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Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Friday, April 1, 2022

March to Victory 2022

March to Victory
March to Victory (MtV) is a brand-new convention in the KS metro. Put on by Jaye and Robin Wiley (Wiley Games), MtV was started to bring convention gaming back to the metro in the absence of Recruits.

A little over a hundred players joined in the fun and there were some absolutely gorgeous tables throughout the weekend. I, stupidly, didn't take any pictures of said games, but there are plenty of places, namely on FB, where you can see pics of the fun.

What I did do was sell some games and gaming-related stuff to convention goers. That's my main excuse for not taking pictures and I'm sticking to it. I also had the chance to converse with several people I've missed since the start of the pandemic, so it was a great weekend.

Thrilling Tales
I offered my emerging pulp rules, Thrilling Tales, to be played Saturday night. I had a full table of five players, so all the factions of my scenario were represented. Kingpin (Wilson Fisk) and his ne'er-do-wells, Falcone and his mob, Lobster Johnson and the heat, and the Upton gang.

I rehashed the plot I've been using to playtest these rules. Fick has a McGuffin in a box, loaded on a truck at the docks. He has to get said box through the gates to win. Standing in his way? Falcone, the cops, and the Uptons. Falcone's goons will shoot at anyone. The cops are focused on the gangs, and the Uptons, while not against the fuzz, aren't for anyone.

The docks, aerial view

I've been working on the vehicle rules for this game. I thought I had them hashed out, but the night's activities proved me wrong. I also made the rookie mistake of telling the players that they could drive vehicles without them asking first. Yes, there were a lot of collisions. Still, this gave me the opportunity to realize weaknesses in the rules and ideas on how to fix them.

The game started with everyone closing in on Fisk and the box. Unfortunately, Fisk's crew got initiative very late the first couple rounds, so he was unable to really get started early. 

Falcone and henchmen

All four factions promptly jumped in vehicles and tried to start the engines. Upton's crew comically failed for a few turns. the police started half their vehicles. Falcone's crew were successful and started moving immediately. They and the Upton clan disposed of Scourge, Fisk's bodyguard/SMG-wielding killer, in a hail of bullets. Fisk's dock workers got the delivery truck rolling toward the gates, but their late start meant that the other factions were lying in wait. Fisk hopped into his car and tried to act as a rolling shield from the upcoming violence. 

Fisk's crew loading the McGuffin

Both the truck and Fisk's car were riddled with bullets. The truck eventually was shot enough to knock it out of action. It was then rammed by Falcone's crew, knocking it into a building. Fisk, seeing that his "mysterious object" was not going to leave the docks and his hirelings dead, fled. Captain Long, also deciding that he didn't get paid enough to die, hightailed it back to his boat.

Falcone's gang take position

Meanwhile, Lobster Johnson and the police worked their way toward the ruckus. Lobster picked off a couple of Falcone's thugs with expert, long-distance pistol fire. Lt. Gorman and Howard tried to block off the dock's exit. They were fairly successful, but eventually they ran across the Marconi brothers, Sid and Sal. Lt. Howard was shot repeatedly in the head and face as he attempted to run over Sal. The upholstery was utterly ruined.

The Uptons showed that they absolutely did not care who they attacked. Initially starting with Fisk's men, they moved on to Falcone's and, eventually, Fireman O'Leary hacked the feet off an officer that was attempting to climb onto a roof with his trusty fire axe. He in turn was killed by another officer that arrived on the scene of the heinous crime. Sir Reginald and Jimmy died in a a hail of gunfire when tangling with the Falcones. 

Falcone got in on the action, too. He ordered his men to attack both Fisk and the Uptons and his Marconi twins died fighting the cops. He decided it was too hot at the docks and faded into the night.

Sir Reginald showing he can be spry at his advanced age


Jimmy Upton, moments before his death

In the end, the Falcone, Fisk, and Captain Long escaped. Fisk's dock workers and Scourge were dead. The Maroni brothers and Falcone's thugs were dead. All of the Uptons were dead. Two police officers and Detective Howard were dead. 

