Pulp

The Return of Pumpkin Spice!

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Yesterday was day two of new local Wargaming convention, Call To Arms, here in Williamsburg.  It being October, I thought it might be fun to play a Pulp Alley game in honor of Halloween.

On the Pulp Alley YouTube page, I found the perfect idea.   Already a variation of their printed scenario Into Darkness from their Lost Worlds of Lemuria campaign.   This is a great example of how open this game is. The original is designed to be in a lost world and probably in jungle terrain with the random bad guys being robots and the plot points are just common plot points.   In the video, Dave places it in “King City” a Gangster film noirish environment in the late 20’s or early ’30s.  He replaced the plot points with horrific pumpkins, with Pumpkin Jack as the major plot point.  He replaced the robots with zombies.

I kept some of these features myself, but I had a backup plan if I didn’t get my terrain finished.  This could easily have been in a forest, desert, cowboy town or Mexican village all of which I had terrain fo already.  You could set in on an alien planet or an old medieval village just as easily.  Frankly, it was a good excuse to finish painting my Mad Dogs with Guns terrain.

I also replaced the zombies.  I created a system to randomly generate pumpkin Cultists or Pumpkin Monsters.  Had I more time I would have actually created a mixture of standard Halloween ghouls.  You know, ghosts, vampires, werewolves and yes zombies.

Johnny S

I provided four pre-generated leagues for my players, but in the end only three participated.  This was wealth little Johhny Silver with his Sister and loyal servants, District Attorney Denton and his girl Missy from the Herald defended by a handful of brave police officers and Lastly Gangster Corky Gallagher with his mob, right out of the Vice City campaign book.

 

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Pumpkin Jack

 

According to ancient legend,  Indian prophecy predicts that when the stars are right, Pumpkin Jack will return to terrorize the living.  Young Johnny Silver knows these legends and decides he must stop the creature.  Unbeknownst to him, however, local petty mobster Corky Gallagher overhears the boy talking and decides to try to manipulate the monster for his own gain.

Meanwhile, D.A. Denton’s inquiries into the gang raise his suspicions.  He decides to stop Corky’s probably illegal intentions.

 

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Johnny Silver’s robot Newman 

 

The leagues spend most of the first turn creeping up the streets and suffering a number of failures due to the creepy nature of the horrific pumpkins.  The silence is broken however when inexperienced Officer Macoy challenges the gangsters.  He is rewarded with hot lead and falls to the ground.

 

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Blood in the Streets

Soon the Police and Mobsters find themselves in a fierce firefight in the middle of the city.  A well-placed Tommy gun burst from Myrna, Cork’s cold-hearted Moll knocks many of the police to the ground.

 

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Denton surrounded by fallen Police Officers

Meanwhile, Johnny Silver’s foolish little Sister is running around with Patches discovering the Pumpkins which oddly have little effect on her. Still, ever vigilant Nanny watches over her, just in case!

 

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Actually at this Pumpkin Sis was nearly knocked out, but Nanny saved her

Sis might have had little trouble with pumpkins, but the same was not true for poor little Patches.  Not only did he take the first Pumpkin plot point, but he also finished off a large number of Pumpkin Aberrations, but eventually too much squash in his little hound belly was more than even this brave dog could take.

 

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After a while, all of the action gathered around Pumpkin Jack in the middle of the street.  The Gangsters and the Police had spent most of the night fighting while Johnny stayed on task capturing three of the minor plot points and then with disappointingly unclimatic peril cards taking the Pumpkin King himself.

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In the end, all three players found the game enjoyable.  I, on the other hand, would change some things if running this again.  I would use a different selection of Leagues.  The Police ended up aiding Johnny Silver in a way that was certainly true to genre, but probably served to unbalance the game.  Two Mobster gangs would have been better I think.  Lastly, I would not leave Pumpkin Jack as the Major Plot Point, but rather have him a Terror.

Anyway, another successful game of this great system!

