Lead Adventure Forum
Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: Craig on March 22, 2014, 12:10:28 PM
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If we were to use the IHMN core rules to create a game set in 1920's Prohibition America, with the added twist of low-level superheroes and villains (more Shadow and Doc Savage than Wolverine and X-Men), and with all the usual pulp/dieselpunk oddities, would you be interested?
Vote here:
http://inhermajestysname.wordpress.com/2014/03/22/pulp-dieselpunk-golden-age-superhero-version-of-ihmn/
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Seriously?
So, you are doing a niche (1920/1930s - Prohibition/Gangsters) with an internal niche (low power Supers - which is a niche of a niche (Superheroes) as part of the game?)
I se a descendent of Zorro in my gaming...
Well, it makes my pending rules for supers in the early 1800s look doable...
I wait the results of your poll but let me caveat that people who are disinterested will likely not reply based on polls done in the past. Use the Air Combat evaluation methods ("Divide the number of 'Kills' claimed by 3") when you study the results.
I voted. In these matters I always do... Pray that my WAG evaluation is wrong.
Gracias,
Glenn
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I voted. Interesting idea ;D
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I've given my thumbs up... Dieselpunk's my bag baby. :D
'Larger than life' superheroes are far more appealing to me than the 'special powers' sort and of course DP is all about torque and rev counters.
I'd be inclined to go past the '20s 'prohibition era' though and into the 'depression era'. Everybody and his dog does '20s gangsters, I'd rather see something that goes into 'Sky Captain' and 'Crimson Skies' territory. The Thirties are far more fertile ground for both technology and some attractive looking figures... world politics are far more diverse too and of course the gangsters are now part of the establishment, rather than but still just cheap 'hoods.
;)
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I love the idea.
I think that well written rules will be usable for either 20's or 30's very easily.
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As it stands we would plan to place the game slap bang in the middle in 1930. A fascinating year historically and perfect for that 'little twist' like we did with 1895...
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As it stands we would plan to place the game slap bang in the middle in 1930. A fascinating year historically and perfect for that 'little twist' like we did with 1895...
Like 1933? http://www.historyorb.com/events/date/1933
or more like 1936?
http://www.historyorb.com/events/date/1936
http://en.wikipedia.org/wiki/1936_Summer_Olympics
http://en.wikipedia.org/wiki/1936_Winter_Olympics
Okay, this would be more likely to draw a crowd (posting on LAF would require some deference to Forum rules by posters...)
We will see.
Gracias,
Glenn
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<snip>
I'd be inclined to go past the '20s 'prohibition era' though and into the 'depression era'. Everybody and his dog does '20s gangsters, I'd rather see something that goes into 'Sky Captain' and 'Crimson Skies' territory. The Thirties are far more fertile ground for both technology and some attractive looking figures... world politics are far more diverse too and of course the gangsters are now part of the establishment, rather than but still just cheap 'hoods.
;)
This is a good point, even if I don't "do" dieselpunk... 1930s > 1920s IMO.
Gracias,
Glenn
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Having started to convert plenty of gangster minis into low-level supers I would definitivley be interested :D
Though I wouldn't exclude Wolverine, he's just a angry brawler with fancy knives ;)
(http://i611.photobucket.com/albums/tt196/Comsquare/DSC00668.jpg) (http://s611.photobucket.com/user/Comsquare/media/DSC00668.jpg.html)
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Well there is nothing that says it has to be set in the real 'historical' world... and potentially it's more fun if it isn't. For instance, the possible futures that come out of there being no depression are mind-boggling, to say the least. You can still have the usual range of baddies, or indeed new ones completely. Either way the decade was moving... by petroleum.
1930? Okay, count me in. :D
... now to find a 28mm friendly Delahaye 135 model... ;)
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I havn't gotten into IHMN yet, honestly VSF in most forms has kind of burned out for me. But this idea, this I like. Its niche enough to sound like new ground to me, and it could kick me into an era I never really looked at before. Like Comsquare I find find the mix of idea's and styles instantly inspiration producing.
EDIT: I say new ground, but then I remembered deadlands Noir. Still interested in this though.
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To be honest, this is pretty much what we have already been doing to IHMN... At least our collections are already Inter-war and Pulp.
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I'd be down if there were some cool minis to go with it.
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Can't help but thinking straight to Cthulhu, but of course I'd be miles away from what you're planning right?
