Why dont you guys like Forbidden Kingdoms?

Albert_Fish

First Post
Ok, i bought this book, read a good portion of it before looking at reviews both here and at RPG.net . I wanted to doa pulp adventure but i am tired of waiting for Pulp Cthulhu and I found Pulp heroes ( from Dungeon/Polyhedron) to be to thrifty on rules ( particularly spells) and too unrealistic ( I hate how every revolver does the same damage).

The only things I disliked about Forbidden Kingdoms was the fact that Class abilities were not defined. I like their Hitpoint rules, i like how they adapted Ken Hood's Grin-N-gritty system. The only things missing were magicians. I wished that the Pulp Heroes and Forbidden Kingdom's classes were more compatible but as it is the classes offered in Pulp Heroes have too many class abilities.

So what did you guys hate about this Book?
 

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I don't hate it.

In fact, I appreciate some of the stuff the authors did with linking the pulp era to steampunk. And the World Crime League is interesting --- a Victorian Legion of Doom.

But for my money, d20 Modern plus GURPS Cliffhangers gets the job done just fine.
 

For starters is $39.99 - too much money. At least I got it for my birthday.

The interior art is bad. On a scale of 1 to 10 it's a 3.5

And by the chapter:

Chapter One (introduction): No complaints

Chapter Two (steam age): They totally overdid it with the technology! Give me a break. They have computers that are WAY to advanced for a pulp setting, it doesn't matter how rare they are. There is a GPS system in place (Chernovs Map). Celestial Elevators - basically a space plane; take it into orbit, wait for the earth to turn beneath you, come back down on the other side of the world and only hours have passed. And all of this prior to AD 1900.

Chapter Three (tesla time): More genre-busting technology with an uninspired backstory. An anti-gravity city hovering above Niagara falls, built by Nicola Tesla. Microwave Ovens. A team of super-agents working for Tesla... you know these are the people your players are "supposed" to be for the world. Instead you find an ecclectic group of advanced and experienced adventurers who have "been there - done that"; I think the designers should have saved the homage to characters that were obviously plucked from their own ranks and let the readers (Players and GMs) invent the "best heroes" in the world. World-wide wireless communication by 1910 and a Global News Network owned by William Randolph Hearst, called... you guess it GNN. <-- all of the aforementions items were prior to World War One.

Chapter Four (nazi thugs): A 100mph mag-lev train in common use in England - 1935. Holograms - 1934. Laser targeting systems. Yet a strange non-use of the previously detailed feats of science. This chapter is a boring read too.

Chapter Five (characters): This chapter is alright.

Chapter Six (new rules, skills, and feats): Did I mention that the art in this book is bad? Well it is, but for a few pieces that the layout guys screwed up by; cutting them in half, placing the left side of the picture on the left margin of the left page, and placing the right half on the right margin of the right page. Bad effect. Automobile chase/combat rules. Holy crap, these are WAY overcomplicated. I thought pulp was supposed to be fast and furious? 9 pages of rules for this - complete with a Reaction Times table, and a Distance to stop from fixed speed table.

Chapter Seven (prestige classes): Again, an alright chapter.

Chapter Eight (magic): I confess, I couldn't read it. I was frantically looking for something redeeming at this point.

Chapter Nine (weird science): 3 pages. And really 1 whole page of that is taken up with illustrations. Weird Science? More like wierd game design. Very little of this meshes with the previously described "scientific advances" mentioned previously in the book.

Chapter Ten (equipment): Pretty basic.

Chapter Eleven (firearms): 12 pages of RULES for creating your own guns. Gimme a break, just give me 2 pages of available firearms and save the geek-speak. 3 pages and 1 table for Wierd Science compared to 12 pages with 8 tables for making guns.

Chapter Twelve (martial arts): I admit that I didn't read this chapter or either of the following (and final two) chapters. By this time I was tired of the book and put it on the shelf... where it sat until I brought it out for this little rant.
Chapter Thirteen (psionics):
Chapter Fourteen (villains and monsters):

If you love the game, good for you. I think it sucks. That's my opinion.

Throughout the design of the setting there seems to be a philosophy of "early concepts" of technology that break the setting. We have people in low Earth Orbit by 1900, cellular phones by 1910, and an entire city levitating but World War Two is esentially fought just like plain old WW2. Is it just me or does this strike other people as being very poorly thought out? It's too much too soon and just not enough balance.

benedict
 

Benedict said:
Throughout the design of the setting there seems to be a philosophy of "early concepts" of technology that break the setting. We have people in low Earth Orbit by 1900, cellular phones by 1910, and an entire city levitating but World War Two is esentially fought just like plain old WW2. Is it just me or does this strike other people as being very poorly thought out? It's too much too soon and just not enough balance.

benedict

I won't comment on the rest of Benedict's post, everyone is entitled to their own opinions. However, the game timeline ends in 1939, WW2 isn't even covered.

Hyrum.
 

Whoops, WWI is what I meant. You'll notice I used technological examples up to 1910 - just before the Great War.

benedict

PS: I wouldn't have minded a bit if you had commented on the rest of my post. You and Dave Webb developed and wrote the game after all. As you say, everyone is entitled to their own opinions.
 

Benedict said:
Whoops, WWI is what I meant. You'll notice I used technological examples up to 1910 - just before the Great War.

benedict

PS: I wouldn't have minded a bit if you had commented on the rest of my post. You and Dave Webb developed and wrote the game after all. As you say, everyone is entitled to their own opinions.

Hey that's cool, we all make mistakes. :)

As for WW1, while the outcome of the war was the same as the "real world", a lot of what happened during the war was different. We just didn't go over a lot of it in the text. We're thinking of releasing a WW1 supplement, using the rules in Eden's Book of War, and that should show a lot of the tech advances and how they relate to war.

We also realize that the Weird Science rules are incredibly light (they're more like GM advice), so we've got a complete guide to Weird Science, full of expanded (and new) rules, and a *ton* of equipment planned titled "Terwilligers Technological Emporium".

As for the gun rules, yeah their detailed. Some people like that, others don't. For those that don't like such detailed rules, you can find a list of guns on page 197, at the end of Chapter 10.

Hyrum.
 

Hey Hurum,

What a nitpicker that guy is, huh? :D

Yeah, I'm still around. Got sucked up into M&M, but I'm still wanting to play some FK (and playtest Chill, if you're still doing that).

-Smokestack Jones
Maker of the Sampo!
 
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Whoa, you guys are re-publishing Chill? I never understood the old rules andi would be interested in seeing a simpler version.

I will agree, some of the background Technology is a bit too extreme but its easy enough to ignore some of it or make it hard enought o come across, use or keep.

I like the gun rules. Ken Hood ruled when it came to actually mimicing real life in D20 rules.
 

FK & Chill

Some friends and I have been talking about a pulp game. I hope I get FK for my birthday, since I think it would be a good choice based upon my game shop browsing.

If you're taking play testers for Chill, I'd be interested, too. I remember playing it as a teenager and loving it. How do we sign up?
 

HyrumOWC said:


Hey that's cool, we all make mistakes. :)

All I'm going to say is that I've had a lot of fun with Forbidden Kingdoms - and having fun is really what gaming is all about, right? :)

Semi Thread Jack: Couple of questions for Hyrum -

Solid d20 Modern Blaxpoitation Experience - HURRY! (alright, not a question ;) )

Chill - are you guys still considering a d20/d20 Modern appendix? That would be mega cool.

Thanks again!
 

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