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Author Topic: Pulp Alley Role-Play?  (Read 1566 times)

Offline Wolf Girl

  • Mastermind
  • Posts: 1424
Pulp Alley Role-Play?
« on: May 29, 2014, 08:50:56 PM »
Hey everyone!

I've been working on a more role-play based version of Pulp Alley with players using one character instead of leagues. I was wondering what everyone would like to see in a Pulp Alley role-play.

Is there anything specific you would like to see in it?
What setting should it be in?
What should the character profiles be like? (more ability categories, species, alignment?)
Any abilities that should be added or one's that you'd like to see transferred over?

Please suggest anything you think would be good or if you just think making a role-play version is a silly idea. :D

I'd love everyone's input :D


Mila Phipps, Pulp Girl
mila@pulpalley.com

Offline NickNascati

  • Scatterbrained Genius
  • Posts: 2193
Re: Pulp Alley Role-Play?
« Reply #1 on: May 29, 2014, 08:55:15 PM »
I think of it now as essentially a role playing game.

Offline gary42

  • Mastermind
  • Posts: 1229
Re: Pulp Alley Role-Play?
« Reply #2 on: May 29, 2014, 09:04:50 PM »
Yah.  It sorta is an RPG-lite.  You guys are geniuses.  Whatever you do will be great.
"They seek him here, they seek him... There he is!"

Offline Alfrik

  • Mastermind
  • Posts: 1234
  • Focus of Mission plus Logistics will carry the day
    • Armored Ink
Re: Pulp Alley Role-Play?
« Reply #3 on: May 29, 2014, 10:10:58 PM »

We only role play when it was found that the bad guys worked against everyone else.  Our games run to 12 turns typically. We created a Weapons Ranges for various typical guns and bows so not everyone  shoots the same, but also put in some downsides to some of the weapons for firing at very close or very long range.


RANGES of Guns
Weapon    Short                Medium              Long      Eagle Eyed
Pistol             0-6                   7-12 (-1D)        13 – 18 (-1D)
SMG             0-6 (+1D)   7-12              13-18  (-1D)   19 – 24  (-1D)
Rifle             0-6 (-1D)           7-12                   13-24  (-1D)   25 – 36  (-1D)
MG             0-12 (+2D)   13-24           25-36  (-1D)   37 – 48  (-2D)
            
Bow             0-6                   7-18 (-1D)      19 – 24  (-1D)
Thrown     0-4                    5-8                 9 – 12 
            
Pistols: any type, multi shot to single shot
SMG = Sub Machine Gun, Place small burst marker center on main target per Burst rules.
Rifle: any type of multi shot to single shot
MG = Machine Gun, adds 2D to shooters SHOOT ability, place long burst marker center to encompass enemy targets per burst rules

Bows of this period are simple wood bows firing poorly made arrows
Thrown: knives, throwing stars, javelin, rocks, grenades,

Grenades, dynamite, bombs (all referred to as GRENADES for simplicity):  place a marker, roll Might, score 2 success if Medium range, 1 success if only up to short range, 4+ is a success and lands center 3” burst marker on the target spot. Failure, roll d8 for scatter direction and then roll D6 for distance in inches. Blasts cannot be dodged.

Plot Points: Some weigh nothing, such as a bunch of papers, a Vial etc. Some can and will have movement reductions penalties or carry penalties of taking One Hand or Two Hands (carrying a large crate of artifacts means they use both hands if they move and cannot fire, a large tote bag would occupy a single hand, leaving the other hand free to shoot a pistol with etc.)

Weapons costs in Gear Points

Pistols     1 point
Rifle      2 points
SMG      4points
MG      6points
Bow      1pt
Thrown   1pt
Grenade   2pts    1 use   

Teams start with 1 point per member to start


We also have a "KO penalty" where if a character is down and out he will recover as usual after the game BUT has to roll 2 D6, if he rolls 11 or 12, he loses a single die from any ability of his choice. IF he is Carried off before the game ends, his penalty roll is done but only a 12 will lose his die of choice.... the sacrifice of his buddy to "save him" reduces the chance of mean things happening to him and of course the buddy cannot move more than 6"  or use a weapon......

Can post more later if you want, but time to git to working.
   
http://armoredink.blogspot.com/

Painting Pledge for 2014 Cthulhu Wars and all expansions figures to paint! Arrrgh!

Offline Puuka

  • Mad Scientist
  • Posts: 584
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    • Shaggy Puuka Dice Bags and Accessories.
Re: Pulp Alley Role-Play?
« Reply #4 on: May 29, 2014, 11:11:57 PM »
You could always look to a classic for inspiration.

Long ago days, TSR had Gangbusters, which was a Gangster type RPG.

http://en.wikipedia.org/wiki/Gangbusters_(role-playing_game)
Looking for a set of rules that adaptable for different genres.

Offline magokiron

  • Mastermind
  • Posts: 1394
Re: Pulp Alley Role-Play?
« Reply #5 on: June 04, 2014, 05:56:01 PM »
I don't roleplay, prefering miniature wargames.

Anyhow, my advice is to check all material from HOLLOW EARTH EXPEDITION:

http://www.exilegames.com/games/hex.html

When I was working on my own homemade rules for a Pulp wargame (before I was accepted as a Pulp Alley playtester, Pulp Alley pretty much checked and surpassed most of my own goals for a pulp game), I got the main rulebook and a lot of their add ons, and they are an amazing source of inspiration and information.

Hope that helps.
I know you're too old to play with toy soldiers. So give them to me... NOW!

Offline BlackSmoke

  • Librarian
  • Posts: 135
    • The Colour of War
Re: Pulp Alley Role-Play?
« Reply #6 on: June 06, 2014, 01:08:02 PM »
I also think of PA as sort of RPG-lite, but my regular PA group have also recently taken it one step further and started a proper RPG game with Dirk Drake and his Daredevils as the main characters. For this we're using a blend of FATE Core and the older Spirit of the Century module. If you want inspiration then I can heartily recommend that. FATE is pretty much made for Pulp adventures!

 

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