 

Cheers,

Ron

 

 

 

 

 

 

 

 

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Categories: Call To Arms, Convention, Pulp, pulp alley, Wargaming, Williamsburg Legati | Tags: , , , | Leave a comment

Escape! A7TV 1 Inch Spy-fi adventure

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Last Sunday found the Legati again practicing with our new 7TV rules.  Jeff and Chris played while I acted as director.  (Actually, I was somewhere between Directing and also Starring in).  Jeff and I took the minions and Chris the Spies for good.  We have decided to stick with the genre and the casts for a bit so as to better learn their “Star qualities” or abilities. This is really the only difficult part of the game, and it is made far easier by the cards that list all the explanations on the back.  Still, it is easy to forget what you have available to you!

This game was “episode” was simply generated randomly by the rules in the book, which is why there is so little character to the central casting characters we used.

The minions consisted of Dr. Maybe (Evil mastermind), his Faithful Lackey, a Plaston bodyguard, and some minions under the direction of their minion commander.  Chris’ cast of defenders of the free world consisted of a Flamboyant Agent, his Crackpot Inventor pal, Merry, and Kerry (two neutral and very effective Ninja), and some security guards.  The Episode was the “Escape”.  In this episode, the defender is in the attackers base and has to get out.  We decided to use the McGuffin, which in this episode, provided the Good guys with an extra gadget.

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The additional gadget was, of course, unnecessary with this cast.  The Crackpot Inventor provides them with all sorts of extra gadget pool abilities.  Including their ever present nerve gas that was used to again make most of the minions unhelpful.

This game was far closer than the previous one, however.  Early on one of the scene cards allowed the easy removal of one of the Ninja, who just sliced and diced their way through all opponents last time.  The board was small ( I really need to order more Sally 4th tiles) and provided a good deal more cover than last time.  The minions also experienced better dice luck which was helpful.  The spies only broke through in the last turn or two available in the episode, though by that time there was really no resistance left to stop them.

Another enjoyable episode of this very enjoyable and clever game.

 

Categories: 7TV, Crooked dice, Pulp, Spy Fi, Uncategorized | Tags: , , , | Leave a comment

One Bad Apple, a 7TV Episode — Williamsburg Legati

The club’s first encounter with 7TV

ONE BAD APPLE With DC Falstaff disguised as a member of the firm, the Beat unleashes a sudden raid. Unfortunately, it’s less of a surprise then expected. Is a member of the squad bent? DI Skelton has to find […]

via One Bad Apple, a 7TV Episode — Williamsburg Legati

Categories: 7TV, Crooked dice, Pulp, Uncategorized | Tags: , , , | Leave a comment

7TV by Crooked Dice, a Review

 

-The Beat-

In For a Penny

  1. JAKE’S flat, interior. Jake is asleep in bed with some Bird. SKELTON and KENNEDY crash through the exterior door. Woman screams. JAKE starts to run.

SKELTON

Put on your trousers mate, you are nicked!

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       7TV 2d Edition is a skirmish miniatures wargame for playing the climatic fight scenes from adventure films and television of the 1960s and 70s,  It is created by Crooked Dice, a British Company and therefore it tends to lean towards British TV of the period but it could easily be altered to simulate similar shows of the period here in the United States.   The rules cover various genres like science fiction, detective shows, supernatural investigators or exterminators (there is even a Scooby Dooby Doo programme guide).  The new boxed set is geared towards Spy Fi, think  Avengers, Man From UNCLE, some of the James Bond films, Department S, or even Austin Powers.

          Unlike most games, 7TV makes no attempt at creating the reality of these shows.  Instead, it recognizes them to be just that, television shows.  The game has a meta-game concept which simply recognizes your games as Episodes of a television programme instead of a scenario or battle in a campaign.  The official programmes are all linked together as the programming of 7TV studios.  In a similar fashion, the sides are “casts”, you are “on screen” when it is your turn, your casts are not killed but “axed” and the points used for creating your casts are “Ratings”.

