Showing posts with label Pulp Alley. Show all posts
Showing posts with label Pulp Alley. Show all posts

Monday, December 9, 2013

Rhinos, Hippos, and Apes, oh my!

Beware the hungry, hungry hippo lurking in the rivers of my tabletop...
I have always enjoyed painting animals, whether in 28mm or 15mm. I think that even if they're used just for scenery, they always seem to make a good table look even better. So, when I finished my Southeast Asian temples awhile back, I thought I should raid my unpainted lead drawer and see what animals I have that would fit the locale. I have a decent-sized stock, and there were bound to be some in there that I could use in my games.
A 28mm Iron Wind (Ral Partha) Rhino. This is probably my second favorite, after the hippo, of this batch of animals
 What's more, Pulp Alley -- the rules I'm using for these games -- has a concept called "Perilous Areas." This is meant to be that generic dangerous part of the miniature tabletop. It could because of treacherous footing, a creaky old rope bridge, or even savage animals that might ambush the player. In the game, opponents can play a Fortune Card on a rival player when he enters one of those areas. These are "challenges" that they must pass using a designated character's statistic -- such as Cunning, Might, Dodge, etc. I envisioned these animals I painted up as perfect "markers" for perilous areas. You want to cross that jungle stream? Well, see that hippo in the water, that means it is a perilous area...will one get territorial and attack you, or will you pass the test?
A nasty, ill-tempered denizen of my jungles are these over-sized porkers
 So, when I hunted through my unpainted lead drawer (okay, rolling set of drawers!), I found a hippo. I also found a rhino, gorilla, wild board, cobra, and two water buffaloes. Yes, yes, I know. Not all of these animals are necessarily Southeast Asian, but it is close enough. These are Pulp games after all. Once you accept that you are being attacked by Pygmy Cannibals of the South Seas, you're not going to quibble about whether the type of rhino I painted up is native to the jungles of Southeast Asia!
"Out of bananas again...? Why I oughta take the head offa the first dope who comes along...say, who's that over there?"
I painted this up as an Egyptian banded cobra because I loved the yellow and black pattern
I believe all of these except for the water buffalo are from Iron Wind Metals. The descendants of Ral Partha, this company is a regular at the conventions I attend. I love sorting through their loose lead bin, and have a hard time coming away without my hands silvery and a brown paper bag full of animals that you-just-never-know if I'll need one day. After all, look at these beauties! Who knew that I'd be needing them to mark out perilous areas on a 28mm Pulp game? But there they are! Anyway, I highly, highly recommend hitting up Iron Wind at conventions. You'd be hard-pressed to find a better assortment of animals, dinosaurs, and various other loose metal bits that what they carry. They charge by the pound, too, so you can mix and match to your heart's desire.
Two water buffalo posing by the second, smaller jungle hut I built in less than a week leading up to my second game of Dakota Smith's Oriental Adventures. Notice the improvised staircase of crates. Clever, aren't I? Ha, ha!
When I finished running the second installment of Dakota Smith's Oriental Adventures at my buddy Keith's the other night, one of my friends found these three Easter Island moai on his table. I snatched them up and told him I'd touch them up and flock them. I knew they'd be perfect for the next game. Yes, yes, I know Easter Island is nowhere near Southeast Asia! But these could fill the bill as primitive stone idols. I mean, last time I checked, Easter Island has never copyrighted the concept of a giant stone head. And if they did, their copyright expired with their civilization! Seriously, all I did to these guys was dry brush a lighter shade on exposed areas, give them a nice dark ink wash, and put flocking on the bases. It'll be a shame to give them back to Keith...I've always loved that otherworldly look of the moai. And yes, I have been to Easter Island in my travels. Here's a couple of my favorite photos from that trip to close out this post.
I have no idea where these came from -- well, other than my friend's basement! I just had to snag them, touch them up, and get them ready for my next game.
Iconic shot from Ranu Raruku -- the quarry on Easter Island
One of my all-time favorite sunset shots I've ever taken
What's up next? A small project and a really big one, size-wise...more to come soon!

