Friday, December 28, 2012

Pulp Fantasy Core--Setting

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

I'd like to issue a quick thank you for the inspiration for these rules.
http://sorcerersskull.blogspot.ca/

The Character Angle
The Group
Character Generation
Chosen Skills
Wealth
Experience
Weapons & Armor
Game Rules
Gun Rules
Vehicle Combat
Air Combat
Naval and Artillery Combat
Sample Adventure


SETTING
This game is the fantasy game with magic and monsters, but transported into the more or less "real world" of the 1920's and 30's (between the World Wars). The characters won't have swords or armor (unless they're magic), but do have guns. The Pulp Supernatural characters also have to live in the "real world," so they have actual jobs or have to take assignments for pay. (Independently wealthy is also an option.) All of the characters also have some sort of connection to the supernatural. From an obvious connection with wizards and their magic, to crackpot scientists and archeologists fascinated with the unexplained, to detectives and adventurous hired muscle who keep getting mixed up in their patrons' weird assignments.

Other modern time periods could work for this game. "Pulp" just happens to have plenty of source material associated with it. It's the modern world, but not all the way and still has plenty of unexplored rough edges. Current technology could be introduced as bizarre, barely functioning prototypes. The pulp world has plenty of tension from the political and economic impact of the Great War, but it hasn't all boiled over into WWII yet. The world still has unknown areas, but scientific advancements have allowed explorers to venture into them. Research the era extensively, or simply play to the common knowledge stereotypes of the period, whatever you're comfortable with. This isn't a term paper after all.

Magic and monsters are real. Elves, goblins, and dwarves live in secret magical kingdoms. Bizarre half-super science/half-magical devices are concocted in mad scientists' labs. Angels and demons vie for men's souls in the battlefield of this mortal existence. Aliens from outer space visit this world. (Hey Refs, don't forget that Barsoom/Mars and Mongo are out there somewhere, awaiting adventurers.)

However, all of this is really, really rare and almost totally unseen by the general population. Even people living next to a supernatural area regard events as legends and simply an as yet unexplained phenomenon. Appropriately, people will freak out in the presence of the real thing, though for the most part witnesses will be shocked into complete silence about any event (or go mad). Few journalists will ever believe them if they do talk.

This is key: All supernatural incidents (monsters and phenomena) are there for a reason. They are not natural to this world and had to either be brought in or have entered for a reason. Discovering this is often the key to dealing with the situation.

Powerful entities such as the government (and foreign governments), the Vatican, large corporations, secret societies, very wealthy individuals, dangerous cultists, organized crime, and a few crackpot scientists may be peripherally aware of the supernatural, but only in terms in of their own spheres of influence. Ultimately, the supernatural can't be controlled, at least not reliably (not that that doesn't stop people from trying anyway). They tend to focus on various aspects, albeit clandestinely, because of the possible embarrassment to their organizations.

Their goals are varied: Vatican (monster and demon hunting, confiscation of forbidden materials), government (suppress dangerous magic, attempt their own research), business (research), wealthy (immortality, personal power), cult (worship), science (often alien technology and magically enhanced technology). Obviously, some of these organizations are at cross-purposes with each other, but since the supernatural is so rare and unreported, it's seldom that they come into conflict over the same incident. (It would have to be a fairly large, obvious incident to draw these forces together at the same time and place.)

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