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Author Topic: Pulp Alley or 7TV for a pulp adventure?  (Read 1621 times)

Offline Legionnaire

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  • Posts: 1229
  • Swede, enjoying creating narrative games.
Re: Pulp Alley or 7TV for a pulp adventure?
« Reply #15 on: 18 March 2025, 07:22:43 AM »
Thank you for all your inputs. I've decided to go with Pulp Alley,  on the basis that it seems to be many people's preference and my brief 7TV experience seem to be more stuff to keep tabs on.

Looking forward to start my new collection at end of this month.

Regards

Legionnaire.
The most important thing in the hobby is that you're having FUN! Doesn't matter if you win or lose.

Offline blacksoilbill

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  • Posts: 1673
Re: Pulp Alley or 7TV for a pulp adventure?
« Reply #16 on: 18 March 2025, 07:40:40 AM »
Keep us posted: Pulp Alley is a lot of fun.

Offline Doug ex-em4

  • Supporting Adventurer
  • Scatterbrained Genius
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  • Posts: 2890
Re: Pulp Alley or 7TV for a pulp adventure?
« Reply #17 on: 18 March 2025, 09:26:33 AM »
Pulp Alley is a lot of fun and I?ve used it a many times but the claim that it has hardly any modifiers to slow the game down isn?t quite accurate - it has masses of them ? they?re just hidden in the Abilities, League Perks etc.

Here?s an example from a Western Game I played:

"Big Jim is easy. He has 3D10 Brawl. This is reduced to 2D10 because he has already fought earlier (shooting back at Luke). He uses his Flying Tackle skill to reduce Luke?s dice by 1. The cost of this to Jim is that he shifts his dice to D8 from D10. Still with me? So Jim will roll 2D8.
Luke decides to use Defensive Fire rather than Brawl. His Shoot skill is down to D6 because his Health is now D6. However, he has Dashing which brings him back to D8. He is reduced to 2 dice because he shot earlier. He employs his Quick Shot ability to bring him to 4 dice but this also means he goes from D8 to D6. Then he is reduced to 3 dice because Jim is using Flying Tackle. Finally, as he is using Defensive Fire, he gets an extra dice so ending up with 4D6. Simple.
So the roll will be 2D8 for Jim vs 4 D6 for Luke. However, I got lost somewhere while working all this out and only gave Jim D6. I didn?t realise the mistake until I came to write everything up. Sorry, Jim; fortunes of war again."

So I would say you should play Pulp Alley but be very sparing in the additions you give to individuals and Leagues - they can clog things up if you let them get out of control. Bear this in mind and you?ll have fun.

Doug




Offline Legionnaire

  • Mastermind
  • Posts: 1229
  • Swede, enjoying creating narrative games.
Re: Pulp Alley or 7TV for a pulp adventure?
« Reply #18 on: 18 March 2025, 03:58:17 PM »
Pulp Alley is a lot of fun and I?ve used it a many times but the claim that it has hardly any modifiers to slow the game down isn?t quite accurate - it has masses of them ? they?re just hidden in the Abilities, League Perks etc.

Here?s an example from a Western Game I played:

"Big Jim is easy. He has 3D10 Brawl. This is reduced to 2D10 because he has already fought earlier (shooting back at Luke). He uses his Flying Tackle skill to reduce Luke?s dice by 1. The cost of this to Jim is that he shifts his dice to D8 from D10. Still with me? So Jim will roll 2D8.
Luke decides to use Defensive Fire rather than Brawl. His Shoot skill is down to D6 because his Health is now D6. However, he has Dashing which brings him back to D8. He is reduced to 2 dice because he shot earlier. He employs his Quick Shot ability to bring him to 4 dice but this also means he goes from D8 to D6. Then he is reduced to 3 dice because Jim is using Flying Tackle. Finally, as he is using Defensive Fire, he gets an extra dice so ending up with 4D6. Simple.
So the roll will be 2D8 for Jim vs 4 D6 for Luke. However, I got lost somewhere while working all this out and only gave Jim D6. I didn?t realise the mistake until I came to write everything up. Sorry, Jim; fortunes of war again."

So I would say you should play Pulp Alley but be very sparing in the additions you give to individuals and Leagues - they can clog things up if you let them get out of control. Bear this in mind and you?ll have fun.

Doug

Thank you very much, as always, sir, for your input and advice. I shall definitely bear that in mind when embarking on this venture.

I will probably get the Starter Box set because that seems to be a very good start and you get some figures, dice, decks etc.

My main attraction though are the Crooked Dice Masked Adventurers with one or two others. I have looked at a video how you make up a league so that will probably be "above average" capabilities. CD's The Ghost, Two Sidekicks (Esoteric Agent and Crusading Crimefighter) and two Allies (Academic and Fixer).

Then I really want the Shadow Tong League from Pulp Alley, throw in some of the female Tong and I'm sorted  :D.

My main scenery will be (as usual) TT Combat MDF terrain. This time with Far East vibes to be Chinatown, Beijing or mysterious lost city.

I've written a "shopping list" and will look forward to payday  lol. My wallet isn't  lol.

Regards,

Legionnaire.

 

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