-nazi's are always good to beat-up
mob bosses
mad scientist
villianess, nothing like a girl being bad
rush to find a anti-dote
-- In herostation@yahoogroups.com, "Curtis" <cvandaele@...> wrote:
>
> I have been seriously considering running a pulp game after my
current
> Fantasy game ends. This game would be done using the gurps rule
> system. As it is what my players like to play the most. I plan on
> using a fair bit of horror from adventures published by Chaosium
for
> Call of Cthulu. Those folks really know how to set a conspiracy
into
> motion. Plus it is easy to add weird science and black magic when
the
> elder gods are involed. I'd toss in a few converted dungeons and
> dragons modules for good measure. Things like B4 the Lost City
buried
> beneath tons of sand. The city rises forth during a sand storm.
Just
> lucky that our brave heroes are here to explore it. Sure need to
drop
> some of the fantasy monsters but hey I can just add in more Cthulu
> ones. Next up I will want to take some of my super villian
> organizations and modify them for a pulp game. No mutants after
all
> but mad doctors are literally a dime a dozen in a pulp game. Toss
in
> some commie spies, bootleggers, bank robbers and the giant Ape and
you
> got a game. See now you have some tips on how to pulp a game for
the
> 1920's-1940's. Lastily visit the boards at hero games they have a
huge
> pile of tips for any pulp game. Have fun Ferret.
>