All right, it's that time again -- time to give us your thoughts on our upcoming RPG opus! We'd like to get your input on what you want to see in Pulp Hero.
Before you comment, PLEASE READ THE OUTLINE AND DESCRIPTION I'VE POSTED BELOW. Every time I do one of these posts, I get a lot of suggestions for things that I've already explicitly stated are going to be in the book. Please, save yourself some time by checking out the description first.
Along the same lines, please limit your comments to textual content only. I don't want to talk about art at this time; we'll get to that later if necessary.
Please also keep in mind that I don't have time to do immense amounts of research on every conceivable pulp-related topic. I'm fast and skilled, but there are limits to what I can accomplish, so asking for more-more-more isn't helpful or productive. This is going to be the best, most thorough gaming book for the pulp genre ever published, but even at that there's only so much I can do. So yes, I'll be telling you something about what London's like in the pulp era... but I won't be giving you in-depth details or street maps. Those will simply have to wait for supplements.
So, with all that aside, here's a short outline of what I think the book's going to look like as of today:
Chapter 1 -- The Genre: similar to the first chapters in our other genre books. It will discuss the history of the pulps (briefly), what the "pulp genre" is, the various subgenres (crimebusting, weird menace, air adventure, etc.), pulp and metagenres/other genres, important elements of the genre, and so on.
Chapter 2 -- History of the Pulp Era: This is mostly a big-ass timeline arranged in columns by topic (War & Politics, Science & Technology, and so on). It will also have sections discussing important organizations, people, daily life, travel, and so on (unless I decide to move that stuff to Chap. 3).
Chapter 3 -- The World of the Pulp Era: You, too, can learn what the Transjordan and French Equatorial Africa are. It's a fine and glorious world where women are women, men wear hats, vast chunks of the world remain essentially unexplored by Westerners, and adventure lurks around every corner! Expect copious sidebars with nuggets of useful information.
Chapter 4 -- Pulp Character Creation: A big honkin' pile of Package Deals, discussion of how various game elements work in PH (e.g., how to change technology-oriented Skills to reflect the tech of the times; what the standards for Money are in the pulp era), a bunch of nifty pulp abilities/super-skills/whatever I call 'em, and so on.
Chapter 5 -- Pulp Equipment: Weapons, vehicles, weird science gadgetry, price lists, and so on, along with discussion of the tech standards of the era, what's common/rare/yet to be invented, etc.
Chapter 7 -- Pulp GMing: Similar to our other GMing chapters. Will probably include some sort of rules for "dramatic editing" and suchlike. Part of this chapter is being written by SJohn Ross, whose excellent work I'm sure many of you are familiar with.
Chapter 8 -- Sample Characters: Randall Irons, Hamilton Cross, and their friends... as well as a few sample adversaries.
And of course there'll be a big ol' Bibliography and Filmography at the end. (I've started another thread on this topic, if you're interested.)
So, with all that in mind -- what would you like to see in the book?




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I wouldn't mind seeing some expanded rules for the Inventor skill during the period ... maybe even some sample "weird science" gadgets
Any chance that we could have a few clubs briefly detailed in the book? I'd also like to throw my chips in for maps 
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