It was that sort of game. There were an inordinate number of natural 20s rolled, meaning that characters were one-shot in horrific ways. Still, pretty much everyone had a blast and several cinematic moments were had. 

I definitely need to tweak the vehicle rules to accommodate collisions and some other areas. I look forward to the challenge!

Tuesday, February 1, 2022

AAR: Trouble at the Docks

The Beginning

I have been, off and on, working on a short set of pulp rules. Originally based on Howard Whitehouse's Astounding Tales! article in MWAN 120 from 2002, I quickly flipped the d6 system to one based off some of the d20 mechanics of Stargrave and Rangers of Shadow Deep. I kept some of Whitehouse's verbiage, but added much more to the framework he originally published. 

The Hook

Evening descends on the docks. A crate, freshly taken off a small, unassuming tanker, is quietly loaded into the back of a truck. What's in the box?

Wilson Fisk knows. He's paid a lot of money for this box. His plans for the contents of said box is unknown by any but him.

Vito Falcone wants to know. Anything Fisk finds interesting is interesting to Falcone. Now Vito just needs to take the box from Fisk. 

Lt. Gorman doesn't care. He has heard, through his ally Lobster Johnson, that both Fisk and Falcone will be at the docks. There won't be a better time to nab and cuff the leaders of the two biggest gangs in the city. 

Sir Reginald Upton thinks he knows. If his research is correct, the box's contents are a game-changer and cannot be allowed to fall into the hands of someone like Fisk or Falcone. While he doesn't have a problem with the local constabulary, they don't need the box, either.



The Set-Up

4x4 board, filled with warehouses, vehicles, crates, barrels, and other things found on a seedy inter-war pulp dock. I acquired a cobblestone vinyl mat from Melee Mats last summer. It can be a bit busy and the stones are a bit large, but it works. The buildings are scratch-built using foam core and some Thomas the Tank Engine walls I thrifted. Crates are painted wooden cubes. Barrels and lampposts are craft store buys.

The groups for this game are as follows:

  • Wilson Fisk, his enforcer, Scourge, Capt. Long and two dock workers.
  • Vito Falcone, Sid and Sal Marconi, and two generic thugs.
  • Lobster Johnson, Lt. Gorman, Lt. Howard, and two beat cops.
  • The Uptons: Jimmy, Sir Reggie, and Kate, along with Sadie and Fireman O'Shea.
Ken came over, so I played Fisk's gang and Ken was the Fuzz.




The Game
Fisk's gang started on the side farthest from the dock's exit. The job? To get the crate off the board by driving through the dock's exit. The police started out of sight at the dock entrance. 

I rolled 1d6 to determine how long before dusk set in and there would be a low-light penalty to shooting and seeing enemies. Six turns. Plenty of time.

Wilson Fisk smiled. The hired dock workers managed to load the crate into the open-bed truck with ease. They then hopped into the truck's cab and started the vehicle. Scourge and Captain Long walked ahead, toward the exit, to make sure there wasn't any trouble. Fisk stayed by his sedan. No need to get his hands dirty.


Meanwhile, the police ran through the entrance to the docks and started hiding amongst the crates and behind buildings. Lobster jumped onto a roof, expecting trouble below. Lt. Howard tried to follow, but found the jump to the roof a bit much. 

Scourge ambled down the main thoroughfare, Thompson SMG at the ready. It was getting dark, but he would've sworn he'd seen furtive movement ahead. There! The unmistakable shape of a cop's cap! Scourge let out a volley from his SMG, watching with grim satisfaction as the rounds caught the copper in the face. The poor officer dropped and bled out. 

Suddenly, a shot rang out. Scourge felt the sting of the bullet before he registered the sound. He only caught a glimpse of muzzle flash from the roof across the street before falling to the cobbles, dead.


Captain Long cautiously made his way forward, using tarped crates for cover. He saw Scourge drop and knew the killer was on the roof above him. Why had he agreed to help Fisk? Sure, the money was too good to pass up, but the guy was nothing but trouble. Long grimaced. All he wanted was to get the crate out, get his money, and get back to his ship.  Just then, a burly detective rounded the corner and swung a fist at him.

