Odyssey Of The Dragonlords: Review
Three reasons you might love it, and two you might not
Do you love Dungeons and Dragons? Great! Do you love Greek mythology, and have you ever wanted to combine the two? Well, keep reading.
What is ‘Odyssey of the Dragonlords’?
Simply put, it is a campaign guide for 5th edition Dungeon and Dragons, and in this sense is not unlike the official campaigns by Wizards and plenty of other third party products. Where it differs is its setting which, according to its Kickstarter page, aims to “blend classic fantasy with Greek mythology.” Its main selling point seems to be that it is designed by James Ohlen, former creative director at Bioware, responsible for critical darlings such as Baldur’s Gate and Knights of the Old Republic.
As someone who has long been a fan of Greek mythology, to say I was excited for this would be an understatement. As such, I approached this both as someone who loved reading the (original) Odyssey and someone who’s an avid D&D player.
So what did I think? Well, it’s complicated.
1) It’s A Well-Made Book
The campaign guide itself starts out very well, outlining its mission statement, as it were. It summarises very simply what aspects from Greek myth it will incorporate into yir auld D&D: fate and prophecy, fame and hubris, the importance of oaths. These are indeed major themes in pretty much all stories involving the Olympian gods and ancient heroes, the likes of Herakles, Achilles, Jason. Aside from that, these can make fantastic - if you’ll pardon the pun - elements to add on top of your normal dungeon crawling adventure. These can inform your roleplaying decisions, and seriously affect your characters and the world around them. To that end, I was very glad to see them included and with attached mechanics (more on that later).
Aside from the mechanical aspects, the book is well put together aesthetically too. Right from the beginning you can see the familiar format of a D&D campaign book, but with some Mediterranean flavour on top. The artwork is nice, though in some parts it can get a bit extra - it does sometimes give the impression of an anime take on Greek mythology (make of that what you will). Nevertheless, the book itself is gorgeous, and the character sheets especially are a wonder to behold.
N.B.: The “book” I’m referring to is the campaign guide itself, which is where most of the meat is. The Player’s Handbook is really just more of the same.
2) It’s Some Proper D&D
And it’s not just pretty to look at, it certainly is a competent D&D campaign. The outlined plot works well in its own universe; it even includes a major twist that the GM can have spoiled as soon as they begin preparation. You do get warned, but there isn’t really a way to avoid it if you want to be a good storyteller for the game. Also, you should get over your fear of spoilers, people.
The world that serves as your sandbox is well crafted, with place names, an established pantheon, and even constellations for you to navigate by. The world map being entirely encircled by the sea, one can imagine this will come in handy. The impressive part is that none of this is window dressing, it all has story hooks, plot hooks, with some especially linked to the unique backgrounds you can read about below. That is to say, this world feels alive.
And it’s good to get acquainted with the world, because the campaign’s story will have your party of adventurers wander all over the finely crafted map (and under it, even over it), you’ll interact with a lot of major NPCs and get to decide the fate of the world. More than that, it is a proper sandbox for your players. Not every inch of the map is linked to the story directly, but at a lull in the apocalyptic plot (yes, even the Apocalypse gets downtime), your party will want to explore some locations to discover loot, treasure, quest items, or even some side quests. At higher levels, the PCs are even encouraged to found their own settlements, which is a good way to have them truly become part of the world.
3) It Brings New Things To The Table(top)
In addition to a decent campaign, this setting offers some elements that make it more than just another D&D book. Appropriately enough, these are the Greek elements of the story.
From the beginning, the book emphasises the importance of oaths, curses, fate, and prophecy. So sure enough, these can make their way onto the tabletop. It is a good sign that the designers chose to hardwire these into the game itself by creating appropriate mechanics.
For instance, we know that hospitality is important and that breaking this custom is a heinous crime against the laws of gods and mortals. But in this world, if you break that sacred custom, you get cursed. Break an oath? Cursed. Rob a grave? Cursed! Park your chariot in the wrong spot? CURSED!
