Posts Tagged With: Pulp Alley

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.

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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

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

Reckoning for Lone Rock, A Pulp Alley Adventure!

Yesterday afternoon found me off enjoying my local convention, guns of August, where I ran a Pulp Alley game of wild West Cowboy Action!  This is the first time I have used Pulp Alley for a cowboy skirmish.

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I decided to use the Crime Spree adventure in the Vice Alley campaign book.  This is of course designed for 1930s gangsters, but one of the greatest aspects of Pulp Alley is how easy it is to do whatever you want with it.  Because I was playing at a convention I decided to allow 6 leagues (and therefore 6 players) rather than the usual maximum of four.  Because I was allowing six players I decided to allow a larger playing area as well.  Pulo alley is usually played out of a 3″x3″ table, but I decided to use a full 6″x4″.

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I can’t really give as much detail as I might like in an AAR.  The number of inexperienced players, the tight quarters of the gaming hall, and the roar of the fans trying so hard to cool the hot air all conspired against me for properly documenting the game.  I often wasn’t really sure what was happening myself.  Another great advantage of these rules is that while they can be difficult to explain, they are very easy to learn.  Very quickly the players were able to help themselves very ably.  This allowed me to prepare for another game I was planning on running directly after this one. Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players

Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players

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Again, borrowing from the notion of Vice Alley, all of my leagues were intended to be classed as criminal or vigilante.  The leagues consisted of El Guapo and his banditos, The McBroom gang, Marshall Harris and the Pinkertons, Sheriff Silas and his Posse and of course Preacher Harris and his Evangelical Vigilante Suffragettes.  I had planned a sixth league which of cowboys but I ended up with just the five players, that’s fine.  I think in the environment we were ibn even five was probably too many.

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The plot points consisted of Major Plot point:  An active Bank Robbery

Minor Plot Points: A witness

An assault

A burglary attempt

An informant

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The game was a lot of fun.  Some of my players had no experience with gaming at all let alone with Pulp Alley, and two were children ( though one of those was probably getting close to adulthood).

Categories: Convention, Pulp, pulp alley, Uncategorized, Wild West Skirmish, Williamsburg Legati | Tags: , , , , , | 4 Comments

Blood Sacrifice, A Pulp Alley Adventure!! — Williamsburg Legati

So last week brought about another installment in our Pulp Alley Perilous Island campaign. Chris and the Rogue legionnaires continued against Peter and the Red Shambala to take themselves closer to finding the whereabouts of Lord Darrow. Peter’s son joined us for the game with the “Knights of the White Rose”. This legion consists of […]

via Blood Sacrifice, A Pulp Alley Adventure!! — Williamsburg Legati

Categories: Pulp, pulp alley, Uncategorized, Wargaming, Williamsburg Legati | Tags: , , | Leave a comment

The Last Visit to Tanganyka…A Pulp Alley Experiment

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The Hedwig von Wissmann

Last August I was disappointed with how the game went, and in fact often have been.  The rules I was using just didn’t seem to work with these tiny vessels.  they were also really meant for the period just prior to my conflict.

recently I have also been enjoying Pulp Alley as a bit of a diversion from my more serious wargaming.  Perhaps it might be a better fit?  So I decided to bring out the Mimi and Fifi one more time….

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the Hedwig and the Kingani

Pulp Alley isn’t really built for this sort of thing.     Rather than being a game of military simulation, it is really meant more for recreating the derring do of intrepid adventures that filled the pulp pages in the thirties.  the game is amazingly flexible however so I thought it just might work.  To do this I relied upon the original rulebook of course, but also the Pulp Vehicle book and the new Pulp Leagues which gives some advice I using the rules in alternate Pulp periods and settings.

I decided to make each boat’s crew an individual league which are basically the teams or gangs that each player controls in a game.  I used four boats, two for each the German and British navies.

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Toutou Closes with the enemy

Guns are all pretty abstract in Pulp Alley.  This is true of the small arms usually used in the games as well as the larger pieces that arm vessels.  With no real guideline on how to apply the rules for light, medium or heavy guns, I decided instead to look at the ship’s Weapons  and figure out how to represent them differences between them.  I was basically only dealing with four different guns.  The Kingani had the largest, a six pounder mounted on her fore deck.  The Hedwig was armed with a 3 pounder on her bow and a 37 mm Auto cannon on the fantail.  The Mimi and the Toutou both on the other hand were armed with 3 pounders on the front and vickers machine guns on the stern.

Due to how these weapons work in Pulp Alley I didn’t need to make a real differentiation between the Automatic weapons and the others.  What I did was to call the machine guns light, the 37mm autocannon and the 3pdrs medium and the 6 pdr heavy.  I alos made the 3pdrs on the British ships advanced which reduces the number of crew needed to man them.  I did this mostly to keep the crews at the number they operated with.  In a somewhat reverse fashion I gave the Hedwig simple crew characters.  these are low lever characters which come with a gun with no cost.  This allowed my to increase the number of men available on that larger ship.

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The Hedwig 3pdr crew looses a man

Due to a lack of fore thought I had no perilous area. This could have been easily resolved by designating shoal or reef areas, or possibly locations where other navigational hazards by be found (sunken vessels for instance). The problem was by the time I thouigh of this it was too late to make any way to mark these areas.   I did designate all of the water as an Extreme Peril for any sailors who might find themselves overboard.  I also decided to create a perilous area anywhere a vessel might sink, representing the sunken hulk .  I did already have markers for this wreckage but it didn’t matter as no ship was ever sunk.

I also decided to just forget about Plot Points.  These are the goals and objectives of the normal Pulp Alley game.  They represent the goals or clues for the adventures to find to drive the course of their adventure.  This really being just a historic combat game I gave them a miss.  This was to have dire effects on the game!

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A German Sailor is knocked Back right of the Kingani!

I left the ships unarmored except for the Kingani.  These were not fighting vessels but rather simple boats converted for their wartime use.  The only exception was the Kingani.  The gun of the Kingani was armored which in fact caused it to be taken in the historical battle.  A round lodged into its gun shield and then exploded killing most of its crew and its Captain.  I gave the Kingani one point of armor and a Glacis which added its armor by 1 to the front.

Oddly enough in the game an incredibly lucky British shot did take out the gun and most of the Kingani’s crew!

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Kingani runs out of steam trying to ram the Toutou which by this point was dead in the water

The game turned out to be a British victory, which was partially because of a mistake with the fortune cards.  The British were incredibly lucky with there cards.  They kept getting very useful and powerful cards.  The Germans on the other hand found their cards mostly useless.  Some of that was because in this scenario they simply did not apply.  Many of theirs relied upon plot point challenges and we weren’t using plot points!  Or perilous areas which didn’t really exist.  We did notice that early on, And  I instructed the players that any card the received that seemed unplayable in this version of the game.  On was replaced but I think the offer was forgotten after that.  If I was to play this again I would either pull those cards from the deck, or preferably include at least the perilous areas.  I don’t however intend to play this scenario again.  I might however rename the vessels and use them in a game more fitting to these rules.  Maybe a raid with items hidden in the bigger boat…..

Until next time…Cheers….

Categories: africa, Convention, Pulp, pulp alley, Uncategorized, Wargaming, Williamsburg Legati, Williamsburg Muster, world war I | Tags: , , , , | 1 Comment

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