Lt. Howard came around the corner and took a swing at the sailor. The two men scuffled for a moment before Howard took one on the chin, sending him reeling into the main causeway. Stunned, he barely had time to defensively throw up his hands before the truck ran him over, killing him instantly.

Lobster Johnson's eyes widened. Howard was a good detective, but had the worst kind of luck. Now his widow and his mistress would be very unhappy. It was almost dark. The truck slowly ground through its gears, almost below him. He jumped, but mistimed his leap and landed next to the cab. Fortunately, he didn't hurt anything in the jump and he had just enough time to snap off some rounds into the driver's side. He had the satisfaction of seeing the man jerk as the slugs hit him. The truck started to list to the left, then the dead man was shoved forcefully through the vehicle's door. The corpse landed with a dull thud next to Lobster.


Captain Long gawked at Lobster's display of athleticism. He only realized he'd stood up from cover when he took a bullet into his shoulder. Peering across the causeway, he saw the beat cop cock and aim his revolver at him again. He ducked under cover and beat a hasty retreat. No amount of money was worth getting killed.

Lt. Gorman saw the truck drive by. He took a chance and unloaded his pistol at the rear tire. To his amazement, the tire popped and the truck shuddered, a grinding noise emitted from the rear axle. The truck started losing speed, its rim sending a shower of sparks into the evening air.


The driver cleared the dock gate and bailed out of the slowing jalopy. He wanted to live, not get killed or put in jail for simply doing what he was told. 

Gorman, Johnson, and the beat cop swarmed the now-empty truck. They knew they uncovered something big, but what?


Fisk simply got into the sedan and drove away. Too bad about the crate. He'll have to get it out of police lock-up another day...

Wrap-Up
It was a fun game! We managed to pick out some areas needing improvement, namely vehicle rules, so the next time will be even better!

Thursday, March 5, 2020

AAR: The Upton Chronicles: Rescue in the Bush

The Hook:

Sir Reginald Upton was surrounded by cannibals. His group, as well as his son's, lay unconscious?...dead?...on the ground. Not knowing the natives' language, he had mere moments to make his play before he also was brought down. Hands up, he dropped his pistol to the ground in a sign of submission. His other hand clasped a scroll...and the reason he was in this predicament. With a flourish he unwound the scroll, letting the aged parchment's writing be seen by both the chieftain and the village's shaman.

They were quick, he'd give them that. No sooner had they realized what they were staring at than they interjected themselves in between the tribesman spears and his exposed body. A series of commands later and Sir Upton and his comrades were enclosed in a giant cage. A quick examination showed that nobody had been outright killed, although Sid Jackson, Claire d'Amour, and Fire Marshal Bill were in fairly serious condition. The chieftain and shaman were conversing privately, looking at the scroll, and glancing sidelong at Sir Reginald with confused, but calculating, gazes.

As the rest of the party members awoke, the situation looked grim. There was only one group of "friends" that could possibly save them from being the next series of village meals. Would they be enough to free Sir Reginald and crew?

The village

The Forces:

Leading the rescue mission was none other than Sir Upton's daughter, Morgan. She befriended a local tribal chieftain, Oyibo, who had no love for his rival, Chief Ekwueme.  Together, they roused Oyibo's warriors and shaman, drums pounding out the call to war.  In the meantime, Detective Doyle and the remaining airmen "loaded up" and started the long slog toward the village. They knew that Morgan and her fleet jungle companions would engage Ekwueme's clan long before they'd arrive on the scene, but SMG slugs are hard to stop with wicker shields.

The Players:

Terry and Steve played the adventurous Morgan, Shaman Nsonowa, and their mud-smeared tribesmen.  Brad, Doug, and Ken played cannibalistic Chief Ekwueme, chief's son Chinwendu, Shaman Akachi, and villagers.  I held Doyle and the airmen in reserve, knowing their skills would potentially overpower the game.

Note: I upgraded the grunts from last game to regulars.

Peaceful at the moment...

The Game:

The action started early in the game, with the mud Shaman's forces encountering Chinwendu's at the edge of the village.  While this went on, Shaman Akachi and his forces retreated to the nearest hut, ostensibly to "gather spell supplies".

