Like the Blob our plans are coming together and no amount of pump-action shells or nitrogen based coolants are slowing it down, so don’t even try!
This week we have been working hard to bring you the core mechanics of the Pulp RPG. As we draw nearer to the completion of the core rules we’re happy to report that our minds are already racing towards the modules, which will bring the game to life.
Our promised “Chasing Zombie Hitler Through Panama In 1948” module will be the focus of our designing endeavors over the next few weeks, but first we’re going to give you a sneak peak into the core mechanics of the game.
The core mechanics will act as the skeleton crew, with adventure modules fleshing out the rest of the mechanics to round off the game. This helps us design a game which is different for the various eras of adventures we’re bringing to you, yet making a switch from one game to another effortless for the players and GM alike.
Our eras will cover all sorts of pulp titles, ranging from a million years BC, the sword & sorcery age, through to modern times and beyond, into the land of martians, creature-features and all the best that the silver screen ever brought to us.
So, our alpha stage system, what’s it like?
We’re using the iconic six sided dice.
Because just about anyone who has looked at a board game in their life knows what we’re talking about. Chances are they have spare ones and we like that you don’t need to go out and spend some cash on getting fancy dice (well, unless you want to).
No need to add up those dice or handle too much mathematics!
Players will create pools of six-sided dice (D6) based on one of four attributes; physical, intellect, charm and luck. Characters will also add dice for having relevant skills, or no skill dice at all!
The GM sets the difficulty of the task the character is trying to perform as a number to get on one or more dice. Success is measured on how many of those dice score equal to or more than the difficulty. Here’s an example:
Tom raider Jones is leaping to roll under a falling stone door. He is quite athletic with 4 dice in his physical attribute. The games master (GM) say’s the rock door is falling fast but the gap is quite wide still, Jones will need to roll 4 or better on any of his dice.
Jones jumps – the player rolls his 4D6 and scores: 2, 3, 4 & 4. Jones makes the jump, rolling two successes on his dice (the 4s). With each success dice, the positive effect is amplified, the opposite is done for rolling 1s!
That’s about all we’re willing to share for today, but over the next few days we’ll be posting about character creation, competitive rolling, initiative and combat, along with some snippets from our first adventure module.
We’ll keep you posted, but check back for more exciting action from CC’s Pulp RPG!
With a lot of boardgames you see resting on the shelf in the shop, the art jumps out to you, but then you open the box and while the contents may be like a veritable chocolate box of delights, it doesn’t necessarily live up to that “judge a book but it’s cover” first impression. Well with Tokaido, those first impressions carry all the way through the beautifully designed and printed contents.
You play the part of a traveller, walking down the old Tokaido road from Kyoto to Edo, picking up souvenirs, chatting to interesting people and stopping at taverns on your way – hopefully with enough money to pay for a meal.
It’s a competitive victory-point based game where you move along a detailed board, stopping at discreet spaces and attaining cards worth victory points or money to plan for later rounds. You take turns like in golf, where the person who is closest to the start goes next, which produces a really unique dynamic of trying to leap-frog your opponent to try and intercept what they need the most while also trying not to go too far and upset your own chance of earning those sweet meal-based points because there is only one catch – the tavern spaces, where you must stop and wait for everyone else to arrive while you buy your (daily?) meal and sit on the veranda gazing out at Fuji-san.
One person might be stopping at every vantage point along the route, to accumulate a tableau of beautiful views painted in classical Japanese style while another spends their time bartering with the locals for souvenirs. The game gets quite intense as it becomes clear what every player is working on and inevitably finds the space they desperately needed occupied by another player. Tokaido is a revenge-based experience.
You physically build tableaus and buy souvenir cards. you collect memories from the interesting people you’ve run into and even macaque-laden hotsprings ring in your mind as your point total rises and the table becomes ever more colourful. Most of the time in these types of games, where you collect pieces of cardboard to win, they sit in a stack, never to be touched again until the end of the game. In Tokaido, while your opponents are deciding where next to go, you find your eye pondering the pastoral landscapes and quaint curiosities laid out before you.
The hours pass by as each 30-45 minute game makes you hungry for another. Just to try a different play style or a different character and in the end you’ll be disappointed you put it away.
The only downsides to the game is the Meeples included as playing pieces – I never did like Meeples , the card stock while beautifully printed is a little thin, possibly it’s 2012 heritage showing through and the lightness of the rules/mechanics may put some people off, but if you are looking for something fresh, easy and fulfilling to while away an afternoon, then Tokaido fits the bill.