dungeon, in particular, could be easily borrowed from the South Pacific and re-used anywhere a small pyramid might be found.

And the best part of all? Vieja Escuela Pulp! can be found for free at the publisher's website, linked above. Happy New Year, everyone!

Monday, March 5, 2018

Discovery of the Day

While noodling about on eBay this afternoon looking for cheap copies of old Conan modules, I happened across the most interesting thing - a book called Conan and the Prophecy, published by TSR in the '80s as part of something called "Endless Quest" books.
Probably not by the Bond actor.
Further investigation shows that this was a line of choose-your-own-adventure type books taking place in various TSR properties - mostly Dungeons and Dragons, but also including Star Frontiers and a total of three Conan books.























Details of the plots are a bit on the scarce side, but what information is available suggests that these books are based more on Arnold Schwarzenegger than Robert E. Howard. To be fair, though, this was pretty much right when Conan the Barbarian was first released, so this is to be expected.

Less expected is the pair of Tarzan books that are also part of the Endless Quest lineup.























Unless I missed something rather major, the presence of Lord Greystoke is something of a puzzler. Edgar Rice Burroughs is, of course, in the famed Dungeons & Dragons  Appendix N, but for John Carter and Barsoom, not Tarzan's Africa. I actually can't think of any RPG that's based on Tarzan particularly, though his archetype often comes up as a character option in pulp-genre games. I've only read a few of the Tarzan novels, but there's enough of them that now I'm wondering if it would make a viable setting (and what you would do there besides be Tarzan). I do know he visits Burroughs' version of the Hollow Earth at one point, but again I can't recall a Hollow Earth setting that is Pellucidar, specifically, rather than just being heavily influenced by it.

Sadly, all five of these books seem to be quite rare and expensive now, I know I'll be keeping an eye out at garage sales and thrift stores for them. Like their digital descendant eBay, you never quite know what you might uncover . . .

Thursday, September 7, 2017

What a Lovely Day!

Via The Watch House comes word of a new miniature skirmish game with an . . . unusual premise.


Emerging from the heat shimmer they come in a roar of sound and fury, the nomad brigands and road pilots. Chrome, dust and rust in your rearview mirror are the first harbingers of impending doom. Then the incessant chatter of twin Vickers fills your ears and your auto begins to disentegrate around you.
It's the Dirty Thirties and you're having a bad day...
Pray Maximillian is out there somewhere!

The product of two (naturally) Australian companies - Eureka Miniatures and Mana Press - the cover art alone is evocative enough for an entire RPG campaign. I'm reminded quite a bit of Crimson Skies, that early-2000s computer/board game franchise with a similar pulp-era apocalypse feeling, only with an aviation focus. I expect certain conceptual similarities with Car Wars as well, although the alt-1930s setting should serve to differentiate it quite well.

Interested parties can get a digital copy of the rules from DriveThru, with the usual caveat about affiliate links.

Thursday, September 22, 2016

High Weirdness Campaign Generator

Having been in a bit of a pulpy mood lately, I was pretty pleased to come across this generator over at HeroPress:


True, it does have a few elements that lend themselves more to The X-Files than Indiana Jones, but there's a lot of overlap in those elements, especially if you up the gonzo quotient in your pulp. And while you can use the name-initial method to run the generator - "Fairies Ran the New World Order" sounds kind of like the start of an urban fantasy campaign - it's also perfectly situated for dice.

What's that? You don't have a d26 handy? Actually, neither do I. Happily, d20s and d6s are both standard, and if we use both that just gives us more elements to work with. For example, if I roll 18 + 3 on the top half that gives me Nazis, Dragons, and Gnomes (. . . maybe this is also a fantasy generator), and 14 + 4 on the bottom "Ruled the Hollow Earth", "Built Atlantis", and "Created the Nazca Lines". These all have possibilities by themselves, but you can't tell me that Hollow Earth Nazis fighting ancient Atlantean dragons for control of places of gnome-made power doesn't sound amazingly off-the-wall.

Thanks to Tim Knight of HeroPress and the original maker of this generator!

Saturday, September 17, 2016

Dungeongating!

A setting premise for the pulp-tinged fantasy or fantasy-tinged pulp RPG of your choice.

