Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: Gardensnake on November 18, 2017, 03:08:21 AM
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Hello all,
I'm just getting started with Pulp Alley and have the main rule book. Which book would you all recommend I get next to get maximum enjoyment from the game? Or which book other than the rulebook is the most essential to the game? The plan is to eventually have all the books, but I'd like to maximize my start in Pulp Alley.
Thanks,
William
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Pulp Leagues
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If you have to choose only one, I agree that it should be Pulp Leagues. But why limit yourself? All of them are good: I'd especially recommend Perilous Island and Tomb of the Serpent - both are full of invaluable tips on how to construct scenarios, which I at least find very helpful. But if you must choose only one, make it Pulp Leagues.
Have fun!
(If I might put in a plug for what I hope will be next or in the future: a sword and sorcery expansion. In my humble opinion it's time to move on from 30's pulp. There's a whole big world out there that needs the PA touch! ;))
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If you have to choose only one, I agree that it should be Pulp Leagues. But why limit yourself?
I don't plan on only getting one more period. The plan is to get them all eventually. I'm just looking for suggestions on which book should be next. I do appreciate your suggestion.
Thanks,
William
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Pulp Leagues
Thank You,
William
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Please, keep the suggestions coming and if you don't mind, tell me why you suggest a particular book.
Thanks,
William
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No prob. Pulp Leagues will give you all the options for creating any kind of league you can think of.
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Their all good, but it might depend on what you want to do next in Pulp Alley, if you want to try a campaign , then their is perilous island, vice alley or tomb of the serpent, which one you'd pick could be decided on what type of setting your looking for, but if your looking to play solo then tomb of the serpent would be the one for you.
If your looking for more rules to add more things to the game then either pulp leagues or the book with vehicles (can't think what its called off the top of my head) would be the way to go, hope that help you :)
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Another vote for Pulp Leagues.
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Pulp Leagues!
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You really need Pulp Leagues be3cause of the elimination of Hardened Veteran skill. That is probably the most significant change to the rules that has happened so far.
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Another vote for Pulp Leagues - a beautiful book on building your crew! The options and the suggestions on how to use them are invaluable to a newcomer.
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Definitely Pulp Leagues. It clarifies and expands the rules in the basic book, and adds Solo and Horror, as well as giving ideas for different genres. It does not however provide. any scenarios
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I can merely echo the rest.
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Personally I really like the Gadgets, Guns and Vehicles book - that and the gadget deck make for some brilliant in game moments :D
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Pulp Leagues all the way.
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Okay,
I followed the overwhelming advice of those who responded and have added Pulp Leagues to my gaming library. I do not regret the decision. So now, I implore the members of the forum here, and repeat my question, what next? I'm thinking the vehicle, gun, and gadget book, but what say you? Is that wise or is another book more recommended?
Thanks,
William
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Depends on what you're after.
Guns, Cars and Gadgets has exactly what it says on the tin. If you want to expand what a league can field, it's the go-to book.
Both Vice Alley and Perilous Island have campaigns with lots of new scenarios, and the scenarios can easily be used individually if you like. for them if you like. Vice Alley has an urban flavour with rules for NPCs and bystanders and scenarios for urban games or even non-violent games, whereas Perilous Island is more high adventure, with rules for large monsters (Terrors) and "Weird" abilities (though these are also included in Pulp Leagues) and the scenarios have a bit more flexibility.
I'd go with one of the two campaign books, honestly. More scenarios is always good.
Guns gadgets and cars is a bit more of an "advanced" book in that it can make leagues more complicated with more moving parts to manage (not so much that it's a burden or anything, it's just more complex than the base game). But it does have rules for driving cars, flying planes, and so forth. But if you really like the idea of getting your gangs into cars, with high-speed shooting matches between fellows standing on running boards, then maybe you'll go for that after all.
At this point there's no clear "next" book, since it depends on what you'd like to explore first, or what you'd most like to play. Do you want more Doc Savage, more Dick Tracy, or more Biggles?
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If you're short on regular opponents, Tomb of the Serpent has solo play rules and cards which - social side of gaming aside - offers just as fun an experience of Pulp Alley. It's also got a full campaign system with the pulp-favourite theme of ancient Egyptian gods and curses, which can be played solo, co-operatively or competitively. Throw in the horror rules for good measure, adding another entertaining element to gameplay, and you're all set!
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I'd say pulp leagues or tomb of serpent for mostly the same reasons previously mentioned. But really you can't go wrong no matter what choice you make.