Ok, I made that last one up. But the prologue does mention a few major curses than can fall upon the heroes’ heads should they misbehave: curse of the harpy, medusa, graverobber, and the curse of the treacherous. That last one governs oathbreakers and those who abuse hospitality. Break that one and you get the furies sent after you. The literal furies. Well, not those three, but the D&D ones.
Another element, and one that is unique to this setting (in a way), is the pathway to becoming one of the eponymous dragonlords. The concept itself is not original, sure, but it carries a certain weight within the world’s own mythology. Plus, you get a dragon for a ride. Sweet! The process is thankfully more involved than that, with some more or less epic tasks that must be completed. By the end you will become a hero of legend. Which, by that point you probably will have been already, but hey - dragon mount!
Finally, the Epic Paths are another element that are worth mentioning. These are essentially backgrounds in addition to the ones that are part of character creation. Rather than giving you mechanical bonuses, though, they will come up regularly during the game to help or hinder the heroes. Each has a set of tasks that the respective PC must accomplish to fulfil their destiny. This not only adds flavour to the story, but can guide your party’s role-playing choices, as well as give the PCs a proactive task to work towards. Several, in fact.
That was the good stuff. Now onto the less than great parts of it.
4) It’s Really Not That Greek
In the end, it isn’t much more than a regular D&D campaign with a mild Greek flavour.
The story can function unchanged with any pantheon in the multiverse of Dungeons and Dragons. In fact, it seems to be tailored for one such game rather than staying true to its Greek origins and breaking the mould of standard high fantasy. The elements borrowed from its Hellenic source material are essentially aesthetic rather than being a core element of the campaign. Strip aside anything about it that calls itself “Greek” and you’re left with just another D&D adventure book. A good one, but still - for those of us hoping to see proper Greek mythology in play, this is a bit of a letdown.
This is made even more jarring considering that many of the elements that it hopes would set it apart were already incorporated into D&D. The so-called “high fantasy” we’ve all become used to is a smattering of the Western world’s myths all thrown into the same salad bowl. Centaurs were already known to us; harpies, nymphs, dryads, even the erinyes - the furies - these were all present in the Player’s Handbook.
The parts that do make it stand out are really just a bit of seasoning on top of the salad. A bit of added feta, if you will. The epic paths are nice, but it boils down to “get the Mcguffin, be a hero” - you don’t need to be Herakles to do this, any old paladin with an oath is a hero on a mission. The curses are rather underwhelmingly undone by casting the spell Greater Restoration. Sure, it’s a high level spell and it is a common enough element to D&D, but this does make them just another affliction that can be encountered and subsequently ignored in a high level game. At least the oathbreaker curse sends the erinyes after you - who, I remind you, are already in the core Monster Manual.
5) Thematically Uninspired
But more than that, it feels like a huge let down to me personally, as I imagine it will be to anyone who cares enough about the source material and wanted to see it better represented in our tabletop games.
I’ll list off a few elements, as going too deep into this would require an actual thesis.
The moral ambiguity and rapacious nature of the Greek gods has been replaced with your standard D&D alignment bingo - your Lawful Goods, your Chaotic Evils, and what have you. A special notice goes to the goddess of death who, rather than being the only actually decent deity in the pantheon (your mileage may vary on that one), is just straight up evil. An evil sexy woman - for those of you playing the cliché drinking game at home, take a shot. Medusae (rather than gorgons) are a playable race now - and apparently, they got snakes for hair and petrifying gaze because they were greedy in life; it’s an odd perversion of Medusa’s story, mixed with king Midas for no apparent reason.
On top of that, there are several smaller incongruous elements that add up: centurions show up out of nowhere, which are Roman, and in no way Greek, but whatever. One of the magical Mcguffins you get is boldfaced called “the Antikythera.” This part sort of betrays the fact that research into it was probably just a quick snaffle on the webs of anything “Greek.” Sure, the name is Greek, but it literally (and I mean literally ‘literally’) means “opposite to (the island of) Kythera,” which doesn’t exist in this world. The device was named for where it was found, not for any special properties it holds.
