Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: Bulldog on 19 November 2011, 01:49:18 AM
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Some of my friends have been looking at LAF and have been growing more and more impressed with the talent on LAF. Someone suggested playing a pulp game, but of course, we got the shotgun scatter effect; one guy wants to be a cowboy, one guy wants to be a detective, one guy wants to be an Indiana Jones and one girl wants to be a sorcerer. So my question is, um, what rules set do you suggest I use to cover everything, if possible? They all agree they want to run a parallel universe of the 20's-30's. Thanks for any and all help.
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I think .45 Adventures should be able to handle all of that.
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I'll second that, the 2nd edition rules are quite good, and there is plenty of room for character building.
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If you want quick and simple for the rules, with definite portability to other periods, try Ganesha Games. I use Flying Lead for my pulp, Song of Drums and Shakos for my native American stuff, and even Song of Blades and Heroes for my Dark Ages skirmish. The rules use the same basic "engine," with minor changes for periods.
Games feature about a dozen or less per side for a force. Works equally well with smaller bands, too. I've run it all the way down to 7 figures for a side. At first glance they may look overly simplistic, but the "activation rolls" both provide a fun game with player decisions making a difference and a random aspect.
Check them out at: http://ganeshagames.net/
Mike Demana
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Try the Chaos in Carpethia or Chaos in Cairo rules.
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Astounding Tales? No rules for sorcerers/magic that I can think of, but the rules give so much flexibility that it should be pretty easy to include one of some sort. Much the same goes for Astounding Tales by GASLIGHT...
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Are you looking for miniature rules or full fledged RPG rules?
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If you want quick and simple for the rules, with definite portability to other periods, try Ganesha Games. I use Flying Lead for my pulp, Song of Drums and Shakos for my native American stuff, and even Song of Blades and Heroes for my Dark Ages skirmish. The rules use the same basic "engine," with minor changes for periods.
Games feature about a dozen or less per side for a force. Works equally well with smaller bands, too. I've run it all the way down to 7 figures for a side. At first glance they may look overly simplistic, but the "activation rolls" both provide a fun game with player decisions making a difference and a random aspect.
Check them out at: http://ganeshagames.net/
Mike Demana
Similarly Fear and Faith will handle monsters and other gribblies
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Hi Bulldog
I've run a "Fear and Faith" scenario with intrpid investigators, a witch, a dog and a ghost, all worked well - see here
http://leadadventureforum.com/index.php?topic=33180.0 (http://leadadventureforum.com/index.php?topic=33180.0)
... and I have also run a "Chaos in Cairo" game, although we didn't use any spells in this one - see here
http://leadadventureforum.com/index.php?topic=31233.0 (http://leadadventureforum.com/index.php?topic=31233.0)
... and I gave also played .45 (but only first addition).
All three are first rate games, which should fit the bill. Our Fear and Faith game lasted about 45 mins, and the others lasted about 1.5 hours.
RMZ