Showing posts with label 1930's Pulp. Show all posts
Showing posts with label 1930's Pulp. Show all posts

Thursday, February 16, 2017

Crimefighters 5

    So I thought I would expand a bit of why I don't like the initiative system in Crimefighters. This is not a criticism of the game. It's just no to my taste. This is from the text itself.

1. Determine encounter distance
2. State actions (as needed)
3. Determine initiative (first second only)
4. Conduct actions in order of occurence
This sequence is repeated as often as necessary.

    The thing that gets me the most is the stating of actions before rolling for initiative. I don't like this. I think things should evolve more organically. There are advantages and disadvantages to going "first" so to speak.
    Declared actions are like I draw and fire my pistol. Or I dive for cover, then drawn my pistol, and fire. The game breaks things down into seconds. But what if the "bad guy" fires first and misses. Then my character carrying a shotgun previously declared that he was diving for cover. Maybe seeing how he missed my character wants to try to one shot the "bad guy" at close range? I feel declaring is to rigid, and lack flexibility. Its definitely a holdover from wargaming. Like I've said before its a product of its time. Which is OK. I would update/change it to my tastes.
    I also don't like it being stated as counted in seconds. Actions that can be completed in seconds is different for different people. I don't think the reaction time dexterity are the same either. Let me give an example. I have a relative that I know, because I've seen him do this. He can draw and fire a 1911 twice in a second. But I'm not sure he could catch an orange if you chucked it at him suddenly.
    I think "actions" is a better fit. A little more abstract, like D&D or something. Anyways something for your minds to chew on.

Wednesday, February 15, 2017

Crimefighters 4

    Havent posted in a bit. Health issues with my family, I wont go into details. But, anyways Crimefighters. Its still been on my mind. Like I've said before it needs some things shored up. I've been thinking about combat.
    I think I would add rules like CoCs rules for shotguns. I think that's a pretty good set of rules. That jives with my thinking on the subject.
    But something I'm not sure about is the initiative system. Its a second by second deal. I think I would like it a little more abstract. I know that sounds strange. I like a more realistic style/system for shotguns, but a less of one for initiative.
    Just some thoughts.

Thursday, February 9, 2017

Crimefighters 3

    So been thinking a lot about the Crimefighters RPG. Like I have said before, it is definitely a child of its time. But that doesn't deter myself from liking and enjoying it. But as it even states, it is missing bits. No real rules for automatic weapons, planes, or gadgets. Its also could be fleshed out more in the bits that are there. For instance it has fencing and judo skills. but no boxing. A pulp game set in the 30's has got to have a boxing skill. Besides being a relevant skills for the time. Boxing was a much bigger deal back then.
    I'm not trying to take anything away from Crimefighters. Its got a lot of content for a mere 22 pages. I'm just saying it could use the rough edges, rounded off. Its got a lot going for it.

Tuesday, January 31, 2017

Crimefighters 2

    So I was thinking a bit more about Crimefighters. Particularly about the skills in the game. They really are not skills. They are basically feats. They help with skill like things and maneuvers. Its interesting. Like I have said previously, it's really a product of its time. Anyways just a random thought.

Monday, January 30, 2017

Crimefighters

    So I was mucking about the interwebs yesterday looking at pulpy stuff. I came across something I had not thought about in a while. A game by TSR from back in the day that was published in Dragon magazine, called "Crimefighters". Written by basically a legend, David "Zeb" Cook. It's very much a product of its time. But, it's still a fun and functional game. Here's the blurb about it from wikipedia.

Crimefighters is a 1981 TSR pulp-themed tabletop role-playing game created by game designer David Cook.[1][2][3][4] Crimefighters was originally released in issue 47 of the March 1981 edition of Dragon magazine.[5][6]
The game featured artwork by artist Jeff Dee[1][7] who also drew the Crimefighters game character Dark Night Dan.[1]
Crimefighters was included in the Dragon Magazine Archive, a collection of five CD-roms comprising the first 250 issues of Dragon magazine.[8]

Game overview[edit]

Crimefighters emulates the 1930s pulp adventures of characters such as Doc SavageThe SpiritThe Spider and The Shadow.[1]
Character classes players can choose from are Defender, a law-abiding crimefighter, Avenger, a vigilante, or Pragmatist, one who obeys the spirit, if not the letter of the law.[1]

Oh and heres the best part, its free. Download it here. Definitely worth checking out.


Wednesday, January 11, 2017

Little sample of things



Tambak Island

    Within this assortment of islands, atolls, cays, shoals, reefs, and sandbars that make up the Spratly Islands. There is a small land mass known as Tambak Island. Rocky beaches surround the isle, opening on the eastern end into a sheltered cove. The center of the island that features a small outcropping of jungle. Located on this harbor with its back to the encroaching jungle, a formerly sleepy fishing village has grown to a busy seaplane weight stop. A destination for adventurers, pilots, mercenaries, spies, pirates, and other less than savory types. The Japanese Navy maintains a small garrison and flight of seaplanes. But the island is a neutral ground. Thanks mostly to an agreement forged with the commander of Japanese forces by the de facto leader of the island residents, a Frenchman known as De Salis. While the town can be a rough and tumble place. All out warfare between different factions is rare. For no one wants to incur the wrath of the Japanese.

    The town itself is hastily assembled collage of different buildings. Mostly consisting of bamboo, wooden plank, of corrugated tin built buildings. Among the maze like cluttered streets and alleys lie a myriad of vendors and stalls. A surprising number of goods and services can be found. Assuming one has the currency (which many types circulate here) or better yet the gold.