Finally, and this part really gets to me, they’ve gone and released the Kraken. Yes, the Kraken, not Ketos, Kraken.
It’s that last gripe that shows my issue with this setting. It isn’t “Jason and the Argonauts,” it’s “Clash of the Titans” - the reboot. If you came here looking to take part a faithful retelling of Greek mythology for your D&D game, look elsewhere. If you want to roleplay in an authentic reimagining of your favourite mediterranean myth, go make your own.
Ultimately, Odyssey of the Dragonlords is a finely-crafted, well-designed campaign book for D&D that many will find fun and engaging. Those more interested in the actual source material might be disappointed, while mythology buffs will certainly be let down.
It really is just D&D with a bit of tzatziki.
Anderson is a swarm of bees in a skin suit who have attained sentience and decided to infiltrate society as a writer. Their hobbies include: kendo, painting miniatures, scheduling Warhammer and D&D. When they’re not writing, they’re studying anthropology (to better understand humans).
Picture Reference: https://www.kickstarter.com/projects/arcanumworlds/odyssey-of-the-dragonlords-5th-edition-adventure-b
What happens when an art studio is looking for a product to sell, but decides to think outside the box? Degenesis! That’s what!
The German art studio SIXMOREVODKA (WARNING: link may be NSFW!!) decided that the best way to sell their art would be to attach it to a roleplaying game. Because if we’ve learned anything from Invisible Sun, it’s that hundreds of dollars for an RPG is not only a price your average gamer won’t balk at, but will in fact vehemently defend.
So for those of you willing to pay a premium for RPGs, I present to you for your reading pleasure: 5 Setting Details About Degenesis, The Primal Punk RPG!
1) Post Apocalypse World
Degenesis takes place 500 years into the future, after an incident involving meteors raining down on earth. The meteors were numerous and large enough to disrupt and destroy modern civilization, but not enough to wipe out humanity. This world comes complete with all the trappings one could expect from a post-apocalypse: societies have begun to rebuild, sometimes atop the ruins of the old world, sometimes by striking out on their own.
Despite humanity coming back together, fresh food and water can remain scarce, and for anybody who dares to brave the wastelands, the environment is very inhospitable. And of course, the inhospitable nature of the land can easily bring out the worst in people. Those brutal and violent people can quickly become jealous of the people living the high life in the cities, and seek to integrate themselves in the only way they know how. (Violence. The implication is violence.)
2) The New Threats To The World
Degenesis shares some characteristics with Fallout and Fist of the North Star: violent maniacs roaming the wastes, while under the earth’s surface, the ruins of the old world still harbor ancient machines capable of wondrous feats, or untold destruction. (Some of which may still be active, but out of control!)
However, Degenesis adds something else to post-apocalypse formula. A new species is seeking to claim the top spot of the food chain that humanity has held onto for so long. A fungus that they call Sepsis has emerged. It’s everywhere, and it’s absolutely sinister.
Sepsis propagates by infecting humans and other animals by releasing spores into the air. A brief exposure is not enough for somebody to worry about. However, past a certain point, Sepsis begins to take over the host’s mind, and fills them with thoughts of wanting to aid the propagation.
An easy task, when you consider that pods of the spores can be ruptured and inhaled for their hallucinogenic and narcotic properties. One of the ways that human society has managed to rebuild in this world, is through illicit trading of these spore pods to people desperate for some solace from the brutal reality of the world. Sepsis is more than willing to not only provide this feeling, but also to show those that are infected where they can find more.
The results of what happens when somebody “overdoses” is not pretty, by the way. Obviously, they become more fungus than man past that point, and no matter how much they may resemble their former selves, that person is long gone, and may as well be dead. (Last of Us fans, eat your heart out.)
3) Various Ways Society Has Managed To Rebuild
With the myriad problems and opportunities of this new world, and the countless generations that have been able to pass since the calamity, it’s no wonder that people have banded together around many different causes and ideologies. These are the Thirteen Cults; despite the modern connotation of the word “cult,” they aren’t necessarily religious in nature. (Though some certainly are.)
