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Miniatures Adventure => Pulp => Topic started by: Elk101 on 11 September 2013, 11:26:25 AM

Title: Pulp My Rules
Post by: Elk101 on 11 September 2013, 11:26:25 AM
I thought I'd just put up a little note on my impressions of Pulp Alley which may help anyone who is thinking about dipping a toe in. It's mainly just ramblings though!

Having played a little bit of 'Where Heroes Dare' in my pulpish WW2 Home Guard setting I was quite keen to develop this and perhaps look to utilise more of my figure collection in a more outrigth Pulp setting. I liked the compatibility between WHD and Disposable Heroes, the WWII rules by the same company, but there was a fair bit of tweaking required to bring it in to the sort of Dad's Army world we wanted (i.e. less Captain America, more Captain Wainwaring). The games we have had have been great fun, but we quite often forgot to implement special rules, abilities and so on and sometimes things slowed down a bit with close combat and shooting as you determined what weapon a figure had and what its modifiers were. We kind of ignored a few things to let the game play out too, which was fine. The group liked the games but struggled to pick up the rules and really left it to me to facilitate everything, which again was fine. I thought about tweaking the rules some more or trying to simplify them a bit and then forgot about it as we moved on to some Napoleonic gaming.

Now there has been a lot of Pulp Alley activity on the LAF and the visual treats that the AARs display have been great to look at. This got me interested in finding out a bit more about Pulp Alley so I purchased the PDF for a bargain £6.60 ($10). I don't recall reading too many rulesets where I go from cover to cover without thinking, 'I could tweak that' or 'maybe we'll just leave that bit out'. I did this with Pulp Alley.  Even when I thumbed through looking for the weapons tables only to find there wasn't one, I didn't feel that there should be one but rather thought 'actually, this might help with some of the niggles we had with the other games'. The game seems to be pretty slick, and the little test games I've had make for just the sort of fast and furious action that we wanted to see before, but still allowing for a decent level of tactical play. I'd be very interested in replaying our last Home Guard game using the Pulp Alley rules to see how it went, and to see if it would take less than 2 1/2 hours! It reminds me a bit of Fistful of Lead in the way that it lets you focus on pace and action. The only issue I have is that I now want the nice shiny cards that you can only get from the US!

I'm very much a believer in trying to make figures and terrain, etc. as multi purpose as possible as I have neither the space or time (or the money!) to invest in all the periods I'd really like to. However, one of the directions I'm thinking of taking this in relates to my first foray into Kickstarter with the Empire of the Dead Requiem Kickstarter. I picked up quite a few figures on the basis that I have always wanted to do a Sherlock Holmes style game. I don't really want to play it as a straight EotD and I was looking at a Victorian 'Where Heroes Dare'. This would have made for a fair bit of weapon conversion work and so on before we could play (and for me to actually paint some figures) but it struck me after reading the rules that with Pulp Alley there is no need, we can play as is. I'm already putting together leagues on paper based on the figures that are coming; Consulting Detective Sheraton Howell and his trusty sidekick Professor James Whittle will round up a few informers and fight crime Pulp Alley style. The wierder elements of the Kickstarter free minis will become members of Dr Cecil O'Podd's Circus of Damnation (naturally using the Uncle Thulhu figure). The flexibility and freedom offered by Pulp Alley as a ruleset is really quite a release, offering a great deal of options and directions if you want to take them. Hats off to David and Mila for a fun, refreshing bit of entertainment that would be described as 'very drinkable' if it was a beer!
Title: Re: Pulp My Rules
Post by: Argonor on 11 September 2013, 11:38:35 AM
I second your opnion; I bought bundle and am eagerly awaiting my printed rulebook and the cards.

