jdrakeh
Front Range Warlock
I'm bulking up on my pulp right now and I'm trying to compile a list of self-contained, traditional, pulp adventure RPGs. The three criteria I currently have are:
A. Must be 'traditional' RPGs .
B. Must be self-contained in one book or core box set.
C. Must not be about superhumans with cool powers by default.
Exception A discounts stuff such Spirit of the Century (sharing the traditional duties of the GM is. . . er. . . not traditional), B discounts stuff such as as Thrilling Tales (requires a d20 core rule book to stand as a complete game), while B discounts stuff like Adventure! (the default heroes gain powers as a result of exposure to weird radiation -- normal folks with mad skills are presented as an option). So far, I have:
Daredevils (Fantasy Games Unlimited)
Justice, Inc (Hero Games)
Mercenaries, Spies, and Private Eyes
I am certain that I'm missing a few. Feel free to point the way. On a related note, feel free to list any particularly good pulp supplements (but be certain to identify them as such).
A. Must be 'traditional' RPGs .
B. Must be self-contained in one book or core box set.
C. Must not be about superhumans with cool powers by default.
Exception A discounts stuff such Spirit of the Century (sharing the traditional duties of the GM is. . . er. . . not traditional), B discounts stuff such as as Thrilling Tales (requires a d20 core rule book to stand as a complete game), while B discounts stuff like Adventure! (the default heroes gain powers as a result of exposure to weird radiation -- normal folks with mad skills are presented as an option). So far, I have:
Daredevils (Fantasy Games Unlimited)
Justice, Inc (Hero Games)
Mercenaries, Spies, and Private Eyes
I am certain that I'm missing a few. Feel free to point the way. On a related note, feel free to list any particularly good pulp supplements (but be certain to identify them as such).