Chief Ekwueme and his shaman ponder Sir Reginald's fate.

First contact!

Oyibo strikes!

A scrum on the fringes of the jungle
The action quickly filtered down to two areas of contention: The fringe conflict between Nsonowa and Chinwendu, and the middle-of-the-village battle with everyone else.

Forming a wicker shield wall

Mayhem ensues!



The sides were evenly matched throughout the fight.  Eventually, Chinwendu's forces were wiped out, allowing Nsonowa to try to open the pen and release Sir Upton and friends.  No dice. The sorry villagers didn't have a clue as to how to break open a metal door or defeat the lock.  A lot of bar rattling and exasperation ensued.

What's a lock?!


Meanwhile, the toe-to-toe battle in the middle of the village slowly swung the cannibals' way. They engaged Nsonowa's force, which allowed the remainder of Chief Oyibo's force to close from the rear. 

Enter the airmen
As the airmen entered from the South, the cannibals were down to their last man. He fled in terror.  Sir Reginald and crew were saved!

This isn't going to end well for the natives...

Moments of note and Conclusion:

Ken still had trouble casting spells. His shaman proved to be the most ineffectual spell-caster of the night. He must've eaten a particularly fatty liver that didn't sit well with his belly.  In contrast, the "Magic Missile" spell worked wonderfully for Shaman Nsonowa.

Thanks for all who played. It really was evenly matched up to the end. I'm glad that I'd held the airmen in reserve!

Thursday, February 27, 2020

AAR: The Upton Chronicles: Quest for the Symbols of Radiance

The hook:

Deep in the jungle lie the Symbols of Radiance. Legends and rumors claim the Symbols bring immunity from disease, longevity of life, and unusually good fortune. The problem? A cannibalistic cult controls them, led by the brutal Chief Ekwueme, his son, Chinwendo, and the witch doctor, Akachi. 

An aging and sick Sir Reginald Upton hears about the Symbols, sees the personal possibilities, and cobbles together an expedition of loyal assistants. His son, Jimmy, wants the Symbols for...other (hello, financial opportunity?!)...reasons and gathers his own group of adventurous souls.

Two groups leave for the jungle, intent on retrieving the Symbols. Will either be successful, or will they be tomorrow's cannibal stew?


The rules:

Wiley Games Fistful of Lead, plus Tales of Horror.

The table:

Deep in the jungle, the cannibal village emerges from the foliage. At the far end of the area lies a uniquely carved cave complex set into a mountainous facade.

The teams/players:

Donnie: Sir Reginald, Ellie, Capt. Everhardt, Fire Marshal Bill, and Airman Jones

Terry: Jimmy, The Jackson brothers, Claire, and Prof. Edelstein

Ken: Chief Ekwueme and Shaman Akachi. Ted: Chinwendo

Ken & Ted: The grunt tribesmen

The game:

The village was minding its own business when out of the jungle erupted foreigners and gunfire! Chief Ekwueme and Shaman Akachi were basking in the glows of the the Symbols, while the rest milled as only extras will...





The initial fire favored the interlopers, but the scrum's tide quickly turned. There weren't a lot of wounds or shock taken in this this game. It was either kill or be killed. 





One by one the...heroes?...fell. A few of moments of note:  

Shaman Akachi never did deliver a spell.  His diminutive stature failed to strike fear into the hearts of either Jimmy or Sir Reginald.  Fortunately for him, his fellow cannibals more than compensated with blunt force.  



Professor Edelstein's beloved Native American peace pipe proved to be an outstanding club...until it wasn't.  The least combative figure on the table held off several attacks before succumbing to the natives.




Airman Jones, out of ammo, wounded, and stunned, bravely sacrificed himself to save Sir Reginald's life.


Fire Marshal Bill and his mighty fire axe took out multiple foes, but the last one got him in the short ribs.


The end was near and it looked dire. With everyone else down, Sir Reginald had to think fast or become tomorrow's stew. Surrounded by foes and not knowing the language, what can he do?!


Stay tuned, dear reader, for the next exciting chapter!