Pulp RPGs General Thread [+]

Indiana Jones is pulp.
This is my go to in designing a pulp feel in an RPG scene. Action, fast paced, some danger but not a lot of blood, back and forth with the fairly competent and strong hero winning through or the villain getting away in that scene. Also exotic locations and evocative descriptions whether it is a Middle Eastern street market or an archaeological underground site.

It is how I ran a D&D 4e style skill challenge chase in a 5e game where I was aiming for an Army of Darkness kind of tone. Have back and forth things going with every participant, try and keep it snappy with decisions and some complications for an Indiana Jones feel.
 

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The 2d20 system in general is designed to be fairly pulpy so Achtung Cthulhu (which is WWII punch Nazis pulp in multiple systems including the current 2d20) and Conan (pulp fantasy) and others.
 

The hp and level system allows D&D to be a bit pulpy giving heroes a death buffer so Indiana can get in an extended back and forth fist fight with the bald hulking mustachioed German mechanic.
 

I love pulp of every kind - pulp fantasy, pulp sci-fi, pulp horror, pulp supers. Savage Worlds is a great engine for pulp in my experience and does all those genres well.

To be a really good system for pulp in my book, an RPG has to support characters who are capable but not indestructible. Having systems supporting a wider range of challenges than just combat is also key. Good rules for chases and problem solving is a big plus, and the ability to zoom in to action or zoom out and operate at more a scene level is also useful for giving that cinematic feel of pulp movies.

Eberron is probably my favourite pulp campaign world. It successfully blends lost ruins and dark continents with noir cities and an interwar feeling with countries and factions eyeing each other for advantage. But when I run it I use Savage Worlds. :)
 




Arise!

I wanted to bring this back to life because I’ve been reading old hero pulps and thinking about pulp magazines a lot lately.

I’m going to make a prediction. The next few years, specifically 2027 and 2029, will be big years for pulp.

Why?

In 2027, The Shadow Magazine becomes public domain when the first five issues lose copyright protection. In 2028, The Shadow issues #6-20 drop into the public domain. And in 2029, The Shadow #021-044…Doc Savage #001-010…The Spider #001-003…G-8 #001-003 all drop into the public domain. Along with dozens more.

So I imagine people interested in pulp will start doing some cool things with these properties soon. Despite entering the public domain in the next few years, most of these will still be covered by trademarks so talk to your lawyer before diving in.

I for one am really looking forward to seeing what’s coming up.
 


This thread made me think again how I felt I had never really seen what I considered a good definition of "pulp fiction", so I decided to look around a bit. This seemed like a good page.


Pulp fiction has several defining characteristics:
  • Plot-driven narratives that move quickly and keep readers turning pages
  • Bold, dramatic cover art that promised excitement and adventure
  • Clear heroes and villains with strong motivations
  • Direct, accessible writing without literary pretension
  • Sensational elements like danger, romance, and exotic settings
By those characteristics, I feel like a great many games fit the bill.
 

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