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Monday, February 15, 2010

OSR Pulp Adventure?

I find myself wanting to run a pulp game again, but am not entirely sure I want to run it using any of the heavy systems I own. Currently I have Two-Fisted Tales, which is not overly heavy but has an odd mechanic about it that though intriguing is a bit too random for my taste. I also have Hollow Earth Expedition that is a lovely system, but still requires a lot of work on the DMs part in the form of detailed stat blocks for encounters and such (otherwise I love the game). I am looking for something that plays easily but is also lighter work for the GM like the older RPGs.

Does anyone make an RPG for pulp adventure that is light like the OSR stuff? Savage Worlds look like it might come close, at least from what I've seen of the stat blocks for the encounters, but I am not familiar with the game and it seems to be spread out over several dofferent books and expansions.

Lil' help?

Thanks,

-Eli

16 comments:

  1. microlite20 modern?
    http://microlite20.net/files/Microlite20_Modern.pdf

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  2. We've played a lot of Spirit of the Century in the past, and have enjoyed it thoroughly.

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  3. Al, I have Microlite 20 and will have to give it a look.

    Mik, what is the learnign curve on SOTC and how fluid is play? Also, how easy is it to create creatures, encounter,s etc for SOTC?

    Thanks guys,

    -Eli

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  4. Check out WHAP! (Wildly Heroic Action Pulp) by Perryton Publishing. Ken St. Andre recommended them to me. They also do some T&T stuff as well.

    http://www.perytonpublishing.com/

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  5. A company put out a game called Adventure a while back that is pretty easy on the mechanics. You could also just go with Savage Worlds which is also very easy on the mechanics.

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  6. I am currently leaning toward Savage Worlds or Microlite20 depending on how light I want to go. I will be introducing a new game the group I'll be running this with, so part of the math comes down to how much system I also want to teach them.

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  7. Tunnels & Trolls 5th edition
    --If you want more cruch, then Mercenaries, Spies & Private Eyes, which is 5th ed T&T set in the 20th century, complete with Thompson SMGs, Femme Fatales, and a few paragraphs on the Lost World sub-genre.

    http://www.flyingbuffalo.com/mercen.htm

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  8. Wow, so many options. The sad part is that very little of the game I have planned is really pulp. The whole concept of the game is to take a larger than life gang of pulpy Nazi busters into a Sword & Planet type setting and trapping them there along with the evil doctor they were trying to stop.

    So really only the characters are pulp adventure, the rest of the game is pulp fantasy.

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  9. Savage Worlds would be easier to get off the ground than SotC, but in the long run I feel SotC pays off larger dividends.

    It's often run as a con game, so it's pretty easy if you're unfamiliar with the rules to jump right in the action. Game prep time is minimal, both the GM and the players collaborate to evolve the story in-game.

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  10. Eli, then the T&T/MSPE is the clear choice to go with. ;)
    --There is that section in which normal humans travel to the fantasy world, as well. :)

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  11. Mik,

    Would you say that SOTC is good for inexperienced role-players? I am going to be playing with a group I am not familiar with. I only know one of them from actual gaming interaction. The rest are X-factors.

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  12. T&T seems a bit lightish for my tastes.

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  13. Do what you've got to do, Eli. ;) :D

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  14. Don't get me wrong. I appreciate all the input and all, I'm just working my way backwards from years of playing overly fiddly and detailed systems here.

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  15. Eli: No offence taken.
    --I think that you'd find MSPE to have pleny of crunch, while still profiting from the very open-ended Saving Roll system first devised in T&T, and upon which Steve Perrin built his d% Opposed Check table for Runequest.

    I make 0-profit from promoting Flying Buffalo, Inc. products, but I've been a long-time supporter for a reason: T&T and MASPE are infinitely capable games.
    --I hope you find a copy of the MSPE rulebook in a LGS someday and peruse it to verify that it is wholly capable of accomodating everything from Sword & Planet to Golden Age Supers, and all points between.

    Best,

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  16. I'd suggest Deep7's 1PG line - they have a game specific for pulp (Dime Heroes), plus a couple of expansions - airplanes and lost worlds. Their other games in the series plug in easily, so Broadsword, their S&S game, would give you the swords & planets aspect.

    The 1PG bit comes from the rules originally being "1 page", I think they're up to three now, plus adventures. Last time I checked they were only $4 at RPGNow.

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