    One of the popular gathering places is Marianne's Rest, the bar owned by De Salis. The plank board building is painted a faded blue. The corrugated tin roof extends over the porch where the regulars tend to gather. It is decorated in tin cigarette and beer signs. Its most prominent feature is the bronzed bust of Marianne hero of the French revolution and symbol of freedom and republic, fixed onto the end of the bar. One can always find a couple pilots, pirates and ex-pats drinking, socializing, playing cards, or mahjong.

    Changs Outfitter is a general store and it also acts as the post office for the island. Built of unpainted plank boards. The store carries common dry goods and hardware items. The shop is run by Chang a Chinese man in his fifties. A man of many secrets, his sour demeanor disguises his heart of gold. He secretly helps feed the street urchins and employs them as runners. He is also secretly organizing a resistance to the Japanese occupation here and abroad.

    Probably the nicest building on Tambak is the Tambak Hotel. Run by a Filipino man by the name of Luis Aguinaldo. The only thing he takes better care of than his hair, is his hotel. Its a white painted wooden building, with a tile roof. It has ten rooms that are rented out to people on seaplane stopovers. The hotel is very clean and the bar makes a very good club sandwich.

    The Crash Inn is a seedy dive. This rusty, corrugated steel building is inhabited by the scum of Tambak. Easily recognized by the crashed German float plane in the roof. If your looking for pirates, murderers, or opium this is the place.

    On the north east corner of the harbor away from the town proper is the fuel depot. Called "The Station" by the locals it is a collection of large fuel tanks and a corrugated steel warehouse. Originally a locally owned enterprise. It now under control by the Japanese Navy on Tambak, much to the dismay of many. It houses and dispenses aviation fuel to anybody that can afford it. Though the IJN takes priority. The IJN is currently building a concrete anti-aircraft bunker to protect the depot.

    On the other side of the harbor is the Imperial Japanese Navy garrison. Home of the IJN Air Group 407. A collection of wooden and steel buildings. A couple barracks, an assembly hall, and several hangars. Most of the action there is on the IJN docks and launches. The Japanese run many patrols and recon flights from the garrison.

    In between the Japanese installations is the rest of Tambak Islands harbor. A varied collection of docks, warehouses and hangars. The civil aviation that has offices and fly out of Tambak includes Champion Air, Tambak Air Cargo, Dixon Transit, and Pan American World Airways. Although other operations occasionally make stopovers. Several mercenary groups such as Sabre Air, Red Hawks, as well as multiple independent operators, fly out of Tambak as well.

Wednesday, January 4, 2017

Sample Character



    So I rolled up a quick character for Aces and Scoundrels of the South China Sea. Using the new BH/OSR/what the hell ever system I've cooked up. So here is the character.

Robert "Rocko" DePaul

Str 13
Dex 16
Con 12
Int 14
Wil 5
Per 15
Cha 9

Hp 12

Skills
Fishing 1
Small Boat 3
Swimming 3
Melee Combat (Unarmed) 5
Small Arms (Pistol) 2
Mechanic 1
Small Arms (Rifle) 1
Navigation 1
Machinist 1
Scrounging 1
Observation 1
(Jogging)

Terms
1st Boxer
2nd Sailor
3rd Sailor
4th Pirate

Age 34

Equipment
?

So some notes on this character. The attributes were all rolled straight 3d6 in order. All the careers are picked. As are the skills. There is no equipment at the moment. I'm still fleshing that out a bit. So there you go. Any thoughts or questions are welcome in the comments.

Monday, December 19, 2016

Lots of things to say

    OK, well let get to it. This post is going to cover a few different topics. First off, finally been able to put some work in on the pulp game. Between holiday, work, and family it's been hard to do. But I finally finished the careers. Only one thing that's kicking around yet with it. I decided the big game hunter doesn't really fit the setting. But I have not decided if I should include an explorer/naturalist type career. I think I may skip it. Here's a couple previews,

Thief
Entry Requirements: None
First Term Skills (Thieves are special. Instead of a fixed list they must choose four skills at first level from the following list.)
  • Disguise
  • Forgery
  • Lock Pick
  • Melee Combat
  • Sleight of Hand
  • Small Arms
  • Stealth
  • Wheeled Vehicle

Subsequent Term Skills. A total of four levels from any one or a combination of the following.
  • Demolitions
  • Disguise
  • Forgery
  • Language
  • Lock Pick
  • Melee Combat
  • Scrounging
  • Sleight of Hand
  • Small Arms
  • Stealth
  • Thrown Weapon
  • Wheeled Vehicle

Doctor
Entry Requirements: INT 12+
First Term Skills
  • Biology 2
  • Chemistry 2
  • Medical 2
  • Observation
  • Persuasion

Subsequent Term Skills. A total of two levels from any one or a combination of the following.
  • Leadership
  • Medical
  • Persuasion

Entertainer
Entry Requirements: INT 14+
First Term Skills
  • Disguise
  • Observation
  • Persuasion

Subsequent Term Skills. A total of four levels from any one or a combination of the following.
  • Disguise
  • Horsemanship
  • Language
  • Melee Combat
  • Persuasion
  • Small Boat
  • Swimming

These are just a few. I'm pretty happy with them.

Now my second topic. I've been watching Luke Cage on the netflix. Man I really like this show. Course I'm a sucker for a crime drama. As a general rule I dont like "super powers" mixed with that sort of thing. But it just seems to work with this. I'm really enjoying it. You should check it out.


    Lastly, I'm still clearing out the hard drive of stuff. So heres a big ol pic dump. I tried to keep it a pulpy/noir blend. Hope you enjoy, and maybe are inspired.