Can't wait to get stuck in  ;D
Title: Re: Pulp My Rules
Post by: Mad Lord Snapcase on 11 September 2013, 11:48:19 AM
I third your opinion! I bought Pulp Alley when it came out and have been delighted with it.
Title: Re: Pulp My Rules
Post by: Wolf Girl on 12 September 2013, 01:24:41 AM
Thank you so much for the support. :) For a family business like ours we get really excited when people talk about how much they like the game. I'm glad that your games are running smoothly. We really tried not to include any unnecessary charts in the game for that very purpose. Will we be seeing any AARs? :)
Title: Re: Pulp My Rules
Post by: Sinewgrab on 12 September 2013, 05:13:50 AM
Will the rules hold up for a mutiplayer convention setting?  What I mean is, I like to run 5-6 players with 4-10 models each, and I am curious if the rules are :  A) simple enough to learn in 10-15 minutes so the other 2-3 hours can be enjoyed, and B) can still be quick in those situations?
Title: Re: Pulp My Rules
Post by: Dr. The Viking on 12 September 2013, 07:06:52 AM
I thought I'd just put up a little note on my impressions of Pulp Alley which may help anyone who is thinking about dipping a toe in. It's mainly just ramblings though!

Having played a little bit of 'Where Heroes Dare' in my pulpish WW2 Home Guard setting I was quite keen to develop this and perhaps look to utilise more of my figure collection in a more outrigth Pulp setting. I liked the compatibility between WHD and Disposable Heroes, the WWII rules by the same company, but there was a fair bit of tweaking required to bring it in to the sort of Dad's Army world we wanted (i.e. less Captain America, more Captain Wainwaring). The games we have had have been great fun, but we quite often forgot to implement special rules, abilities and so on and sometimes things slowed down a bit with close combat and shooting as you determined what weapon a figure had and what its modifiers were. We kind of ignored a few things to let the game play out too, which was fine. The group liked the games but struggled to pick up the rules and really left it to me to facilitate everything, which again was fine. I thought about tweaking the rules some more or trying to simplify them a bit and then forgot about it as we moved on to some Napoleonic gaming.

Now there has been a lot of Pulp Alley activity on the LAF and the visual treats that the AARs display have been great to look at. This got me interested in finding out a bit more about Pulp Alley so I purchased the PDF for a bargain £6.60 ($10). I don't recall reading too many rulesets where I go from cover to cover without thinking, 'I could tweak that' or 'maybe we'll just leave that bit out'. I did this with Pulp Alley.  Even when I thumbed through looking for the weapons tables only to find there wasn't one, I didn't feel that there should be one but rather thought 'actually, this might help with some of the niggles we had with the other games'. The game seems to be pretty slick, and the little test games I've had make for just the sort of fast and furious action that we wanted to see before, but still allowing for a decent level of tactical play. I'd be very interested in replaying our last Home Guard game using the Pulp Alley rules to see how it went, and to see if it would take less than 2 1/2 hours! It reminds me a bit of Fistful of Lead in the way that it lets you focus on pace and action. The only issue I have is that I now want the nice shiny cards that you can only get from the US!

I'm very much a believer in trying to make figures and terrain, etc. as multi purpose as possible as I have neither the space or time (or the money!) to invest in all the periods I'd really like to. However, one of the directions I'm thinking of taking this in relates to my first foray into Kickstarter with the Empire of the Dead Requiem Kickstarter. I picked up quite a few figures on the basis that I have always wanted to do a Sherlock Holmes style game. I don't really want to play it as a straight EotD and I was looking at a Victorian 'Where Heroes Dare'. This would have made for a fair bit of weapon conversion work and so on before we could play (and for me to actually paint some figures) but it struck me after reading the rules that with Pulp Alley there is no need, we can play as is. I'm already putting together leagues on paper based on the figures that are coming; Consulting Detective Sheraton Howell and his trusty sidekick Professor James Whittle will round up a few informers and fight crime Pulp Alley style. The wierder elements of the Kickstarter free minis will become members of Dr Cecil O'Podd's Circus of Damnation (naturally using the Uncle Thulhu figure). The flexibility and freedom offered by Pulp Alley as a ruleset is really quite a release, offering a great deal of options and directions if you want to take them. Hats off to David and Mila for a fun, refreshing bit of entertainment that would be described as 'very drinkable' if it was a beer!

I pretty much totally concur with your points on this subject. Right down to the wanting of the shiny cards that are only in the US. And the reading through end to end without squinting at it once..

Now I just need to play it till I drop (which for my record is typically not that much)
Title: Re: Pulp My Rules
Post by: Argonor on 12 September 2013, 09:29:59 AM
I pretty much totally concur with your points on this subject. Right down to the wanting of the shiny cards that are only in the US. And the reading through end to end without squinting at it once..

