Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: shakespear on 04 February 2012, 05:08:55 AM
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Im looking for something with 10 or less minis per side.
GASLIGHT?
.45 adventure?
something else?
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Chaos in Cairo is a nice set of rules but it focuses solely on Egyptian style Pulp. Still easy enough to modify and expand.
45 Adventure is nice and there's a free QSR download so you can sample them first.
My buddy wrote a set of universal rules that are free called MEST that contains many Pulp elements.
link to his blog:
http://matter-energy-space-time.blogspot.com/ (http://matter-energy-space-time.blogspot.com/)
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First, I think you have to define "best"... :)
.45 Adventure has long been my favourite set of rules; the fairly new 2nd Edition makes it faster and keeps the flavour.
Two Hour Wargames Larger Than Life has some great plot/campaign ideas and plays fast. The lethality of the combat rules - even major characters tend to croak - doesn't feel all that "pulpy" to me, though.
Astounding Tales from TVAG has great pulp flavour (I love the skill lists) and the mechanics look good, although I confess I've owned it a couple of years but never put figures on the table to actually play the rules...
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Chaos in Carpathia makes a switch to Eastern Europe from Cairo.
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I'll second .45 Adventures but I own a number of rules and they all look pretty good. Most "skirmish" type rules will fit, Strange Aeons, also good.
Not seen much activity on the Rattrap Productions website for a while though ...
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First, I think you have to define "best"... :)
Excellent point Wirelizard. Often mini rules come down to a point of personal preference as well as other factors: Beer and Pretzels, Campaign play, etc...
I'm one of those people that just didn't get 2 hour Wargames. I forgot about Astounding Tales. They look fun, but I've never actually played.
Chaos in Carpathia makes a switch to Eastern Europe from Cairo.
Good point. I was thinking "Carpathia" was more Gothic Horror / Victorian but there are a lot of useful elements for Pulp gaming..
I'll second .45 Adventures but I own a number of rules and they all look pretty good. Most "skirmish" type rules will fit, Strange Aeons, also good.
Not seen much activity on the Rattrap Productions website for a while though ...
Strange Aeons does seem to be an easily modifiable system for lots of different genres.
I've also noticed that Rattrap Productions' posts and output has slowed drastically. I'm assuming real life stuff has slowed things down.
Damn you real life. >:(
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Best?
I guess one that is easy to pick up.
Has options for tons of pulp settings
Has really good gameplay
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We have always played .45. Fun game with loads extras.
Rules are very easy to learn and work well with novice gamers.
Not had the opertunity to try the second edition yet though but never had any problem with the first edition.
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Although I've never played them, I own a copy of Where Heroes Dare. The character generation is really awesome. It "feels" pulpy." However, and I say this with absolutely no play experience, the close combat rules seem very lethal.
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Best?
I guess one that is easy to pick up.
Has options for tons of pulp settings
Has really good gameplay
Hmmm, let me think about it.
As far as I know none of the rules I have played, or at least read, meet all of these criteria.
Maybe I need to start writing? ;D
Or read "Where Heroes Dare".
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For me...
1) Thrilling Tales 2
2) Where Heroes Dare
3) .45 Adventure
4) Chaos in Ciro
5) Larger Than Life
6) Rugged Adventures
And I have played them all....
*beer*
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Hey richardDMB, I tried to figure out your beer rolling system... no luck so far ;)
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Savage Worlds is also good. Abilities seem similar to those in .45 Adventures, so traits and characteristics could be easilly translated between the two. The difference is that .45 Adventures used d10 with modifiers, while Savage Worlds uses d4, d6, d8, d10, d12, and d20.
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Savage Worlds is also good. Abilities seem similar to those in .45 Adventures, so traits and characteristics could be easilly translated between the two. The difference is that .45 Adventures used d10 with modifiers, while Savage Worlds uses d4, d6, d8, d10, d12, and d20.
Savage Worlds is awesome indeed. See for yourself - you can try their Test Drive rules for free here:http://www.peginc.com/Downloads/SWEX/TD06.pdf (http://www.peginc.com/Downloads/SWEX/TD06.pdf)
Savage Worlds is the RPG rules and Showdown is the skirmish rules. Honestly, though - they play almost exactly the same.
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To Be Continued by GASLIGHT is a great set of rules. They are easy to learn and work well in any pulpy setting. The new Compendium contains all of the GASLIGHT rule in ne package, so you have rules for skirmish, big battles, pulp, landships and air fleet actions. The book is worth the price for the content. You can also get it in PDF format if you have a reader of some sort. I use my copy on the iPad, but am looking to also get the actual book as well.
I use them from 20s to 50s pulp games. They even worked for a Bond/Aliens set of games. They are very adaptable.
Just my thoughts.
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I use, and enjoy, Fear & Faith from Ganesha games. An easy to grasp set of rules that give great pulp skirmish game - although with a emphasis on action rather than detailed characters.