Pulp Game using M&M?

Laslo Tremaine said:
For us the M&M rules worked great at PL4 (not sure I would want to got any lower though)...

Well thats what I am trying to find out. I just threw PL3 out there as a good starting point. But I was thinking about raising it to 4. :D
 

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For what it's worth, I agree with the comments made here. I'd suggest around PL6 for a pulpish game, possibly higher starting power points with a lower PL limit, also as suggested (for heroes with diverse abilities, but none of them earthshaking).

You may also find some of the optional rules in the M&M Annual useful, particular the options for awarding hero points. I've found it a useful method of genre-enforcement as well as encouraging in-game actions suited to the comics book style. It should work for pulp as well.

Lastly, while I think our upcoming Noir book is the bee's knees, I'll caution you that it's not pulp, but film noir. If you're not sure of the difference, check out the book, because Noir author Christopher McGlothlin gladly explains it. :cool:
 

"For what it's worth" meaning that Steve is too modest to note here that he's the guy who made M&M, so it's probably worth a fair amount. :)

Hey, Steve! My arcane swashbuckling defenders of the crown love the system!
 

takyris said:
Hey, Steve! My arcane swashbuckling defenders of the crown love the system!
Glad to hear it, takyris! It's always interesting to see what folks are doing with it, and your game is definitely one of the more original that I've seen.
 

dont know about you people but i would call nocturnal pulp (more guns then powers and so on). there they use PL 6 as a startingpoint...
 

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