Thrilling Tales d20 Modern .pdfs

qstor

Adventurer
Can anyone recommend these? I was thinking of picking up the Nazi one and the temple of the Ican Blood god.

Mike
 

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I have the first advance class they released, The Man of Mystery, and it's really good. Gareth has a really great thing going with this series. The two you list sounds like a good start; I'd add a class so you can give your PCs options suited to the genre.
 

Since you've asked for recommendations, I'll refrain from pimping my own products. I am glad that you're interested, naturally....

My main purpose in posting is to make myself available if you have any questions about THRILLING TALES that you'd like answered.
 


Gomez said:
Dear Mr. Skarka,

Will there ever be a print compilation of the Thrilling Tales pdf's?

Dear Gomez--

Believe it or not, there doesn't seem to be a lot of demand for it....you're one of a very few who have ever asked.

That said, I was considering the possibility of taking everything produced up until October or November, and collecting it as one big book (which would end up being something like 360 pages long, but still). Or maybe doing a "players book" and a "GM's book" or something. Depends on demand, I suppose.

Either way, it would only be available directly from Adamant, via RPGnow....there's no way that I'd release a pulp product into standard distribution. They have a history of failure.
 

Gareth,
do you think it would be possible to run some of the Thrilling Tales PDF's in a more modern setting such as today rather than in the early-middle 20th century? If so, which of the PDF's would be you personally recommend?
 

Devyn said:
Gareth,
do you think it would be possible to run some of the Thrilling Tales PDF's in a more modern setting such as today rather than in the early-middle 20th century? If so, which of the PDF's would be you personally recommend?

The line is pretty firmly designed to engender the feel of the 1930s pulps. I'm not really sure that any of them would work in a modern setting...today's world is just too removed from that.

The adventures largely depend upon a sense of the unknown that simply doesn't exist today...you have to remember that in the 30s, there still was a fairly large portion of the globe that wasn't explored in detail, and that's where a lot of the "sense of wonder" of exotic locations in the pulps came from....hard to pull off in a world of instant communications and satellite imagery.

The advanced classes are geared towards the pulp archetypes, which probably seem a bit goofy to modern audiences, and the Pulp Villains supplements detail groups which work better in an early 20th century setting, rather than the 21st (Nazis and the Thugee).

I'm sure that a talented GM could import all of that stuff to the modern age (after all, Buckaroo Banzai was nothing more than the Doc Savage pulps updated to the 1980s, and Big Trouble in Little China did the same sort of pulp-update), but I can't honestly recommend my products to you for that purpose, because it would take a significant amount of work by the GM.
 

Well I think you have helped me make up my mind. I had been debating on either running a Jules Verne type Victorian game or a 30's Serial Pulp game.

PULP ACTION BABY! :D
 

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