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Social Club of Outstanding Adventurers (or some less absurd)


MisterVimes

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

Not pulp, per se, but 100 Rifles and The Wild Bunch are westerns set in the early 20th century. Good for pulp cowboy inspiration. The last pulp game I played in, my character was a cowboy-type armed with his trusty M1911, inspired by visuals from The Wild Bunch...

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

Not pulp' date=' per se, but 100 Rifles and The Wild Bunch are westerns set in the early 20th century. Good for pulp cowboy inspiration. The last pulp game I played in, my character was a cowboy-type armed with his trusty M1911, inspired by visuals from The Wild Bunch...

 

What a great idea. I love that movie.

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

One of my big challenges here is defining the Pulp Cowboy archetype. Not the Lone Ranger or Zorro' date=' but rather the contemporary archetype (tropes, hooks) ala "Phantom Empire."

 

Not quite a "cowboy" in the accepted sense of the term, but what about Robert E Howard's hero Breckenridge Elkins for that archetype ?

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

Not quite a "cowboy" in the accepted sense of the term' date=' but what about Robert E Howard's hero Breckenridge Elkins for that archetype ?[/quote']

 

No, but it forces me to examine the western pulp more closely for a broader definition of the archetype or possibly break out a different archetype that fits, because Elkins is a critical (if under exposed) character in the pulp genre. The identity of Texans as a character during the depression is clearly defined here and the series has a level of humor not typically found in the works of his peers. Good catch.

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

After some discussion, what I'm looking at here is Golden Age Champions posing as Pulp (the transition from the Pulps to the Comics)

 

Quick notes:

  • Characters will be built on 300 with 60 Matching Comps (6th Ed)
  • Campaign will start around 1932 and range up to 1950
  • Since the Characters are Pulp Themed, the heroes are a big deal as solo heroes.
  • The game sessions will be "team-ups" to address huge events and will allow me to jump events forward by months or years at a time between sessions (as compared to Champions).
  • I want to introduce the concept of metahumanity early with WWI (ala Hugo Danner)

 

Quick Grabs from the Champions Universe and other sources:

  • "Impossible Crimes" from Adventurers Club #5
  • "Hands of the Strangler" from Adventurers Club #10
  • "Deathtraps" from Adventurers Club #11
  • "Autogiros and Airships" from Adventurers Club #14
  • Raven from SuperAgents
  • Frankenstein Mob from Masterminds and Madmen
  • Skymaster from Masterminds and Madmen
  • Crimson Wraith from Masterminds and Madmen

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

  • The game sessions will be "team-ups" to address huge events and will allow me to jump events forward by months or years at a time between sessions (as compared to Champions).

 

I think that should be the standart in chapions as well. Not nessesarily years, but at least days or week should be between adventures.

 

 

Quick Grabs from the Champions Universe and other sources:

  • "Impossible Crimes" from Adventurers Club #5
  • "Hands of the Strangler" from Adventurers Club #10
  • "Deathtraps" from Adventurers Club #11
  • "Autogiros and Airships" from Adventurers Club #14
  • Raven from SuperAgents
  • Frankenstein Mob from Masterminds and Madmen
  • Skymaster from Masterminds and Madmen
  • Crimson Wraith from Masterminds and Madmen

Some more:

The Robot and Ninja from Champions 6E can be used as they are.

A (100 pt)soldier/agent from Champions 6E could be a Nazi or Communist as easy as an Ally.

On and don't forget this one rule:

http://tvtropes.org/pmwiki/pmwiki.php/Main/MadScientistsBeautifulDaughter

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Re: Social Club of Outstanding Adventurers (or some less absurd)

 

I think that should be the standart in chapions as well. Not nessesarily years, but at least days or week should be between adventures.

 

 

 

Some more:

The Robot and Ninja from Champions 6E can be used as they are.

A (100 pt)soldier/agent from Champions 6E could be a Nazi or Communist as easy as an Ally.

On and don't forget this one rule:

http://tvtropes.org/pmwiki/pmwiki.php/Main/MadScientistsBeautifulDaughter

 

Excellent suggestions. And I have been mining tvtropes regularly.

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