Monday, December 2, 2013

Dakota Smith's Oriental Adventure, Part 2 - Missing at the Mission

Western Archeologist Briefing
Near the Ta-bo Mountains, French Indochina
November 30, 1930

    Despite the failure to get your hands on Brother Virigi’s journal, you came away from the Portuguese monastery on Macau with solid information. The monk had left a few weeks ago for the monastery’s mission on the mainland in French Indochina. The brother monks had set up an outpost in the foothills of the Ta-bo Mountains to preach to the primitive tribes living there. Villagers you speak to along the way there always spit when saying the name of the mountains, so you suspect an evil story lurks in this area’s history.
    It takes about a week to trek through jungle and cultivated plain before you begin to climb into the foothills. Once or twice, you see signs that the other archeological teams you encountered at the monastery may be on the same trail. Villages and hamlets are becoming more and more scarce, though. What’s more, in your last several days of travel, all the villages you pass through are deserted. Chickens and goats wander untended, making you suspect the villagers left in a hurry. There is a smell of smoke in the air as you finally come to the mission station. A grayish haze hangs over the area, as if a fire has been smoldering for days...


The second scenario saw Dakota Smith and his rivals discovering Brother Virigi's mission station on the mainland raided, smoking, and with no signs of life...


So, after our first game of Pulp Alley, I was trying some changes to adapt the game to the large number of players. Once again, we had five players and myself for our Sunday evening game. This time, though, each player had only 3 characters under his control -- a leader, sidekick, and ally. That is, except for the Order of the Fire Coral, who had sidekicks for all three characters. I shrank the board to 4'x4', and placed the 4 minor plot points 12" from each edge. The major plot point was in the center of the table. The major plot point was a badly-wounded survivor of the raid that had apparently wiped out Brother Virigi's mission station. The minor ones were clues to the the identity of the attackers, including inscriptions on the walls of a ruined temple, the boxes of supplies looted by the attackers, a muddy patch with lots of footprints, and Brother Virigi's new journal.

A map showing the board as I initially planned it -- some changes were made when I set it up
This game saw a new archeological faction take the field. Mike S had created his own Irish archeological team, and switched over to playing them. Allen, who'd been absent our first game, took over capably in playing Dakota Smith. The French player was absent, so they were obviously held up by bureaucratic duties, while the other Europeans skirted those. Each team made a beeline for the plot point nearest where they'd set up. Dakota Smith, accompanied by Dolly Flanders and Harold Fortwine, hoofed it up the hill to the ruined temple to examine it. Harold stumbled a couple times in the perilous footing -- with vegetation concealing pits and crumbling floors. His arch-nemesis, Von Jaeger, came in on the opposite side of the board and headed for the muddy patch of ground that promised to show good footprints of (and possibly identify) the attackers. The Irish came in not far from them, and advanced cautiously towards the looted supplies, hoping to gain a clue as to who the attackers were by what they took and what they left behind. Harris McLeod and the British hurried towards the swampy patch of ground where the raid's lone survivor lay hidden. And finally, Opay, Tat-Ko, and Jaz Minh infiltrated through the mission huts. Tat-ko searched the monk's quarters, while the other two stealthily closed in on the Europeans.

Dakota Smith passes up on checking out the village to instead examine the temple ruins at the top of the scrubby hill, hoping to get some clues about the history of the area

The steely-eyed Von Jaeger notices something odd left by the footprints in the mud
The mystery of the raided mission station distracts Lady Shannon -- always ready for adventure -- from her hunt for a Buddhist tomb
The British come upon a grisly discovery in the marshy patch in the center of the table. They are stunned to find the horribly stabbed Chinese man still alive, but even more astonished by the stunted, misshapen body of what wounded him...!
Once again, the mission of Opay and other members of the Order of the Fire Coral is to frustrate that of the westerners, and keep hidden the mystery that Brother Virigi must have stumbled upon...
All leagues except the Fire Coral ran afoul of an occasional perilous area, but no lasting damage was done to any. This time, I put markers on the table for the perilous areas -- venomous snakes in the jungle patches, crocodiles in the river, feral chickens near the huts (just kidding, but there were some angry, neglected water buffalo that the adventurers gave a wide berth to...!). To be honest, this is probably an area all the players need to improve upon. We still need to learn how how to best play Fortune cards to the maximum effect against their opponents -- especially when characters enter perilous areas. Last game, Tom was particularly effective doing this. However, everyone struggled this game to make much offensive use of them against their rival leagues.

