Help support TMP


""Where Heroes Dare" vs. other Pulp Era rules" Topic


7 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please avoid recent politics on the forums.

For more information, see the TMP FAQ.


Back to the Pulp Gaming Message Board


Areas of Interest

Fantasy
World War One
World War Two on the Land
Science Fiction

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

15mm Automaton Heavy Infantry

Automatons with missiles, flamers and mini-guns!


Featured Profile Article

First Look: Battlefront's 15mm Rural Farm Buildings

Safe to ship? Personal logo Editor in Chief Bill The Editor of TMP Fezian looks at how these pre-painted buildings are packaged.


Featured Book Review


Featured Movie Review


2,149 hits since 17 Jul 2014
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
The Shadow17 Jul 2014 11:50 a.m. PST

How does "Where Heroes Dare" differ from the other available Pulp Era rules. How are heroes created? How are attributes handled? How does combat work? Etc.

nnascati Supporting Member of TMP17 Jul 2014 3:26 p.m. PST

Where Heroes Dare is essentially built on the basic Iron Ivan Games D10 system. Characters are built with a number of attributes that are equivalent to Move, Morale, Close Combat and Shooting, just given cutesy Pulp era names. You have points to use in creating the characters and picking the attributes.
Frankly, I was less than pleased with it. I had expected a Pulp version of their excellent Point Blank WWII rules, but it was not.

Pizzagrenadier17 Jul 2014 6:09 p.m. PST

That's partially chronological. Where Heroes Dare was developed and released by Jayson before I had developed and released Point Blank.

To answer the OP, characters are made by buying stats (lead characters have more to buy with, companions less, supporters least). Then characters buy traits called Schticks that give them skills and add flavor (they really allow for a lot of variation and combination-more than just cutesy names). Then you buy weapons and equipment.

The main attribute is Dare and it allows heroes to solve Dare locations and move the plot along and do things in the game. There is a system in the book for randomly generating exotic locations, plots, and scenarios as both one off and campaigns.

You can create an evil arch villain and then run heroes in scenarios against them.

Combat is a mix of shooty and fisticuffs with neither dominating if your character does what they are good at.

Hope that helps.

jony66318 Jul 2014 11:05 a.m. PST

I play mostly TOOFATLardy games, even in the pulp era, but I have played in several "Where Heroes Dare" and found it fun, playable and believable in a pulp kind of way.

I have run two different "lead characters" a German and a Belgian and it was a hoot. Your buys are limited to only your imagination or to the GM. Love a system that allows for the Neubaufahrzeuge.

Combat is very straight forward, shots and fisticuffs are based on the characters stats. You can create a marksman that is poor in fisticuffs or the other way around. Supporting characters will not be in the same league as the main character.

Hope this helps.

The Shadow18 Jul 2014 11:45 a.m. PST

Do you need a GM?

Chalfant18 Jul 2014 12:06 p.m. PST

No. Having a "script", or specific scenario, can add to the experience, but the game allows you to roll up a scenario location, adventure type, and even the terrain for that adventure, without a GM.

Chalfant

Doctor Merkury18 Jul 2014 3:55 p.m. PST

I have a bunch of games on my blog, just scroll through

picture

link

Cheers,
Doc

Sorry - only verified members can post on the forums.