Here, cult uses its more classical definition, referring to the cultivation of an ideal. Such as the removal of Sepsis from the world, or using the ruins of the old world for the betterment of the new.
4) Numerous Conflicting And Coexisting Ideologies
The ideals of the cults are as varied as their methods. While two cults could share the same ideal, they may approach it in wildly different ways. For example, both the Spitlans and the Anabaptists wish to remove Sepsis from the world, but their philosophies are very different. The Spitlans are of a paramilitary groups of scientists and physicians, while the Anabaptists are a religious order of knights and farmers.
And their missions are often at odds with the Apocalyptics: globe trotting pirates who make their way in the broken world by getting people whatever it is they’re willing to pay for: including spore pods.
Meanwhile, there are also the Chroniclers, technology fetishists who seek to bring the old world technology back to its former glory, while also spying on all the other cults and playing them against one another to ensure the Chroniclers are left alone.
5) It’s Our Own World
The kicker of all this is that Degenesis takes place in our own world. The landmasses remain mostly the same, but, with the old world fargone, the political boundaries are little more than a formality. However, this means that contemporary media could make an appearance. Contemporary as in media that you, me, or my editor who has already read this, would be familiar with.
In fact, there’s a faction of the Clanner Cult (a catch all for any cult not large enough to be a global force) in the region of Franka called the Resistance that resides in what we would know as France. They’re the enemy of the Pheromancers, people who have given themselves over to Sepsis.
The Resistance have a fanatical devotion to classical French literature and visual art, which they use as a psychological defence mechanism against the temptations of Sepsis. For them, it is a reminder that humanity has their own culture, and their own things that can bring them together without the help of soul stealing fungus monsters.
This is all just scratching the surface. Degenesis is a very lore rich game; it’s initial release comes in two books, each breaking 300 pages in length. One covers the game’s setting and the other its mechanics.
Though with how intertwined the setting is with the mechanics, it’s a game for which you’ll spend quite a bit of time reading about the setting before you may feel comfortable making a character.
Assuming the artwork doesn’t scare you off, first!
Aaron der Schaedel loves games with steep learning curves, be they because of lore or mechanical difficulties. (Though he prefers the latter.) He likes to break these games down for the benefit of other people on his YouTube Channel.
Picture Reference: https://www.geeknative.com/62768/degenesis-rpg/
Five Settings To Pilfer For Your Game
While I almost exclusively run games in my own settings, I am obsessed with science fiction and fantasy across all mediums. Here are five settings from books, movies, tv, anime, comics, or videogames, that would make for a cool tabletop RPG setting (or that you could borrow ideas from). I tried to avoid settings that I think are already really well known and popular, or that have already had tabletop RPGs made from them.
1) Vampire Hunter D
This is a Japanese light novel series that has also been made into a manga, and two of the books have been made into movies. There was a pathfinder supplement that briefly outlined this series, but that’s minor enough that I’m willing to allow it. This series has that perfect combination of anachronism and Japanese weirdness, fascinating worldbuilding, and jam-packed with cool ideas. It feels very “Appendix N”; a post-post-apocalyptic science fantasy that combines elements of traditional fantasy, gothic fantasy, and weird west in a uniquely Japanese way. The “nobles,” immensely powerful vampires, long ago took over the world and built a science fiction empire, only to recede under mysterious circumstances. The humans left behind have salvaged their resources and technologies to the best of their ability, and fight to survive in a world of noble-made monsters. It has all the best elements of the recent Castlevania anime and the videogame Bloodborne.
2) Powder Mage
A novel series set in a fictional world reminiscent of the Industrial Age and Victorian England. There is political and social intrigue, diplomacy, large-scale battles, and cool superpowers. Knacks are individuals with single, low-level (yet often uniquely useful) special abilities. Sorcerers are massively powerful combat mages with a weakness to gunpowder. The titular Powder Mages are rifle-wielding soldiers who can sense gunpowder, remotely ignite it, eat or snort it to gain enhanced physical abilities, or use it to remotely enhance the distance or change the trajectory of bullets. There are also anti-sorcerers who can shut down other sorcerers’ abilities; wardens who are hulking aberrations created from living humans, and specially-trained superhuman mercenaries who are OP at everything from combat to spycraft to business. There’s a lot to play with here, in every sense.