Something more: I'm not a huge fan of pulp/gangsters (can't really stand the latter, even worse the various padrino/soprano etc...), but from you I would expect something interesting, you earned my trust with IHMN which I really enjoyed... sooooooo:
shock us!! (positively :o)
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If IHMN is heading into Cthullu territory, I'd be even more enthusiastic. :-*
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Personally I'm kind of done with cthulhu influences. Still if its only one or two forces I could live with it.
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Isn't there a 20s gangster version of Pulp Alley also coming out soon? That's not to say there isn't room for two well written rules sets!
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If IHMN is heading into Cthullu territory, I'd be even more enthusiastic. :-*
ok, we're now cross-overing a bit too far, but who knows? Might be an interesting point the mixing of an overwhelming dark pantheon of evil god/s with human-very very mortal "working class heroes" in the dieselpunk era...
ok I'm deliriuming... sanity check rolling...
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Sounds like a fun idea. As others have mentioned, some horror twist as well would be great, as would some ties to a few remaining companies from IHMN
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If IHMN is heading into Cthullu territory, I'd be even more enthusiastic. :-*
That would be a "-1" for me. Horses for courses,...
Gracias,
Glenn
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To be clear, I think IHMN is excellent in it's current setting, but I would find a re-boot post 1919 using the current rules engine very interesting.
Under such a development the world of IHMN probably never happens, instead the post WW1 world is where the changes take place. (Maybe Hitler succeeds in his coup in 1923).
However, the apalling loss of life during the Great War has awakened the dark forces of the Old Ones and their ssociates. By about 1930 cults capable of making real these demonic forces are threatening the world order.
Yup, it appeals to me.
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I can readily see the extension of the period covered with the mechanics of IHMN. I think the 1920's to 1930's a great era for real life with a twist. Everything is not mapped, technology still very primitive, people can come and go over vast reaches but disappear quite easily. King Kong and Mao and biplanes and state troopers and Cord coupes and bathtub gin and bush and desert wars. Best of all, I have some figures painted already. I'm in.
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I can't say that Cthulhu appeals to me overly, but nevertheless it's part of the time... as are all sorts of cults and societies involved in the supernatural or otherworldly things. If you don't like it, there's no reason you have to include it though. Certainly you can take the view that what a cult believes in and which motivates them, and what actually exists in 'your' world, are two entirely different things. You can have a 'Cult of Dagon' without actually introducing deep ones into your games.
Horses for courses indeed, but baby and bathwater also springs to mind. ;)
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To be clear, I think IHMN is excellent in it's current setting, but I would find a re-boot post 1919 using the current rules engine very interesting.
Under such a development the world of IHMN probably never happens, instead the post WW1 world is where the changes take place. (Maybe Hitler succeeds in his coup in 1923).
However, the apalling loss of life during the Great War has awakened the dark forces of the Old Ones and their ssociates. By about 1930 cults capable of making real these demonic forces are threatening the world order.
Yup, it appeals to me.
I can see where that would be interesting to people but a reboot means all the previous work is lost/teams can't cross over. At least not easily.
Two options:
1) Reboot as a parallel set of rules where the IHMN world never happened (stand alone)
2) Extrapolate a world that developed from IHMN. Hmm, that might be hard and could be full of paradoxes...
Gracias,
Glenn
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I can't say that Cthulhu appeals to me overly, but nevertheless it's part of the time... as are all sorts of cults and societies involved in the supernatural or otherworldly things. If you don't like it, there's no reason you have to include it though. Certainly you can take the view that what a cult believes in and which motivates them, and what actually exists in 'your' world, are two entirely different things. You can have a 'Cult of Dagon' without actually introducing deep ones into your games.
Horses for courses indeed, but baby and bathwater also springs to mind. ;)
Valid points.
Gracias,
Glenn
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I can see where that would be interesting to people but a reboot means all the previous work is lost/teams can't cross over. At least not easily.
Two options:
1) Reboot as a parallel set of rules where the IHMN world never happened (stand alone)
2) Extrapolate a world that developed from IHMN. Hmm, that might be hard and could be full of paradoxes...
Gracias,
Glenn
Personally I'd say standalone... as you say, the possible futures that develop from the original IHMN setting are infinite and would be hard to take in or even develop. To function in an alternate world players need to still have some form of anchor in the real one.
I can conceive of a world where the Depression didn't happen, or where Germany did not go Nazi, or any other possible alternate realities to the real one... after the Great War, but what world would grow out of the IHMN world of 1895 and how very different would it be?
