Author Topic: Pulp Sci-Fi setting for SM2 ?  (Read 3048 times)

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Offline Wōdwulf Seaxaning

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Pulp Sci-Fi setting for SM2 ?
« on: August 23, 2009, 12:22:34 AM »
Has anyone created a Pulp Sci-Fi styled setting for SM2 ? Similar to Doc Savage , Sky Captain & the World of Tomarrow or similar worlds ? If so , any advice on dealing with the tech & setting for use in such of a game when using SM2 ?
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Offline markc

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #1 on: August 23, 2009, 01:12:18 PM »
Has anyone created a Pulp Sci-Fi styled setting for SM2 ? Similar to Doc Savage , Sky Captain & the World of Tomarrow or similar worlds ? If so , any advice on dealing with the tech & setting for use in such of a game when using SM2 ?
Not that I know of but there may be some stuff out there as I have not search in a while.

 Advice? Tec is important but should not over shadow the world in any way. ie starships provide travel only no-space bombardment, no air to ground attacks etc. So IMO tec should make some things possible but most things or quite a few things should be low tec.
At least that is my 2 cents right now.

MDC

 I also think that a Sky Captain and the World or Tomorrow or that X Box game in which you were a pilot and your home base was a Zeppelin would be very neat but IMO the problem is keeping it interesting.
   
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Offline David Johansen

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #2 on: August 23, 2009, 05:42:56 PM »
There's an entire Pulp Adventures book for RMSS.

Offline markc

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #3 on: August 23, 2009, 06:06:08 PM »
There's an entire Pulp Adventures book for RMSS.
Yes that is for 1920's era play and IMO could be adapted to RM2/SM2 fairly easy. I think you may need the professions from the SM2 Comp and Sm2 Comp 2 but I could be wrong.
 You also might try and find Dark Space and adapt it to your pulp system.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline David Johansen

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #4 on: August 23, 2009, 09:02:25 PM »
See, Sky Captain and Doc Savage are in the 1920s they just have a little more advanced technology.  Personally I'd handle most of it with skill rolls and avoid hard numbers.  If it sounds cool just say "Yes but..."

Offline providence13

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #5 on: August 23, 2009, 09:48:13 PM »
League of Extraordinary Gentlemen?...
I hear the comic was best, but I was entertained by the movie. :)
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Offline markc

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #6 on: August 24, 2009, 12:00:43 AM »
League of Extraordinary Gentlemen?...
I hear the comic was best, but I was entertained by the movie. :)
I sort of liked the movie LEG as I call it and never read the comic book. I really wish I could remember the name of that X-box 1 game and if I had not moved I would know right where to find it.
 I also think it can be a good campaign setting if you have the right material and players.
MDC 
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Witchking20k

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #7 on: August 25, 2009, 05:30:02 PM »
I have a pulp HARP game that I played for a while.  It was pretty fun.  I relied on gadgets, magic rituals, blood magic etc for "powers"
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Offline Wōdwulf Seaxaning

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Re: Pulp Sci-Fi setting for SM2 ?
« Reply #8 on: August 26, 2009, 11:52:00 AM »
Thanks for the replies. I'll check out the RMSS Pulp adventure book for things I can use if I can find it.
R.I.P. Frank Frazetta
R.I.P. Barry Blair
R.I.P. Drew Hayes
R.I.P. Gary Gygax