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      So I just received my copy of the boxed set.  The price is a little intimidating at £ 50.  Crooked Dice has made the game available for free as a PDF, which is pretty amazing.  This allows you to look at the rules and even to play if you like without buying anything!  I hope however that you wouldn’t be so churlish as to not send some money their way if you like what you see.

         Let me assure you, you get a lot with the box and it is all very nice quality.  There are the two rulebooks, a combination template for measuring two sizes of blasts as well as flamethrowers, plot point markers, various tokens, dice and all the useful cards.

        If like me you still thought this seemed a little pricey, they are now offering starter sets.  For an additional £ 10 you can choose two of their starter casts.  I chose the Crime and Law sets.

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      This gives me eight each for my starting casts,  and is a great deal.

       Open casting (which is building casts from the basic rules rather than one of the additional programme guides) consists of deciding which characters you want to support your side.  The characters are rated as Stars, Costars, and Extras and their abilities vary appropriately.  The characters are listed as heroic, villainous or neutral which restricts what casts they can be with,  Similarly, the are also listed as belonging to certain genres.  these are Law, Crime, Secret, Civilian, Science, Military, and unknown.  Most characters have two of these and one must match to join a cast.

       Play is Igo Ugo and plot points and special abilities are used to determine who you can activate.  these plot points are also used to enhance your attack and defense as well as to activate your Star qualities and gadgets, so it becomes important to use them wisely.

   A very clever feature of the rules are the countdown cards.  These cards are divided into Act one, Act Two and Finale, and cause certain random events.  The nature of these events escalates , the later in the episode they occur.

   The rules are quick to learn, fast and easy to play and most of the rules you need are right on the character cards or on the back of one of the rule books.  So far I have only played one practice game, but both of us were comfortable with the system very quickly and my opponent (who won) is not a very experienced wargamer.

     A very enjoyable and fun game with an interesting premise and several clever rules.

Cheers,

Ron

Categories: 7TV, Crooked dice, Pulp, Review, Spy Fi, The Beat, Uncategorized, Williamsburg Legati | Tags: , , , , , , | Leave a comment

Secret Santa

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Once again it is that time for the wonderful Secret Santa program run ever year by Catherine and Ian at THE BLOG WITH NO NAME.  This is a fun event that I have participated in for the last two years.  (in fact, it occurs to me I never posted the photos of my wonderful British Para I received last year, bad giftee).

Anyways, this is a secret Santa gift exchange for wargaming bloggers, where we purchase a gift (for 15 BPS) for our randomly assigned target.  We inform our own Secret Santas what we want by posting on our own blogs.  I am really chuffed this year with my target as he is a man I consider a friend, and we have some similar interests,  what a coincidence!

Since most of the participants are in Britain and I am here in the States, for my own list I will try where I can do give U.S. suppliers for the British stuff (so as to possibly lower shipping costs).

So here it goes…

Sarissa Precision Radar Station  Need this little guy for a Chain of Command scenario but I think it will come in handy for Pulp Alley and 7TV as well.  I do not know of a US source for these, though Arcane scenery sends me stuff cheaply and quickly.

Perry’s Queen’s Rangers Interested in command, lights and hussars.  As long as we are on the topic any of the Hesse Cassel Jagers would be greatly  appreciated as well.  Working on a Virginia 1781 campaign!

From Brigade Games, Arab Revolt line, Lawrence of Arabia himself, Arab Irregular command, or one of the packs of Arab irregulars with or without lewis guns.

Also from Brigade, the Artisan  Kiss Kiss Bang Bang line, British Operatives or field agents 11, or the Copplestone Kiss Kiss Bang Bang line, Trainee agents, more KGB men, or soul section.

I hope that is enough for ideas,

Cheers, and Merry Christmas!!

Ron

Categories: Pulp, pulp alley, Secret Santa, Sharp Practice, Too Fat Lardies, Uncategorized, Wargaming, Williamsburg Legati | Tags: , , , , , , , , , , , , | 2 Comments

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