Now I just need to play it till I drop (which for my record is typically not that much)

I just received the cards (and 2 rule books) yesterday.

Maybe, if Horisont is happening this year, we could make a little joint project; I could bring the cards, the rulesets, some leagues, maybe some scenery, and you could bring a table, some more scenery, and perhaps a couple of leagues, too? It depends on me not having to work the weekend in question, though...  ::)
Title: Re: Pulp My Rules
Post by: Anpu on 12 September 2013, 09:35:29 AM
I am also very satisfied with buying Pulp Alley. The snazzy cards are definately worth it even though it definately works with printouts as well. The only tweaks I used for it for my Fallout setting was the one Dave recommended that I add an extra ability to all characters for flavour.
Will the rules hold up for a mutiplayer convention setting?  What I mean is, I like to run 5-6 players with 4-10 models each, and I am curious if the rules are :  A) simple enough to learn in 10-15 minutes so the other 2-3 hours can be enjoyed, and B) can still be quick in those situations?
It definately holds up to convetion play.  
A) Yes they are simple enough to learn in 10-15 min. Just quickly introduce them to game mechanics, turn and modifiers then the rest is learnt during play.
B) They are a bit slower with five to six players but very enjoyable and since you always fight or shoot back when attacked you are involved when the other players activate their minis as well.
As always you as organizer can help to move things  along, but the player with the initiative shares that responsibility.
Four to ten models each is the regular size for pulp alley leagues with extremes being 2-15 the smaller or larger league you have the trickier play will be so 4-10 seems ideal to me.
Title: Re: Pulp My Rules
Post by: Elk101 on 12 September 2013, 11:43:05 AM
Wolf Girl, we should be thanking you guys for the rules!

I'm glad to see others of the same opinion as Pulp Alley deserves the support. Andy's response on large games seems to mirror my own thoughts. I've not played a big game yet (I.e. more than two players) but the fact that anyone may get involved during anyone else's turn suggests that it would work well for conventions.

I'm hopeful of getting my Requiem figures soon so AARs should follow once I get my Victorian leagues painted up!
Title: Re: Pulp My Rules
Post by: BaronVonJ on 12 September 2013, 01:57:13 PM
Sinewgrab,
I ran an 8 player Pulp Alley game at our local con, RECRUITs in 3 hours:
http://baronvonj.blogspot.com/2013/04/pulp-alley-at-recruits.html
It worked out great. The key is preparation. I had the Leagues ready along with short dossiers that gave the group motivation and their objectives. I also made stat cards for each model. You could turn over the card after a model moved to help remember if that gone yet. The rules took 5 minutes to explain and worked through things like shooting and fighting as they arose as a teaching moment. The biggest hurdle is initiative. Because one can seize the initiative by winning a fight or securing a Plot Point initiative moves around quickly. It is helpful to have a item that the person with initiative has to remind them (and you should do frequently) a Tiki god or something would be great. If a person is taking too long to decide who goes next, you have to step in. We had in one game a young lad, maybe too young, who was having fun but had trouble grasping the idea that he got to decide who went next and that that decision was very strategic. I had to just start rolling a die randomly to decide for him. No biggy. He didn't care, and nobody else did either.
Otherwise, great for conventions. Remember: preparation!
-J
Title: Re: Pulp My Rules
Post by: Sinewgrab on 12 September 2013, 03:39:18 PM
Huh - I get paid tomorrow, and I am in the US, so maybe the print copy with cards is in my future.  I noted that it can obviously cross genres if someone was using it for Fallout, which, if you recognize my handle from the Post-Apoc board, is one of my favorites to game.  I use the Weird Krieg with some modifications right now, but explaining action points in 15 minutes or less has always proved challenging, even with a dial to use to keep track for each player along a stats card. :/  Plus, I find it difficult to keep people to a goal with no reinforcing mechanic - they just shoot everyone who is close.
Title: Re: Pulp My Rules
Post by: BaronVonJ on 12 September 2013, 06:52:54 PM
THe rules allow you to make just about anything up so I've used PA for a bunch of genres, Fantasy, SciFi, etc.
Title: Re: Pulp My Rules
Post by: The Hooded Claw on 12 September 2013, 09:19:27 PM
Pulp Alley is THE rules set I have been looking for for my pulp gaming needs.

