Pulp! as some of you know, is my quick-playing skirmish game of pulp action. It’s full of high adventure, narrow escapes, death defying leaps and two-fisted action! I've played it enough to know that it works and it's fun when I'm there. All good so far.
What I'd be most interested in now is some blind playtesting, so by people who aren't being guided by me. Particularly, I'd like to know if you can follow the manuscript through and the rules appear in an order that makes sense.
Fortunately it plays nice and quickly, but you will need some kind of miniatures.
Outside of playtest, I'd also be interested in seeing how much somebody can break the points-buy system.
-Matt
| Attachment | Size |
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| pulp.pdf | 294.99 KB |


I'll take a peep at that for
Submitted by Evil Doctor on Thu, 05/06/2008 - 09:25.
I'll take a peep at that for you.
Not now - I'm stuck in Linz airport, but when I get home. I might not get to play it, but I can comment on the flow of the rules etc if that would be helpful.
Cheers,
EvilD
That'd be appreciated!
Submitted by Matt on Thu, 05/06/2008 - 09:29.
Enjoy Linz.
-Matt
Realms Publishing
Questions
Submitted by Graham W on Sat, 07/06/2008 - 19:39.
How long does it take (my memory is an hour) and how many minatures do we need? Could we just use Lego or something?
Graham
About 45 mins if you're not drunk...
Submitted by Matt on Sat, 07/06/2008 - 20:21.
You could certainly use Lego. The old adventurers and newer Indiana Jones Lego would work pretty well.
-Matt
Realms Publishing
Brief
Submitted by Rich Stokes on Wed, 11/06/2008 - 12:12.
Matt,
Started reading this and have realised that given my current workload I'm not going to get a chance to finish it. Rather than let my notes languish uselessly on my hard drive, I thought it'd be more useful if I post here what I wrote as I went through the book.
+=+=+=+
Pulp
1
"Fast and Fun!" I think that's kinda taken ;)
2
Basically "Decide Scenario and points total". Seems pretty straight forward.
3
Abilities, 2 points for a basic guy...
Strikes me that 100 points could get you 50 basic mooks. Is that worth having? I know there's a maximum point cost but maybe a maximum number of figs?
4
Traits, right I can use as many Traits as I have Grit, so I can either use my move, shoot or fight once per level of Grit. Hang on, what's a "Pick"?
No, wait, Traits aren't the same thing as Attributes. Since Attributes isn't capitalised or anything I wasn't mentally making a distinction. I suspect that there should be an overview of what a stats make up a character/figure/unit before explaining them.
Hero/Villain forward references: What's pool refresh?
5
Long range is another forward reference - I can shoot 24" if I have it, what if I don't? I'm assuming 12"?
Some other forward references
Trap seems to take people out the same regardless of their value and stats. This seems pants, but again, I don't know because I have no idea how the game is played and might be missing something important.
At this point I'm thinking you've fallen into the trap of putting character creation first because that's how books are organised or because that's the first thing people need to do to play the game. But the problem is that *it's not the first thing I need to know in order to be able to play*. As a teaching tool, I need it to tell me what this stuff means before I can really understand where to put points in creating characters. Fortunately, as a wargame, you have the option to just present a small selection of pre-created characters (Nazi Thug, Adventurous Archeologist, Savage Cannibal etc) up front and then have the "proper" character creation rules presented later, after people have had the actual gameplay rules explained to them. Worth thinking about.
7
Pool is explained. Ok, that makes more sense.
A "Force sheet" is referenced, this hasn't been explained yet.
9
Bullet point "Any objective your opponent agrees to" is not really an example.
10
Setting objectives is a neat idea, but seems a bit open to abuse. Or maybe not.
11
Advantage is not clear. Actually neither is turn order and phases. It seems like the turn is broken into Phases and both sides move, then both sides attack, then both sides shoot, is that correct? Is Advantage determined at the start of each phase? Does pool spent during the Hand-to-hand phase change the Advantage for the Shooting phase? It seems like it's calculated once at the start of the turn and doesn't change, but this isn't really clear.
12
Movement - OK, movement is in inches, so is this a 25mm game played without a grid or hexmap?
13
Retreating units must head for cover. Cover is not yet defined. I mean, I know what I think it means, based on other games I've played, but...
Thanks Rich
Submitted by Matt on Sun, 15/06/2008 - 13:52.
The general flow stuff there is invaluable.
Thanks also to Greg, who emailed me a heavily annotated version of the PDF.
-Matt
Realms Publishing
No worries Matt
Submitted by Evil Doctor on Mon, 16/06/2008 - 07:34.
I think you have the basics of a cool game there once you've tightened a few things up.
Cheers,
Greg