Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: DoctorPete on 20 September 2013, 10:58:56 PM
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I see Pulp Alley is quite popular and looks to be a fun set of rules. My question is...could it be easily adapted to earlier periods such as pirates and 19th century Africa? Thanks!
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I've used it for everything from Three Musketeers to Sherlock Holmes and Dan Dare sci-fi. For the Victorian games I played the rules straight from the book. Works no problem, it's really just matching abilities to the genre.
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IMO the game engine can accomodate pretty much ANY era or genre.
MAYBE if you want to make an extra effort, you can RENAME some abilities and cards, to more accurately reflect the era you are playing, but that's only a fecewash you may want to make (for example, there's an ability called "Animal" that gives you extra dice for 2 stats if the model don't shoot. Some people prefer to call it "Martial artist" or something similar for their human gang members).
So my advice is to get the rules. You will be glad you did.
Hope that helps.
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It's what my Empire of the Dead Kickstarter figures are going to be used with. Victorian pulp requires no changes that I can see!
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I certainly agree with all the other replies.
From the start, Pulp Alley was designed to cover the breadth of genres from the old pulp magazines – Colonial/Victorian/Interwar Adventures, Science-Fiction & Weird Menace, Sword & Sorcery, Gangsters & G-Men, Detective Stories, Horror & Mythos, War Stories, Tales of the Old West, and more.
Tarzan, Buck Rogers, Conan, Doc Savage, the Phantom, John Carter, James Bigglesworth, Zorro, and Hopalong Cassidy all feel right at home in Pulp Alley. :D
You can download a free version of Pulp Alley from Wargame Vault. It is not the full game, but its enough to get started -- http://www.wargamevault.com/index.php?manufacturers_id=5628
HAVE FUN
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Well that certainly help, gents! I think I'll grab the rules and have a go. Thanks all! :D