Certainly the character of the era would be lost, which for many is the whole point... for '20s America to exist in the form it did, requires a Great War, not only for the development of the need for the joie de vivre that created flappers and jazz, but also the development of the technology of that time. If we take a follow on from IHMN, then we potentially have an 'Atompunk' '30s which is far more like the '50s but far less liberal in its mores, politically at least. While that could be kinda cool in and of itself, it isn't the '20s/'30s.
A game set in the '20s-'30s still has to convey the idea of them in other words and I can't see how that could be convincingly done by following on from IHMN. I've been surprised before though!
Smith for President in '29! ;)
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Surely a 1920/30's IHNM has to a standalone. As has been said, WW1 (or one that we would recognise as such) simply cannot happen taking the existing 1895 IHMN as a starting point.
Some companies (Ra and the Tongs) would move seamlessly between the two alternates, but given that a 'Company' only needs 10-12 figures at the most, I don't think the lack of crossover as much of an issue.
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Nearly 200 votes in now. We’ll leave it up a couple of more days to let everyone who want to vote have a chance.
Thank you to all of you who have voted already, this sort of information is really important for the future of the IHMN project.
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Craig,
It's been a while since this old grognard has enjoyed a set of rules as much as I have these (And I have yet to find a opponent/game!) if nothing else than the companies people have designed. Whatever route you go, keep the same spirit of the game!
Gracias,
Glenn
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Doesn't have to be another 'Cthulhupalooza' entry for me. Just good old fashioned pulpy fun.
I do like the Diesel aspect, so the potential for more machinery and vehicles is always welcome.
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If Philip Marlowe, Sam Spade and Lew Archer are in; I'm in.
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Will the focus be very "person" heavy as in the original?
This would be a GREAT time to create vehicle/machine construction rules. With that added this could go in any direction in which players wanted to go. Don't like Lovecraftian horror? Don't play it. Want more? Create companies that fold in the mythos to their fiber.
The rule set is flexible enough to do that now really, some specific tweaking would be amazing!
As it is a couple of people here are considering splitting Pluck into Physical and Mental halves in order to make it a little more horror/mythos based.
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Having started to convert plenty of gangster minis into low-level supers I would definitivley be interested :D
Though I wouldn't exclude Wolverine, he's just a angry brawler with fancy knives ;)
(http://i611.photobucket.com/albums/tt196/Comsquare/DSC00668.jpg) (http://s611.photobucket.com/user/Comsquare/media/DSC00668.jpg.html)
Not to mention that Logan was around in the 1930's. Just not sure where in the world he was though at the time. :-)
Love the conversions Com. Can we get a better shot of the conversion of the claw hand and head? Maybe from a slight angle above?
Grimm
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After 48 hours the poll results are as follows:
Yes, I really would like to own a game like this!
132 53%
Yes, I might like it, depending on how cool it was.
62 25%
Not really my period I'm afraid.
33 13%
Possibly, but I'd wait until someone else bought it first.
16 6%
Are you completely deranged?
5 2%
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If we were to use the IHMN core rules to create a game set in 1920's Prohibition America, with the added twist of low-level superheroes and villains
Kind of like "The Minutemen" from Watchmen? (http://static2.wikia.nocookie.net/__cb20080722223058/watchmen/images/thumb/0/0d/052708-watchmen-minutemen.jpg/300px-052708-watchmen-minutemen.jpg)
Fantastic idea!
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This goes to Craig;
did u ever considered releasing a deck of cards for IHMN, something like events, immediate targets or similar?
I know this maybe would bring the game more toward board-gaming, but was just wondering if it's an idea you discarded already or else.
Greetings.
Ettore
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I think this could be an interesting game if it was more superhero and super-science focused and less Pulp.
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I think this could be an interesting game if it was more superhero and super-science focused and less Pulp.
So there seem to at least three versions of where this could go:
1) Horror/Cuthulluesque
2) Pulp Heroics
3) Low level superhero/super-science setting/driven
Not to be "Debbie Downer" or Cassandra but those are three distinctively different games.
One game trying to meet all three of those would be likely to be deficient in part if not the sum of all things.
Gracias,
Glenn
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One game trying to meet all three of those would be likely to be deficient in part if not the sum of all things.
Is anyone actually suggesting this?
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So there seem to at least three versions of where this could go:
1) Horror/Cuthulluesque
2) Pulp Heroics
3) Low level superhero/super-science setting/driven
Not to be "Debbie Downer" or Cassandra but those are three distinctively different games.
One game trying to meet all three of those would be likely to be deficient in part if not the sum of all things.
Gracias,
Glenn
points 1 and 3 ( and of course point 2) is where some of us here would like to see the game going,
point 2 is what most probably will come, by the writer's comments, and personally I would be happy with any of the first 2 options.