3) Valkyria Chronicles
A videogame series with a watercolored, cel-shaded, anime art style, set in a fictional setting with a roughly World War 1 to World War 2-era aesthetic. It deals with a world war between a faction reminiscent of the Allies, and a faction reminiscent of Nazi Germany crossed with Stalinist Russia with Imperial European dressing. There’s a valuable, glowing blue mineral resource known as ragnite used as explosives and power sources for tanks. There are scouts, shocktroopers, engineers, snipers, lancers (heavily-armored soldiers with rocket-lances to fight tanks), and the legendary superhuman valkyria. There is a cultural faction roughly analogous to Jews and Romani during World War 2, and other interesting social and political nuances. The videogame series places an emphasis on tactics, which would lend itself well to tactical tabletop RPGs, but it also places a strong emphasis on episodic narrative, which could lend itself well to dramatic scenes in games like FATE or Apocalypse Engine games.
4) Goblin Slayer
This one may be too obvious, and also it would normally be too traditional fantasy for my taste, but it’s so exceptional that I’ll excuse it. It was originally a light novel series that I have not read, but was also made into an anime. While surface-level it is very much traditional fantasy, it has a few neat little twists that give it personality. It is also very obviously inspired by tabletop RPGs, and as such, it does a good job of uniquely integrating (and subverting) the tropes of tabletop RPG fantasy. In a world where every adventurer wants to be a legendary hero, mundane monsters such as goblins are frequently overlooked. As such, these creatures, which are in fact quite dangerous to civilians or to inexperienced combatants, are an under-acknowledged problem. Inexperienced adventurers underestimate them and get slaughtered, while experienced adventures can’t be bothered, or expect too much gold for their services. The Goblin Slayer has no magical abilities, nor magical or mastercrafted equipment; he relies solely on his wits, coming up with all sorts of clever approaches to goblin slaying that would be a thrill to play out at any table.
5) The Rise and Fall of D.O.D.O
This is a book co-written by Neal Stephenson, one of my favorite science fiction / speculative fiction authors, and Nicole Galland, who I was not familiar with prior to reading this book. I should mention that I’m actually still actively reading this book, so there may yet be some twists that I’m unfamiliar with. The general idea is that magic is the ability to manipulate quantum mechanics, and there were once witches who could do it. It’s a somewhat similar premise to Charles Stross’ Laundry Files, a series I would have recommended here but it already has a tabletop RPG (although it is apparently no longer available on drivethrurpg). Like Laundry Files, Stephenson and Galland do a good job of realizing the implications of this speculative fantasy, and to their credit, they take it in a very different direction. The majority of the book is centered on Sending, the process of sending individuals back in time, engaging in Cold War-style spycraft and espionage across history in order to manipulate events up to the present. It’s a cool idea, and one that I think could lend itself well to tabletop, exploring a variety of historical (or pseudo-historical) settings, and playing out the implications of those missions on the present.
Even if you’re like me and prefer to build your own worlds, there is no sense in reinventing the wheel. Whether it’s snagging a really interesting, tight premise, or borrowing bits and pieces of cool little details to expand your own world, there are a lot of interesting ideas from other media to be explored in a tabletop game. They say there is no such thing as true originality, but if you bring concepts like these to the table, your party will have the next best thing.
Max Cantor is a data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds and design games. He writes a blog called Weird & Wonderful Worlds and hopes to spread his worlds across the multiverse of imaginations! He also published his first game, Pixels & Platforms: The Platform Crawl RPG, and would encourage you to give it a look!
