I pretty openminded with the actual mechanics too. I quite like the idea of keeping them simple and generic.
This may or may not be somewhat annoying or difficult to follow for some people but as idea ferment I’m going to edit and expand the first post in thisa thread rather than have lots of replies with bits and pieces of ideas.
Interested in what Pulp Fantasy means to you guys. I hear Conan & Slaine when you say that, larger-than-life two-fisted heroes.
The ideas of pulp fantasy to me…
Basic stereotypes used so characters can leap straight away into plot. I’m thinking Dragonlance, DnD, Magician(R.E.Fiest), Thraxas, Eragon, Paksenarrion, Dragonbone chair etc. The author relies on ideas and concepts already developed and ‘common’ knowledge so they don’t have to spend half a book telling the reader elves are distant, long lived and hang about in the trees.
Conan etc. fit into a similar category where character development is sacrificed for story at a breakneck speed. Lots of sex and action. I think when Howard was writing, they were developing the stereotypes.
That said, plenty of ‘Pulp Fantasy’ uses stereotypes and relies on the readers knowledge of them so the author can then mess with them. (Moorcock, Lieber and Pratchet perhaps fall into this category?)
This is the idea Scott and I have(I think). We want to use Pulp fantasy ideas and then mess with them a bit. Keep the players on their toes…
Previously I said no elves, nobles and vampires… There is a reason behind this.
He he he
'Oh my god, somebody ate that man’s face!"
By the way, Scott thinks pulp fantasy is a small goblin called Max.
Larger-than-life characters with extreme personalities, obvious fantasy stereotypes, that sort of thing?
Bishops preaching brimstone and fire, blood-soaked barbarians, chivalrous knights, mysterious strangers, cackling villains with brainless henchmen, children with great secret heritages? With a twist of some sort?
The setting as Scotty describes it sounds very political and gritty.
personally I’m trying to move away from the players having direct control or influence in the politics of the land. (part of the step away from PCs as nobles). How that progresses is another matter. The PCs may gain influence, but it won’t be easy. Theer will be no easy ins.
I like using classic motifs and cliches. It’s a good place to start, then deviate.
“Daddy, I thought elves were proud and beautiful.”
“That’s right son.”
“Why is that one coverd in pus filled boils? He doesn’t look very pretty.”
“That’s right son, he doesn’t. You get those from being a bad elf.”
“Bad elf daddy? What’s a bad elf? I thought elves were good and nice and only did what was right?”
“Not that one son.”
“Will he get better? What will happen to him?”
“Well, one day, very soon the pus will leech into his brain.”
“Then what happens?”
“Something deeply unpleasant.”
um… can i just say… EWWWWWWWW!!
[quote=“Ryan Paddy”]Larger-than-life characters with extreme personalities, obvious fantasy stereotypes, that sort of thing?
Bishops preaching brimstone and fire, blood-soaked barbarians, chivalrous knights, mysterious strangers, cackling villains with brainless henchmen, children with great secret heritages? With a twist of some sort?
The setting as Scotty describes it sounds very political and gritty.[/quote]
I think we can still achieve political and gritty within the pulpy format.
My idea of the setting is that while its rather an important posting, its also not terribly desirable due to the environment of the area. As such the type of people that end up being there (apart from the indigs) tend to be extremes of character or personality.
hmmmmm
I think we need to discuss this…
I have some ideas…nothing i want to share publicly
Something a bit more nasty
I like the sound of this.
I’ve got a few questions about the setting.
Will all the play will take place in one occupied territory? Is the plan to focus mainly on one town that will be physrepped by one real life venue? If so, any ideas about what’s special about that place if anything? If not, how much IC space will the game range over? How big is the occupied territory?
Is there anything special about the territory in terms of resources or spiritual meaning, or is it just a microcosm of a bigger political picture?
Will players be able to play both the (presumably subjugated) locals as well as the occupiers? Can we expect rebel / guerilla action from the locals? What about attempts by the nation that previously controlled the territory to reclaim it? Can players be spies or soldiers from that nation?
I really like the political potential of that setting idea. It’s very West Bank or Gaza, at least the way I’m picturing it in my mind.
I’m sitting her reading these ideas fly back and forth and given my bias (Quest) I’m thinking that modified Quest rules would suit this nicely. Only problem is that it only exists in hard copy and GM only stuff is only given out in strictest confidence.
Theres over 200 spells in Quest but most are ignorable… most damage spells to remember fall into the bolt (3hp), blast (6hp), and storm or death spells (10hp). It doesn’t matter if its icebolt, firebolt, lightning bolt all are 3hp.
Hit points are easy and damage is based on location 1 for leg or arm 3 for chest (no head shots).
Armor supplies extra HP’s.
Quest also has a newish (borrowed) bow system and interestingly enough a civilian or symbolic player class (similar but not like Masquerade)
Quest is a skill point system allowing you to pick your characters abilities and create unique characters.
We’ve played some very dark themed modules with this system.
Let me or Alista know if anyone is interesting in using Quest as a base system.
JAred