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This goes to Craig;
did u ever considered releasing a deck of cards for IHMN, something like events, immediate targets or similar?
I know this maybe would bring the game more toward board-gaming, but was just wondering if it's an idea you discarded already or else.
Greetings.
Ettore
Yes we have and if I say anything more I would have to have you killed ;)
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The results are in! Read all about it!
http://inhermajestysname.wordpress.com/2014/03/25/the-great-poll-of-1895/
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The games I've played with Cards are usually immense fun, as it adds a layer of unpredictability that is hard to create otherwise.
What would of course be nice is if the ideas and rules for using cards were to be made available as a free download, so that the players could create their own cards reflecting their own companies and ideas.
I admit it's a cheeky request, but it would add to the feeling that IHMN is a great game for new people because the figure count is so low, and rules are fairly cheap in comparison to the current range of glossy blockbuster rule sets (FoW, BGN, Bolt Action etc).
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Yes we have and if I say anything more I would have to have you killed ;)
;D ;D ;D ;D ;D ;D
IHMN is what made me buy and paint my first miniatures, what made me discover other Osprey publications, (also new perspectives games like DBA-Impetus-Chaos in Carpathia-Chaos in Cairo-Pulp flavoured games and many more), and all in such short time!!!
I really really like yr game, you can count by far on another loyal customer!! Thanks Craig&Charles!
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Cards driving the scenario plot with more twists and chaos would be an improvement to an already solid game. Cards would get my attention. Creative-types like myself would be insistent in making our own custom cards, but I sure there is a reasonable way to monetize if necessary.
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Cards driving the scenario plot with more twists and chaos would be an improvement to an already solid game. Cards would get my attention. Creative-types like myself would be insistent in making our own custom cards, but I sure there is a reasonable way to monetize if necessary.
There's no reason why we can't use cards now as it is.
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Not to mention that Logan was around in the 1930's. Just not sure where in the world he was though at the time. :-)
Love the conversions Com. Can we get a better shot of the conversion of the claw hand and head? Maybe from a slight angle above?
Grimm
Hei Grimm,
sorry for the late response, have one more pic:
(http://i611.photobucket.com/albums/tt196/Comsquare/DSC00666.jpg)
If you want an other angle I can do some more ;)
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Is anyone actually suggesting this?
You know it will only be master of time… lol
Pre-emptive frown...
Gracias,
Glenn
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You know it will only be master of time… lol
Pre-emptive frown...
First book covers the pulp heroics angle. Second one gives options for Cthulhu-esque horror. Third expands into low-level superheroics. Have some faith in the adaptability in the system, and if you don't like some of the alternate rules, don't use them. Easy!
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First book covers the pulp heroics angle. Second one gives options for Cthulhu-esque horror. Third expands into low-level superheroics. Have some faith in the adaptability in the system, and if you don't like some of the alternate rules, don't use them. Easy!
There you go again with that logic stuff. ;) lol
Gracias,
Glenn
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First book covers the pulp heroics angle. Second one gives options for Cthulhu-esque horror. Third expands into low-level superheroics. Have some faith in the adaptability in the system, and if you don't like some of the alternate rules, don't use them. Easy!
Except that you missed the book dealing with Kong, Tarzan, African and South American Tribes and of course the classic range of Hollywood Horror denizens... this is the way forward.
;)
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First book covers <snip>
This 'first book' is the 'first book after the second supplement' (which ::) I just pre-ordered) right?
So far, if my count is right, we have the original IHMN, book, the new HVF supplemental book, the pending new release, then 1, 2, 3, or possibly even four, more books for our heroes to write...
Hey, they won't be doing anything else, right?
;)
lol
Gracias,
Glenn
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So far, if my count is right, we have the original IHMN, book, the new HVF supplemental book, the pending new release, then 1, 2, 3, or possibly even four, more books for our heroes to write...
Hey, they won't be doing anything else, right?
;)
Exactly. I was extrapolating on future productions. Arlequín, right, I think those books came right before or after their book "IHMN: Bringer of War" covering the Mars landings, the various natives, and other interplanetary adventures...
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My name is Lord Edward Ronan Curr and if you are reading this you are the resistance... ;)
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Oooooohhhllllllllaaaaaaaaaaaaaaaahhhhhhhhhhh!
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No one would have believed in the last years of the nineteenth century that this world was being watched keenly and closely by intelligences greater than man's and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinised and studied, perhaps almost as narrowly as a man with a microscope might scrutinise the transient creatures that swarm and multiply in a drop of water.
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