Picture Reference: https://thumbor.forbes.com/thumbor/960x0/https%3A%2F%2Fblogs-images.forbes.com%2Folliebarder%2Ffiles%2F2016%2F12%2Fvhd_interview1-1200x919.jpg
Interview: Chris Spivey - Haunted West
As a dude with a history degree, one of my pet peeves is people taking pop history and the way history has been presented through media at face value. Vikings didn’t wear badass leather biker outfits like you see on TV. Spartans had armor and didn’t fight with their abs bared for all to see. And not all cowboys were white dudes. That peeve is one that seems to be shared by Chris Spivey of Darker Hue Studios. Chris recently launched a Kickstarter for his new game Haunted West, a weird west setting with a focus on bringing to life Western stories we don’t typically hear about, weird or otherwise, and sat down to answer a few questions.
Where does the history of Haunted West diverge from our own?
As the Kickstarter has officially launched, I can say that it happens a few years into the Reconstruction and immediately after the Civil War. Haunted West: Reconstruction creates a timeline in which, in addition to taking out Lincoln, Booth's plot also eliminates Johnson, who is from the South and a former owner of enslaved people, as he had originally intended.
Lafayette Foster becomes President, and without presidential opposition, the Southern confederates are not allowed back in congress. The land is divided and given to the enslaved people as was actually planned in our known history, changing the power dynamic of America, with black landowners battling against traitors who are terrorizing them and trying to steal their legally-owned land.
We are creating an ongoing narrative of how that one moment changes the world as we know it.
What sets Haunted West apart from other Weird West settings like Deadlands and Wild Wild West?
That is kind of like asking what sets Star Wars apart from Star Trek or DC Heroes from Marvel Super Heroes. The games are different in approach, setting, tone, and have different teams behind them.
Haunted West is doing something no other current Western RPG has done, to my knowledge. We are telling the true history of America while highlighting many of the people whose voices have been forgotten, providing an entirely new and unexplored timeline, and including a three-tiered modular system. That's just the tip of the iceberg.
You’ve developed a new system for Haunted West. Is it based on an established system, or is it something we’ve never seen before?
The Ouroboros System is unique in its approach to modular play and has a number of easy-to-apply rules. The core mechanic is a 1D100 roll under system with degrees of success and failure that have different impacts. Skilled Paragons are able to invest a portion of their successes into ‘The River’ and use that portion for a later challenge when the chips are down. Each skill is associated with 1 of 7 different attributes that confer a starting percentage in the skill.
You’re best known for your work in the Cthulhu Mythos, and at first glance, it doesn’t have much in common with Haunted West. What led you to work on a Weird West setting?
The Mythos and I (trademarked!) may be the first musical I write in a few years. One of the stretch goals is actually to introduce the Mythos into the Weird West. I am hoping we hit that one.
Part of the reason I chose the Weird West was my love of Westerns that came from watching them with my grandmother every Saturday morning growing up. Watching those paragons of the west making the world better became our ritual. But it always bothered me that no one looked like me unless they were cast as the villain or, sometimes, the butt of the joke. Haunted West aims to change that.
It lets me add my knowledge and interest in the supernatural, history, science fiction, and cinema. The Weird West is such a large and expansive genre encapsulating so many different things--the skies the limit.
What kind of tools will you have in place for developing frontier towns and settlements?
I am known for my love of random chart generations, ranging from scenarios to encounters. You can fully expect charts, directions on how a town should be built, and the tools a Narrator (how we refer to Game Moderator in Haunted West) will need.
With your work for Call of Cthulhu, Cthulhu Confidential, Chaosium’s new sci-fi game that you’re heading up, you’re a pretty busy guy. How much support do you plan to have for Haunted West post-launch, and what plans do you have in store for Darker Hue Studios moving forward?
That’s a great question. I actually have quite a bit of time and fully intend to use it for Darker Hue Studios. I am finishing up Masks of the Mythos, The Mythos in Scion, for Onyx Path and have turned in my work for City of Mist by Son of Oak, Doctor Who for Cubicle 7, and my superhero book to Chaosium months ago.
At the moment, Chaosium, with the recent acquisition of a few new game lines (Pendragon and 7th Sea), has put the science fiction game on hold. Pelgrane Press has my last Langston Wright adventure for Cthulhu Confidential, and now I have something that I have not had in years: time.
