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"Good rules for Victorian or Pulp RPG" Topic

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Kevin C Supporting Member of TMP20 Jul 2016 6:51 a.m. PST

I am restarting game nights for the History Club and Zombie Survivalists' Club at the campus at which I teach. Does anyone know of a good set of rules for a RPG set in the Victorian Period (late 19th century) or the early 20th century (1900 -1930). I am not interested in a science fiction setting, but I would like one that combines rules covering modern weapons (revolvers, rifles, etc.) with elements of the supernatural. Also, I hate PDF rules. I would like a set of rules that actually come in book form. If possible, could you also give me a brief review of these rules based on your experiences.

Thank you,

Weasel20 Jul 2016 7:57 a.m. PST

Savage Worlds has pulpy things for it, but out of the box, its super flexible.

It uses all the polyhedral dice (with your dice type determining your skill), it has a good balance between heroes being larger than life and regular guys being quite squishy, its mini's friendly if thats a priority, character creation was rather quick and I found the combat to be more tactical than D&D but not as involved as GURPS.

It's also pretty easy to teach, I found.

Well recommended and the "explorers edition" book is dirt cheap.

tberry740320 Jul 2016 9:20 a.m. PST

Take a look a "Pulp Alley":


Search through the "Pulp Gaming" Message Board for AARs. They will give you some idea of how the game plays.

There is also the 2nd Edition of ".45 Adventure" available from Brigade Games:


LORDGHEE20 Jul 2016 10:02 a.m. PST

shame lots of stuff on Drive through RPG

adamant stuff is very good


Great source boooks what ever system

Just saaw this


looks good d 20

Ed the Two Hour Wargames guy20 Jul 2016 10:41 a.m. PST

Larger Than Life Director's Cut. Here's some info. It focuses Story building where the adventures tie in together.


Also some bat reps.


Also well supported, been in the business since 1998 and not going anywhere. Here's more info.


Big plus is you can play it on a small table as you move from scene to scene.

Brian Smaller20 Jul 2016 2:36 p.m. PST

I would plug Savage Worlds for any pulp game. Made for it actually.

Kevin C Supporting Member of TMP20 Jul 2016 5:02 p.m. PST

Thanks for your help.


GoodOldRebel22 Jul 2016 8:49 a.m. PST

call of cthulhu

tsofian23 Jul 2016 10:12 a.m. PST

I am happy to plug my Game Stars of Empire.


If you support the KS you get AT LEAST SIX download PDFs for 40.00. We hope to hist some stretch goals. Thos six books will be two core rule books, one for Referees, one for players, Two vehicle source books, Aircraft and Land Machines, the Miniatures rules (Based on The Sword and the Flame) and the Venus sourcebook. This is over 1200 pages of material! We are also looking at three stretch goals that will present even more source material, a book of adventures, a book on Victorian/Pulp space travel and a travel guide style sourcebook on the International City on Venus. All these are full color. If we fund the first stretch goal by the 31st of July we will throw in Three FREE adventures!

Goshawk26 Jul 2016 7:12 p.m. PST

As mentioned already, Call of Cthulhu or Cthulu by Gaslight. There's also Pulp Hero and my personal favorite pulp game, Spirit of the Century, which uses the versatile FATE system. Best part about FATE – it's less about the GM and more about collective storytelling of the whole group. The others are very good, but SotC and its FATE brethren are superb roleplaying games.

The Angry Piper04 Aug 2016 8:59 a.m. PST

I'm a fan of GURPS. (I assume you're asking about rpg's and not miniatures games.) GURPS 4th edition is a system that can be used with any setting.Their Cliffhangers supplement is perfect for Pulp gaming.

Russ Lockwood07 Aug 2016 12:51 p.m. PST

Played a variety of .45 Adventures in campaign mode set in 1920s with Egyptian mummy and pulp overtones. Simple rules to pick up with enough of a fudge factor for special events. Good set of rules for a player to run one character, a sidekick, and a couple fodder followers.

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