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<blockquote data-quote="aramis erak" data-source="post: 9788498" data-attributes="member: 6779310"><p>I've used Savage Worlds for Deadlands, and it felt VERY pulpy. de-pulping SW looks to be a fool's errand.</p><p></p><p>I also played Spirit of the Century (and not as the GM!) and it was also a great pulp feel. Complete with over the top villain on a bee theme. And I was a wall crawler in a trench coat.</p><p></p><p>Daggerheart has a bit of a pulp feel for me. I agree with [USER=87792]@Neonchameleon[/USER] about it being a few pages from doing Indiana, but I think it would need more like 30-50 pages for a decent treatment.</p><p></p><p>Space 1889 is based upon longer pulp novels, but doesn't quite feel pulp when I run it FTF... but I'm more likely to use either JCOM or SavageWorlds: Red Sands in the future. Note that Red Sands is the official licensed adaptation of 1889.</p><p></p><p><strong>I see two missing: </strong></p><p><strong>Cosmic Patrol</strong>. it's rules light, intended for rotating GMing with limited GM authority, and build off both pulp comic SF and the early SF pulp serial films, including Buster Crabbe's filmography. (Buster played both Flash Gordon and Buck Rogers, and in the 1980 TV show, a retired Brigadier in a guest spot). It feels right in line with the 30's to 50's rocket ship SF stories.</p><p></p><p><strong>Buck Rogers XXVc</strong>: AD&D 2e mechanics stripped down just a touch, set in the early comics style Buck flavor. (For those who don't know, there are various versions of Buck... the original Nowlan novels, the Dille comics, the later comics, the Buster Crabbe serials, and the 1980 movie/TV pilot and series. Each a different kind of pulp feel... save season 2 of the TV show, which jumped the shark, while Gil's belly lopped over his belt...) If one can tolerate AD&D 2, it's great and pulpy. Classes: Rocketjock, Warrior, Scout, Engineer, Rogue, Medic. does use NWPs.</p><p></p><p>Oh, and that reminds me:</p><p><strong>Buck Rogers High Adventure Game</strong> - TSR's very light Buck ruleset that wasn't based upon AD&D.</p><p>TSRs' <strong>Conan</strong> and it's retroclone, <strong>ZeFRS</strong> - TSR color table style design, tweaked for doing a better pulp than AD&D could. Not sure it succeeds, but it's fun. </p><p></p><p>In the right adventures style, <strong>Firefly</strong> (Cortex Plus) rocks a pulp feel. (<em><u>Serenity</u></em> should feel the same, but doesn't. I think Cortex Classic was a serious mismatch to the setting). Match it with GF9's <em><u>Firefly: the Game</u></em> if you want a firmer economic grounding or as a mission generator.</p><p></p><p><strong>Not Exactly RPGs:</strong></p><p><strong>Fortune & Glory</strong> from Flying Frog. It's a character per player pulp boardgame of Indiana Jones style smash-n-grab archaeology and cliff-hangers ending your turn... Feels very RPGish, especially in co-op.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9788498, member: 6779310"] I've used Savage Worlds for Deadlands, and it felt VERY pulpy. de-pulping SW looks to be a fool's errand. I also played Spirit of the Century (and not as the GM!) and it was also a great pulp feel. Complete with over the top villain on a bee theme. And I was a wall crawler in a trench coat. Daggerheart has a bit of a pulp feel for me. I agree with [USER=87792]@Neonchameleon[/USER] about it being a few pages from doing Indiana, but I think it would need more like 30-50 pages for a decent treatment. Space 1889 is based upon longer pulp novels, but doesn't quite feel pulp when I run it FTF... but I'm more likely to use either JCOM or SavageWorlds: Red Sands in the future. Note that Red Sands is the official licensed adaptation of 1889. [B]I see two missing: Cosmic Patrol[/B]. it's rules light, intended for rotating GMing with limited GM authority, and build off both pulp comic SF and the early SF pulp serial films, including Buster Crabbe's filmography. (Buster played both Flash Gordon and Buck Rogers, and in the 1980 TV show, a retired Brigadier in a guest spot). It feels right in line with the 30's to 50's rocket ship SF stories. [B]Buck Rogers XXVc[/B]: AD&D 2e mechanics stripped down just a touch, set in the early comics style Buck flavor. (For those who don't know, there are various versions of Buck... the original Nowlan novels, the Dille comics, the later comics, the Buster Crabbe serials, and the 1980 movie/TV pilot and series. Each a different kind of pulp feel... save season 2 of the TV show, which jumped the shark, while Gil's belly lopped over his belt...) If one can tolerate AD&D 2, it's great and pulpy. Classes: Rocketjock, Warrior, Scout, Engineer, Rogue, Medic. does use NWPs. Oh, and that reminds me: [B]Buck Rogers High Adventure Game[/B] - TSR's very light Buck ruleset that wasn't based upon AD&D. TSRs' [B]Conan[/B] and it's retroclone, [B]ZeFRS[/B] - TSR color table style design, tweaked for doing a better pulp than AD&D could. Not sure it succeeds, but it's fun. In the right adventures style, [B]Firefly[/B] (Cortex Plus) rocks a pulp feel. ([I][U]Serenity[/U][/I] should feel the same, but doesn't. I think Cortex Classic was a serious mismatch to the setting). Match it with GF9's [I][U]Firefly: the Game[/U][/I] if you want a firmer economic grounding or as a mission generator. [B]Not Exactly RPGs: Fortune & Glory[/B] from Flying Frog. It's a character per player pulp boardgame of Indiana Jones style smash-n-grab archaeology and cliff-hangers ending your turn... Feels very RPGish, especially in co-op. [/QUOTE]
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