The perilous areas on the board slowed down the occasional character, and even temporarily downed Fraulein Blucher (German ally). However, she recovered quickly. All hands were available at the bullets began to fly, shortly...
By turn three, all five plot points were in the hands of the characters. There was a humorous moment when the players turned to me and asked, "Is the scenario over?" Once I explained that you could take away plot points from other characters, and that they were worth more experience, they quickly caught on that their next objective was each other!

Dakota was a bit miffed that Dolly sauntered in and finished off his deciphering of the minor plot point. This didn't prevent him from taking a quick pencil and paper rubbing of the temple inscriptions...
Now, the bullets began to fly (there had actually been a "Parley" card played on Turn 3). Predictably, the bloodthirsty Von Jaeger and his Nazi thugs started it. Otto Tulmann wounded Harris McLeod, who managed to dodge the follow up gunfire of Von Jaeger himself. The next turn, Otto poured more fire into Harris, wounding him further. Steve played a "Stay Down" card to keep Harris from recovering. The portly hunter quickly shuffled away, leaving Major Speke-Eastman and his niece Clara to deal with the vicious Nazis.
Guns blazing, the Germans chase after the British and the major plot point
Lady Shannon's Irish also showed a tendency to shoot first and ask questions later. Her sidekick Ryan and her cowboy ally, Tex, whooped as they blazed away at Jaz Minh and Opay. Meanwhile, inside the hut, Tat-Ko located Brother Virigi's new journal and hid it inside his robe.

Ryan O'Shea and Tex open fire on the Order of the Fire Coral
Inside the jungle huts which composed the Portuguese mission (and newly-constructed for this scenario), Tat-Ko discovers the missing Brother Virigi's new journal and swipes it
Drawn by the desire to capture the wounded Chinese survivor of the raid, all the teams except the Irish closed in on the center. Fraulein Blucher boldly charged up the hill, fists flying, at an astonished Dakota Smith, who had seized the opportunity to open fire at the hated Nazis. Harold Fortwine, an ex-boxer in his undergrad days, waded in and belted the stout, gray-haired matron to the ground, though. Harris McLeod recovered his nerve enough to turn and let loose a fusilade at Von Jaeger, who returned fire. Both were wounded. Major Speke-Eastman also fired off a flurry of shots, further wounding the German. Jaz Minh and Opay avoided crocodiles to dash across the river. As the Irish continued to take pot shots at the martial artists, Jaz Minh skipped back across the river and kicked Ryan O'Shea's gun from his hand.

The melee in the center is furious, and the Germans are in the thick of it. All teams are eventually drawn into the brawl, though.
A couple of the players had the foresight to send their plot points off towards the board edge, in the hands of one of their characters, though. Dakota handed the temple wall rubbing off to Dolly. The socialite needed little encouragement to dash off down the hill and away from the gunfire. Tat-Ko sprinted for the edge of the board, but his movement drew the attention of Tex. As his companion Ryan knocked down Jaz Minh, Tex drew a bead on the fleeing martial artist. His shot rang true and Tat-Ko fell to the ground, the journal flung free of his robes.

Bullets and fists fly as the characters all compete to drag off the howling, wounded survivor of the raid. They know he had key information on how to track down the attackers, and hopefully, rescue Brother Virigi.
The sixth turn drew to a close with the major plot point having been wrested from the British, but under no one's control. The grisly tug-of-war with the horribly wounded survivor saw Clara McLeod dig her heels into the ground and prevent Von Jaeger from carrying the man off. It ended the game under no one's control. The Fire Coral also lost possession of the journal to a long-range shot which put Tat-Ko down and out. The Americans, Germans, and Irish all retained possession of one minor plot point, so came out on top.