While knocking about in the East in the 1920s, an English explorer Sir George Lancasterwood-Smith came into possession of a curious stone ring of impressive size immense age. Naturally he had it shipped back to his estates in Berktonshire, where it stood for several years until one foggy, moonlit night when something came out of the ring and ate Sir George's favorite hound.

 In response, rather than do something sensible (like sticking the ring under an American mountain range for sixty years), Sir George moved the ring indoors and engaged all manner of scientists, cranks, boffins, alchemists, and mystics to figure out its secrets. Eventually, they determined that by illuminating sections of the ring in sequence, the inside would shimmer and thin and, if passed through, would deposit explorers - somewhere else.

Somewhere else, in this case, being an immense underground labyrinth, decorated in a vaguely familiar but unidentifiable style that seems to heavily feature skulls. This was, however, less important than the unique and valuable artifacts that kept turning up, inspiring Sir George to lead several expeditions further and further into the maze.

That, of course, is when the monsters showed up.

The bulk of them seemed to be long-dead bodies mindlessly shambling around despite various states of decomposition, but
there were plenty of other creatures seemingly torn from ghost stories and fairy tales, and others that defied sane descriptions. Despite this, Sir George is still recruiting interested parties to investigate the mysterious underworld, perhaps discovering whether the labyrinth has any exit, or whether three are any other living people inside. Some of those studying the ring - or the Gate, as it's now called - also wonder if, by changing the pattern of the light shone on the ring, the Gate could be made to open somewhere else entirely . . .

Wednesday, January 13, 2016

Fate Core 2: Electric Boogaloo

Following up on their amazingly successful Fate Core Kickstarter from a couple years back, on Monday the folks at Evil Hat debuted Fate More Part One: From Bits to Books. But don't let the title scare you - while the focus is indeed on printing paper editions of material already available digitally, like last time there's a $10 all-digital buy-in - and it's already worth it, as in less than two days not only has the original goal funded, but the first stretch goal as well:

Yep, a Majestic-12 sourcebook for the Atomic Robo RPG, based on the now-webcomic of the same name. Now, while MJ-12 are, in the comic, presented as the enemies of our favorite wise-cracking robot, this book sounds like it will present them from their own perspective, which should be pretty interesting, and useful. For example, I bet you could easily match it with the fluff from the Monster Hunter International game to do Fate of the Monster Control Bureau.

This revelation also goes to show that there'll be new material available through this Kickstarter in addition to the new printings, and indications are that, like the previous outing, the final results of this are going to be incredible. And of course, if you're new to the system the Fate Core book, as well as a bunch of others (including Spirit of the Century now, I see), are all PWYW on DriveThru.

BREAKING: As I typed this up, the next stretch goal for the Kickstarter was announced - a hardback version of Young Centurions, the nearly-released YA prequel to Spirit of the Century.


What did I tell you? Incredible.

Thursday, February 27, 2014

Wheels Within Wheels

"He loved maps, and in his hall there hung a large one of the Country Round with all his favourite walks marked on it in red ink." - On Bilbo Baggins, The Hobbit.

Like Bilbo, I also enjoy maps, particularly dungeon maps; and especially ones that have some kind of trick to them. Today, I happened upon what may be the tricksiest dungeon map of them all:


Just look at all those discs ready to spin around and completely befuddle any adventurers wandering through. This beauty is the brainchild of James Eck, who's also written up a short module utilizing the design. Stats, when necessary, are given for both D&D 3.5 and the author's own Mind Weave system, but honestly there are so few numbers involved it would be a cinch to use with any system you care to name. Plus there's a few other interesting tidbits, like the single-use keys that respawn in portable - but heavy - chests. Very Zelda-esque.

But that's just a bonus - the map could easily be re-stocked for better integration into a campaign, or you could use some random tables to just let the madness build. You might even transplant it to another genre entirely - I'm thinking Indiana Jones would have a field day with the place.

Monday, February 11, 2013

FATE of the A-Team

So, the FATE Core Kickstarter ended late last month, easily hitting the last stretch goal and ensuring that the Fate Accelerated Edition of The Dresden Files will be added to Evil Hat's already crowded development queue. With nearly 14500% of the initial funding goal to play with, the only thing they need now is time.