Dave and Mila do suggest adding an additional starting ability to characters when playing in fantasy or more science fiction settings.

-Eli
Title: Re: Pulp My Rules
Post by: d phipps on 13 September 2013, 09:47:05 AM
WOW! You guys really made my day! Thanks for all the encouraging comments.


@ Sinewgrab --

Will the rules hold up for a mutiplayer convention setting?  Yes, ineed.


I like to run 5-6 players with 4-10 models each? Thats perfect for Pulp Alley. As with any game, play is going to slow down a bit as you add more players, but a slow Pulp Alley is still much faster than others.  :D


Simple enough to learn in 10-15 minutes? Yup, very easily.      


The other 2-3 hours can be enjoyed, and still be quick in those situations? Absolutely.    




Just like any other set of rules, I'd recommend playing several games to get familiar with the rules. Pulp Alley is really intended to be played without referencing the rulebook during play. So once you play a few games and learn the core concepts, you're good to go!  ;)


AND you can download a free version of Pulp Alley from Wargame Vault. It is not the full version, but certainly has enough to get you started --  http://www.wargamevault.com/index.php?manufacturers_id=5628


Please let us know if you have any questions.




HAVE FUN

Title: Re: Pulp My Rules
Post by: Sinewgrab on 13 September 2013, 03:18:53 PM
For some reason, I have never been able to get Wargames Vault to work with my computer - it crashes every time I go to the cart.  No worries - I'll probably just take my chances on the ruleset as soon as my check gets put in the bank.  ;)

I'm looking at it for Fallout, maybe for small skirmish VSF on Mars, and maybe for a Wolfenstein game...and of course, for Pulp era stuff.
Title: Re: Pulp My Rules
Post by: mikedemana on 14 September 2013, 05:49:17 PM
Sinewgrab,
I ran an 8 player Pulp Alley game at our local con, RECRUITs in 3 hours:
http://baronvonj.blogspot.com/2013/04/pulp-alley-at-recruits.html
It worked out great. The key is preparation. I had the Leagues ready along with short dossiers that gave the group motivation and their objectives. I also made stat cards for each model. You could turn over the card after a model moved to help remember if that gone yet.

Thanks for the post, Baron. I've been chewing over ideas on a way to indicate which models have acted and which haven't. My initial thoughts were to create some tabletop markers -- tiny bases of shell casings to show which have fired (and how many times), dust puffs for those who have moved/acted, and so on. You could even take your stat card per model idea and print it two-sided (one sided says "ACTED"). I foresee that being the biggest slowdown -- trying to remember who has fired, dodged, brawled, etc., this turn and how many times. Any other players have suggestions for that? In a 2-player game, I'm sure it's easier, but in the big multiplayer one it could be a challenge.

And finally, Baron, you guys deserve thanks for what you do with Recruits -- a con devoted to bringing new and young blood into the hobby. Bravo!

Mike Demana
Title: Re: Pulp My Rules
Post by: d phipps on 16 September 2013, 10:04:25 AM
Thanks for the post, Baron. I've been chewing over ideas on a way to indicate which models have acted and which haven't. My initial thoughts were to create some tabletop markers -- tiny bases of shell casings to show which have fired (and how many times), dust puffs for those who have moved/acted, and so on. You could even take your stat card per model idea and print it two-sided (one sided says "ACTED"). I foresee that being the biggest slowdown -- trying to remember who has fired, dodged, brawled, etc., this turn and how many times. Any other players have suggestions for that? In a 2-player game, I'm sure it's easier, but in the big multiplayer one it could be a challenge.


I like Jaye's flipping-over-the-cards idea. Mostly because it was easy for other players to see who still had guys left to activate. If you're going to use cards thats an easy way to do it.


In my experience, players do a very nice job of policing themselves and each other. So even when we do our big 5-6 player games, keeping track of stuff is not a problem. It could be an issue if one person had to remember it all, but you really shouldn't need to do that normally.


Hmm... but in a convention setting, when all the players are new, having some kind of markers might be helpful...  Hey, what about a paper record sheet, character's names on the left and columns for each turn. When a character activates, put a dash in the appropriate column, and maybe a little 'X' for each time they use a Combat skill in the same turn? That might avoid having to move around markers every turn.



