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"A five star review ---" Topic


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722 hits since 16 Nov 2012
©1994-2014 Bill Armintrout
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Personal logo Mexican Jack Squint Sponsoring Member of TMP Fezian16 Nov 2012 6:10 p.m. PST

---- of Mad Dogs with Guns, on the Wargames Vault site:

"A great set of Gangster era rules that allows you to build a Crime Empire.

Easy to learn and play set of rules that has a simple yet detailed campaign system.

If you are looking for a Gangster set of rules then you should consider this set."

link

And neither Roderick or I wrote it :)

Personal logo John the OFM Supporting Member of TMP16 Nov 2012 6:40 p.m. PST

Wrote the rules or wrote the review?

Personal logo Pictors Studio Sponsoring Member of TMP16 Nov 2012 6:52 p.m. PST

The tournament at Fall In was fabulous!

Sundance Supporting Member of TMP16 Nov 2012 6:52 p.m. PST

Looks like a winner, Howard!

Personal logo Mexican Jack Squint Sponsoring Member of TMP Fezian16 Nov 2012 7:00 p.m. PST

(Puts on exasperated voice)

"John, we wrote the rules. We didn't write the excellent review of our own rules. That's the sort of thing they do on the Napoleonics board."

CPBelt16 Nov 2012 8:19 p.m. PST

What are the core mechanics?

Personal logo Ratbone Supporting Member of TMP16 Nov 2012 10:48 p.m. PST

wait, was the review itself of a 5-star quality?


:P

Personal logo Mexican Jack Squint Sponsoring Member of TMP Fezian17 Nov 2012 7:45 a.m. PST

Core mechanics:

Gangsters vary from very tough Torpedoes and Enforcers down to Punks, who are about as good as you'd expect. Each character has a stat line ('Fists' 'Gats' 'Stunts' 'Smarts' etc), each ranging from 1 (terrible) to 5 (excellent), and most tests demand an equal-or-less roll on a D6, with some modifiers. Characters also have 'Skills', which may be good, or less so. Yes, I know that 'drunk' and 'gimpy' don't really constitute skills.

Mad Dogs is driven by a card deck system using regular playing cards, which allow either 'All figures' or a smaller group to activate. You can hold cards instead of playing them, then use one to interrupt the game sequence – that way, I can hold you up and Talk Big on my turn, knowing that I have a card that lets me shoot you if you don't do what I want.

On your card you can move, shoot (or both), hit with brass knuckles, drive a car badly, intimidate the locals and whatever else you like. One card allows you to move civilians so as to obstruct other players.

The basic rules are as easy as I could make them, since fast flow and lots of Cagneyesque chatter is more important than the difference between two kinds of similar revolver. Likewise, the campaign rules are about setting up scenarios rather than running an illegal business that will funnel money towards your retirement in Miami beach.

Bob Murch Sponsoring Member of TMP19 Nov 2012 10:35 p.m. PST

Howard was good enough to send me the PDF. Thanks H!

Bob
pulpfigures.com

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