So, I can fully support Haunted West and maybe even turn my hand to writing a novel. I have this burning idea for a science fiction piece and now I have the time to do it.
“Don't mistake my kindness for weakness. I am kind to everyone, but when someone is unkind to me, weak is not what you are going to remember about me.”
- Al Capone
Check out Haunted West on Kickstarter here.
Phil Pepin is a grimdark-loving, beater extraordinaire. You can send him new heavy metal tunes, kayak carnage videos and grimdark RPGs on Twitter: @philippepin.
6 Tips for Running A Pulp Game
What is 'Pulp'? Pulp is a series of sub genres usually set between and around the world wars. It was named after the very cheap material it was produced on, wood pulp. The result was a cheap book ideal for a time of financial depression in the states. Almost everyone bought pulp novels to take their minds on amazing adventures with daring heroes and dastardly villains. These stories were over the top and cut to the good stuff of the stories. Some famous authors had their break writing pulp fiction, including HP Lovecraft, L. Ron Hubbard, and Robert E Howard with his Conan series. So what makes a pulp story good? How can we implement this into a game? Well hopefully I can help with that by giving you some tips for running a pulp RPG setting.
1) Characters Should Be Larger Than Life
Characters are the centre role for your story, from the players to the villains. In pulp that means they have the most drama around them: when they show up things go down, hoodlums slink off to inform their boss of your arrival, who just so happens to be sitting in a darkened corner of the speakeasy,and then bullets fly as a grand shootout ensues.
2) Throw In A Timer
Any time that a scene is lacking in tension, add a timer, things like a bomb timer is on the nose and fits well. “But what if explosives aren't in my game?” I hear you ask. Well, anything that forces the players to act fast is a timer. A collapsing building, the villain escaping, someone bleeding out; these are all great examples of natural timers that add a sense of urgency.
3) Grand Dialogue
You've no doubt seen the movies where the Big Bad and the hero have witty back and forth every time they meet. Those scenes are pulpy as hell. The cheesy one liners delivered after a fight and the villainous monologue explaining key details of a dastardly plan… all pulp. Don't be shy to encourage this with your players, as they will enjoy a break in seriousness and you will collectively gain some great anecdotes to share with fondness.
4) Out Of The Box Thinking
Reward any player who comes up with an idea that is so crazy it might just work. Creating a catapult using a plank of wood a small stack of wooden pallets and another player jumping is worth a little GM help to pull off, these ideas help reinforce tip 1 that the characters are larger than life and have the potential to do insane and incredible things.
5) Don't Take It Too Seriously
Pulp was brought about to help the working class through the depression after World War One so it was designed originally as light hearted adventure stories, so people could escape the poverty of daily life. Later it evolved into some more serious aspects, but the feeling of pulp is best explored with a slight tongue in cheek approach.
6) Be Inspired
There is a plethora of pulp sources in the world, from the original stories printed on the cheapest paper available to glossy movies from the 80s like Indiana Jones or Star Wars. Even in modern day films you can still see the influence of pulp ideas, of over the top heroes having fantastic adventures. Great examples include any film based on a comic or those which have a child chosen by destiny or other unseen forces to fulfill a role by defeating a darkness.
Pulp influences are everywhere. We see them everyday without even noticing it. Pulp is all about heroes battling evil and doing so in style. They leap from a moving train and gracefully land in the saddle of their horse, who somehow can run faster than a train at full speed. They swing from a vine through a forest that somehow doesn't seem to descend lower than the hero needs it to and lasts as long as is needed. Pulp villains deliver monologues, they twirl their evil mustaches, and they are almost equally larger than life as the heroes. They reappear after you think they have died; they escape just in time. However you run your pulp game… enjoy it!
Ross Reid is an enthusiast, currently running a Achtung! Cthulhu campaign, while studying nursing, he has contributed several articles to HLG and is a strong advocate for all things FATE.
Picture Reference: https://paizo.com/products/btpy8oj2?Rolemaster-Third-Edition-RPG-Pulp-Adventures
All blog materials created and developed by the staff here at High Level Games