While we're waiting, then, here's the rest of the A-Team, built using the Fate Core Preview. First off, it seems in my last post I left off Hannibal's Physical ([] []) and Mental ([] [] [] []) stress tracks, so there's that. Next, the rest of the team:

Lieutenant Templeton "Faceman" Peck
High Concept: Scrounges Anything Anywhere from Anyone
Trouble: Weary of the Mercenary Life
Aspects: Ladies' Man, Keeper of the Checkbook, You Just Hired The A-Team
Skills:
- Great (+4) Deceit
- Good (+3) Burglary, Rapport
- Fair (+2) Contacts, Resources, Shooting
- Average (+1) Athletics, Fighting, Investigation, Will
Stunts: Lies Upon Lies (Deceit), Best Foot Forward (Rapport),
Physical Stress [] []
Mental Stress [] [] []
Refresh: 2

Captain H.M. "Howling Mad" Murdock

High Concept: The Best Chopper Pilot In Vietnam
Trouble: Home is the V.A. Pysch Ward.
Aspects:  Zany Fantasy Life, Improbable Linguistic Skills, You Just Hired The A-Team
Skills:
- Great (+4) Drive
- Good (+3) Will, Athletics
- Fair (+2) Deceit, Fighting, Shooting
- Average (+1) Burglary, Investigation, Physique, Stealth
Stunts: If It Has Wings I Can Fly It* (Drive)
Physical Stress [] [] [] 
Mental Stress [] [] [] [] 
Refresh: 3

The "Grappler" stunt in action.
Sergeant Bosco "B.A." Baracus
High Concept: Bare-Knuckled Mechanic
Trouble: Named for his Bad Attitude
Aspects: Hot Rod Panel Van, Scared to Fly, You Just Hired The A-Team
Skills:
- Great (+4) Physique
- Good (+3) Drive, Fighting
- Fair (+2) Crafts, Shooting, Intimidation
- Average (+1) Athletics, Notice, Rapport, Will,
Stunts: Pedal to the Metal (Drive), Grappler (Physique), Take the Blow (Physique)
Physical Stress [] [] [] []
Mental Stress [] [] []
Refresh: 1

One thing I hope you'll notice right away is that all four Team-mates share an Aspect, a trick I borrowed from The Dresden Files RPG to provide coherence mechanically. I'm pretty sure it was tagged several times during the run of the show itself, usually to convince reluctant team-mates to take a particular job. Another thing that all four team members have in common is that their "Shooting" skill is only at Fair - this, too, was intended to simulate the show.

Something that surprised me during the process was how non-restrictive the limited number of Aspects and Refresh was. Coming from Dresden and Spirit of the Century, five Aspects and three Refresh - even with one free stunt!- doesn't sound like a lot, but it turned out to be plenty. I suspect that genre has something to do with this - one of the reasons Dresden has such high Refresh rates is that all those nifty mystic powers are paid for with them. Something relatively lower-key, like The A-Team, can work with the lower rate.

Anyway, this was a fun exercise for trying out FATE Core. For an actual game I would expect the skill list and stunts to be more heavily customized (the most recent addition to my blogroll, Fate of the Drowning Woods by Murder of Crows, has been playing with this quite heavily recently - go check it out!), but keeping the A-Team (mostly) within the draft rules was an interesting challenge, nonetheless. And hey, even if you didn't get in on the Kickstarter, word is that the Fate Core book will be coming out as a pay-what-you-want-including-nothing PDF - I'll be sure and mention that when it gets released!

*New Drive Stunt, If It Has Wings I Can Fly It: +2 to Drive whenever the vehicle in question is capable of flight.

Wednesday, January 23, 2013

Spirit of the A-Team

It wouldn't be an Evil Hat Product without a gorilla on the cover.
Being a fan of Evil Hat Games, I've been following with some interest the Kickstarter for Fate Core, which updates the FATE system used in Spirit of the Century and The Dresden Files, and making it generic to boot. I've not mentioned it before because A) I did a lot of updates for the Monster Hunter International RPG Kickstarter, and B) it didn't really need the help, fully funding in a matter of minutes and then shooting through a mind-boggling array of amazing stretch goals.