 
HAVE FUN
Title: Re: Pulp My Rules
Post by: Argonor on 16 September 2013, 10:13:52 AM
Or you could put markers/pente stones/poker chips on the character's entry on the roster or the character card? Provided the roster/card does not need to be moved around.
Title: Re: Pulp My Rules
Post by: BaronVonJ on 16 September 2013, 04:55:22 PM
Hey Mike, thanks. Once again this weekend it was everything from gray beards to school kids. Always new RECRUITS!
As David said, most players seem to police their own troops. Only snag I had was my Cult League. They have a dozen models. They're crap, but there's alot.
-J
Title: Re: Pulp My Rules
Post by: d phipps on 29 September 2013, 01:55:29 PM

At Brisbane Muster, Bill had the clever idea of printing the cards in color on one side and b&w on the flip side. The b&w side indicated that the character had already activated. The b&w side still had all the stats, so it was easy to check stats as needed.

They also had cool idea for the counters. Check the pics on their post -- http://leadadventureforum.com/index.php?topic=58513.0




HAVE FUN
Title: Re: Pulp My Rules
Post by: Dr. The Viking on 29 September 2013, 02:13:53 PM
At Brisbane Muster, Bill had the clever idea of printing the cards in color on one side and b&w on the flip side. The b&w side indicated that the character had already activated. The b&w side still had all the stats, so it was easy to check stats as needed.

They also had cool idea for the counters. Check the pics on their post -- http://leadadventureforum.com/index.php?topic=58513.0




HAVE FUN

Nice idea.

I just put a black stone next to it. I have the specifics of their abilities on the back of the card.

I was thinking about trying out the old Magic: The Gathering tap too..
Title: Re: Pulp My Rules
Post by: Argonor on 30 September 2013, 09:26:08 AM
I really dont like the idea of having all those markers on the (playing part of the) table, but every man his cake.
Title: Re: Pulp My Rules
Post by: blacksoilbill on 30 September 2013, 02:30:35 PM
The other option is to put the markers on the figures' cards. Helps keep track of things, but keeps the table clean.

Bill.
Title: Re: Pulp My Rules
Post by: mikedemana on 01 October 2013, 04:50:19 AM
I really dont like the idea of having all those markers on the (playing part of the) table, but every man his cake.

I'm with you, in general. I like to have any markers essentially be pieces of terrain. I abhor the neon-colored markers saying "pinned, etc. "That's why I was thinking of making up things like a tiny, flocked washer with shell casings on a for models that have shot, for example.

I also like the idea of the color/black & white cards, and putting the markers on the cards themselves. That way, you don't have to make them nice-looking terrain, so to speak. They could simply say "Shoot," "Brawl," etc. if they're being placed on the cards.

Mike Demana
Title: Re: Pulp My Rules
Post by: Dr. The Viking on 01 October 2013, 05:46:37 AM
I really dont like the idea of having all those markers on the (playing part of the) table, but every man his cake.

I don't think people are discussing markers on the board but rather on the cards old sport.  ;)
Title: Re: Pulp My Rules
Post by: Argonor on 02 October 2013, 07:35:55 AM
I don't think people are discussing markers on the board but rather on the cards old sport.  ;)

There was a link to a game, where a lot of comic-style markers were used, hence my comment.  :)

I agree that most of the posts on this thread are about using the markers off the playing surface, though.

At Brisbane Muster, Bill had the clever idea of printing the cards in color on one side and b&w on the flip side. The b&w side indicated that the character had already activated. The b&w side still had all the stats, so it was easy to check stats as needed.

They also had cool idea for the counters. Check the pics on their post -- http://leadadventureforum.com/index.php?topic=58513.0

HAVE FUN
Title: Re: Pulp My Rules
Post by: d phipps on 20 October 2013, 10:13:59 AM
For our own Pulp Alley games, we don't hardly use any obvious markers. Our injury tokens are just little stones painted to blend in somewhat with the terrain... which they do a bit too well sometimes.  ;D

It may be because we don't use them, that I am so fasinated when I see the creative stuff other Pulp Alley players come up with. I remember some really cool injury markers someone (Phil maybe?) made by dripping red ink on a clear plastic tokens. It was just kinda cool seeing all those blood splatters.  :o

Personally, I don't use many tokens/counters in our games but I can certainly see the value for the folks that like to use them.  :D




HAVE FUN