S'mon said:
My first impression of Grim Tales was that it was mostly a reprint of d20 Modern, only with cooler art. Since I don't own d20 Modern (although I've looked over a copy, and the SRD) that's not necessarily a bad thing, but I was expecting much much more fluff on designing 'pulp' settings, and less crunch - a lot of the crunch is either d20 Modern SRD reprint or looks very complex (the CR-assessment bit, say). I'd have expected a 'pulp' game to be _simpler_ than standard d20, not more complex.
I feel I may be missing something. Say I wanted to run a 'Buck Rogers' type pulp-fantasy-sf game - one of the campaigns I've been considering. How does Grim Tales help me to do this?
Well, not to run to GT's defense, but only a casual look at D20 Modern is no basis for comparison. As -- I like to think -- one of the more aggressively rule-bending-for-pulpiness DM's around here, here's a brief summary of what's different:
Just better, cleaner writing than in any WOTC product in the last three years. I mean, seriously, I love WOTC, but that stuff's impenetrable. GT is no my rule system of choice just for clarity's sake. Probably more important to me than other people, but ...
Better talent trees and better designed feats, including ones relating to metamagic and item creation, but also including vehicle pursuit and combat and specific firearms fun.
A damn fine vehicle combat system. My Scarred Lands party is about to get a faceful of this -- it's designed to work with any generic vehcle stat concept.
The best EL system ever. Ever. And CR's broken down so you can individually tweak monsters and ALSO add abilities freely as cyber or mutations with no need for level adjustment. That CR assessment system is something you can skip altogether, by the way, if you want.
Better armor rules, good action point variants (and many variants to all rules, btw), none of the unpleasant nonlethal combat goofiness.
The best low magic system. Ever.
The basic classes are expanded in ways which allow you to duplicate -- with talents -- most any character class from fantasy RPG.
Now, admittedly, this is more of a toolbox than a pulp-specific setting. It's a tool for BUILDING something in the Pulp tone.
How to do Buck Rogers type pulp SF with GT? Well, you can build any role I can think of in a pulp setting with the basic heroes, and adjust any race you want to build with the CR system. Dogfighting in your spacecraft can be achieved easily with the vehicle rules. Firearms (ray guns) are built into the rules much more smoothly ... to be honest, I'm not sure what you were looking for. I believe Wolf was looking at "pulp" as a play
tone, not a play
style, by which I mean gritty heroism relying on skills, not magic.
As far as a "style" book for building pulp campaigns ... hmmm .... maybe I have my first after-retirement project lined up.