I'm serious about the mind-blowing part. After the core rules, a rules toolkit and sample settings book (this last so huge it had to be split into two volumes) all funded, Evil Hat pretty much turned to prefunding their entire 2013 production line through stretch goals. As a result, said stretch goals now included a new version of Dresden, two FATE adaptations of other companies' settings (Freeport and The Day After Ragnarok, to be exact, both excellent choices), and a whole pile of stuff for SotC*.

One of these is actually a revival of a project I had thought long dead - Shadow of the Century, taking the hyper-pulp world of SotC and advancing the timeline to the 1980s. Several icons from that time and genre are referred to as inspirations, including one of my personal favorites: The A-Team.

Since it may be some time before even the backers get to see SHotC, I've decide to take the FATE Core  draft rules for a spin, and see about stating up The Team. First up is Hannibal:

Colonel John "Hannibal" Smith

High Concept: “I Love It When A Plan Comes Together!”
Trouble: Still Wanted By The Government
Aspects: Monster Movie Actor, Soldier of Fortune, You Just Hired The A-Team
Skills:
- Great (+4) Will
- Good (+3) Deceit, Fighting
- Fair (+2) Athletics, Shooting, Investigation
- Average (+1) Burglary, Drive, Intimidation, Stealth
Stunts: Mind Games (Deceit), Indomitable (Will)
Refresh: 2

For the purposes of testing the rules I used the stock skill list and example stunts from the draft, but of course with a bit of thought both could be tweaked to heighten the A-Team feel. Actually, I've just thought of a great custom stunt for Murdock, whom I'll be doing along with Face and B.A. in a couple days.

*Seriously, the $10 pledge level for this one is a crazy-good value - it includes a PDF of every stretch goal funded, and funding is currently at 10,500%. At this point, it's basically a subscription to Evil Hat's output for the rest of the year and beyond.

Sunday, September 16, 2012

Zeppelin Vs Pterydanthals


So, it's just about twelve hours until the deadline for the "Gimmie Your Weird Adventures" contest currently being run by Trey of From the Sorcerer's Skull (which blog was the basis of the Weird Adventures weird-pulp-fantasy setting). Inspiration having struck sooner rather than later, I did come up with this:

Zeppelin Vs Pterydanthals

A technological marvel meets a hitherto unknown civilization in Far Asciana.

Set-Up: Blown off course from their previous heading, an airship filled with adventurers and other passengers has just gotten its bearings when, suddenly, an attack comes from the jungle below. The attack proves to be the work of a previously unknown population of winged caimen, based out of a ruined temple complex.

Highlights: Dogfighting the Ptero-men in the airship's scout plane. A sea of green surrounding an ancient stone mountain. Ominous flapping from the darkened windows of the ship's lounge.

Wednesday, January 11, 2012

BEHOLD!

Somewhat buried by the fallout from yesterday's news about some fantasy game, came an announcement earlier today simultaneously from Fred Hicks (of Evil Hat Productions, publishers of The Dresden Files RPG), Mike Olson (FATE blogger and contributor to that version of The Kerberos Club) and Brian Clevinger (writer of the comic series Atomic Robo) of, well, exactly what you'd expect those three to collaborate on:


This is, to put it mildly, really exciting news for me - I've just recently become a fan of Atomic Robo, and I'm quite the fan of the guys at Evil Hat. Putting the two together, it's like the proverbial chocolate and peanut butter.

For those of you unfamiliar with the premise of Atomic Robo, I shall elaborate: Atomic Robo is a humanoid robot created by Nikola Tesla in the 1920s, who goes on to a long a fruitful career battling Communists, Nazis, cyborgs, Nazi cyborgs, giant ants, Thomas Edison, government conspiracies, and pretty much any other pulpish, Weird Science menace that rears its head throughout the twentieth century - and beyond.

I can't believe I nearly forgot the psychotic hyper-intelligent velociraptor.

If your interest is at all piqued by this I highly recommend checking out the various free online comic stories, which give what I think is a good overview of the character - most especially the Free Comic Book Day 2009 installment, from which the above panel comes (as you might be able to tell from the title of this post, Dr. Dinosaur is easily a favorite character, surpassing perhaps even Robo himself).

I'll certainly be keeping a close watch on this game as it develops - besides the latest permutation of the FATE ruleset, the potential of an Our World - type guide to the world of Atomic Robo is particularly enticing.