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Author Topic: Which rules??  (Read 1482 times)

Offline lextheimpaler

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Which rules??
« on: 24 May 2012, 03:34:14 AM »
Hi there,
After lurking these forums for a while i have just fallen in love with the minatures and setting.
I have recently purchased some stargate figures and gate and some pulp adventures, gestapo thugs.

I was wandering what rules should i buy? I would like to play games with my stargate figs as well as indiana jones last crusade style games with my pulp figs.

Ive been looking at .45adventures, gaslight compedium and Where heroes dare!.

If anyone could point me in the right direction would be gladly appreciated.

Cheers
Lex

Offline warrenpeace

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Re: Which rules??
« Reply #1 on: 24 May 2012, 09:33:37 PM »
Might depend on what type of dice you like to throw. .45 Adventure uses d10 modified with characteristics, which makes calculations in 10% increments easy in the player's head. Savage Worlds uses the range of die sizes d4, d6, d8, d10, d12, and perhaps a rare d20. Modifications in Savage Worlds are done by moving die sizes, with an additional d6 thrown for the main characters as an alternative if their main die is not so good. Also, rolling a max number leads to rolling another die and adding that to the roll of the first die, so large numbers can result. That makes odds less easy to figure for the player, but its a fun system. Some people prefer just using d10 or d20 over the multiple die sizes method.

I haven't tried gaslight, but both .45 Adventures and Savage Worlds seem to have very similar character traits, so translating values from one system to another should be easy. I mention that because there may be value in buying multiple rules systems to pull out ideas and scenarios from all of them. There is at least one recent board game that might help provide a structure for a Pulp campaign.

Another source of scenarios is the several pulp oriented series from the 1930's, 1940's, and 1950's. Some of those were done by Republic. You can find some of them on YouTube and watch for free. Look back through these threads for some of that.
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Offline mikedemana

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Re: Which rules??
« Reply #2 on: 25 May 2012, 10:23:06 PM »
Another possibility is to use the "Song of Blades and Heroes" system, which is very easy to teach at convention settings. 

Essentially, there are two stats: Quality and Combat. When it is a player's turn to act, he nominates a figure and chooses to attempt for 1, 2 or 3 actions.  They must roll equal to the Quality or above. Each success is an action.  If, while rolling for activation, two failures are rolled on that attempt, a player's turn is over.  So, player's weigh risk versus what they want to accomplish all throughout the game.

For combat, you simply roll 1d6 and add your Combat score.  There are  numerous special abilities to customize figures and give the flavor you want.  "Song of Blades" has numerous rules sets.  Probably the one best suited for Pulp games (and the one I'll be using) is called "Flying Lead."

The system may look a little vanilla to some at first glance, but it provides a fun, interactive game. The basic engine of the rules works very well, and can be easily tweaked to get exactly what you want.
 
Mike Demana

Offline lextheimpaler

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Re: Which rules??
« Reply #3 on: 26 May 2012, 10:02:23 AM »
Thanks for all the imput. I grabbed .45 and savage. Will play both and see which fits better. At a glance i think i like .45 better though.

Offline joroas

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Re: Which rules??
« Reply #4 on: 26 May 2012, 10:18:27 AM »
Astounding Tales is good for simplicity too.
'So do all who see such times. But that is not for us to decide. All we have to decide is what to do with the time that we are given.'

 

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