As the leagues retreated from the bloody fray to bandage their wounds and take stock of the situation, they knew they all had one piece of information. The monks of the Portuguese mission station had been kidnapped by a tribe of savage pygmies known as the Ta-bo. The wounded survivor's words still echoed in their ears, "Save the brothers, please, masters! The Ta-bo are cannibals...!" If they were ever going to find the location of the lost city from Brother Virigi, they'd first have to rescue him from pygmy cannibals of the South Seas...!

Everyone seemed to enjoy the game, and got into the fact that they were bitter rivals eventually. Pulp Alley is still a new rules set for our group, so we are still learning tactics and strategy. I am still learning at how to incorporate the perilous areas into the game, and keep the storyline of them coherent, pulpy, and well, as believable as a rousing pulpy yarn should be...! I'm sure I'll get better at the storytelling aspect of the game as we play more. The guys are helping out, though, and suggesting reasons for outcomes that make good "B movie" sense. It'll probably be January before I run Scenario 3 (The Search for Skull Cave), as our Sunday night schedule is filling up. That's fine, though, as I have lots of jungle pieces to create. Plus, I have a hankering to make a rope bridge, and what can be more "Indiana Jones"-like than that...?

































Monday, November 11, 2013

Dakota Smith's Oriental Adventures - Part 1, Brother Virigi, Wherefore art thou?

Keith, Mike S, and Tom hot on the trail of Brother Virigi -- a Portuguese monk from Macau in the 1930s
 I had 5 players for my first-ever Pulp Alley game. I had been working my way towards this for many, many months. So, it was nice to get all those 28mm figures I'd been painting out on the tabletop. I'd asked Keith, who was hosting, to set up the table with a 6'x4' area. After the terrain was all laid out, I discovered it was a bit bigger -- nearly 5' across, not 4. So, I told the players controlling the four Western archeological teams to deploy within one foot of each of the corners. The Order of the Fire Coral would begin the game disguised as Chinese peasants scattered throughout the board (roughly 1 in 3 would be agents, the rest actual peasants). The player controlling them secretly marked the bottoms of the figures representing agents with tape. To move, they had to "cast off the peasant garb" and be revealed. The four minor plot points were just over a foot away from each starting location, with the major plot point being hidden inside the church's Chancery in the center of the board. They discovered the location of the major plot point (Brother Virigi's journal) only by taking control of one of the minor ones (monks from the monastery).

Fraulein Blucher is escorted by two German sailors, while Von Jaeger and Ottom Tulmann interrogate Brother Malachi by the pig pen
 Since these were brand new rules that we'd never played as a group, I had a number of worries heading into the game. My first worry was that I wouldn't have enough Fortune Cards if the players decided to hold onto them. I have just the starting deck of 25. With each player receiving 3 at the start of the game and a further one at the beginning of each round, I was wondering if the deck would ever grow dry. At first, the players were hesitant to use them. Eventually, they got the hang of using them to frustrate their opponents -- especially the weaker characters belonging to other players, who may have trouble passing the tougher challenges.

Reporter Eric Bylan and socialite Dolly Flanders, tagging along uninvited on Dakota Smith's expedition, approach the monastery graveyard
 My second worry was there would be no way the characters could accomplish their goals in the game's six turn limit (cards can be played to extend it a 7th and even 8th turn). The board looked simply too big. I think that worry was borne out by the events. Only one character actually entered the church by the end of the game. Of course, the two "Parley" cards played over the course of the first six turns really slowed things down, too. I almost feel like making a change so that is a one-shot card, and not letting it be played a second time. To not be able to attack or run for 1/3 of the game's turns seemed a bit extreme.

Harold Fortwine guards the rear of the American column, unaware of the agent from the secret martial arts society, Order of the Fire Coral, hiding in the shadows behind him
 The rules explanation at the beginning went fairly well. Of course, true to Sunday night form, my gamer friends were more off-task than my 7th grade students are on average. I expected that, though. It is part of the fun -- the random comments, the digressions in conversation, and so on. The players picked up the rules fairly quickly, it seemed. The one fairly consistent mistake we made was that wounded characters roll dice no higher than their current health level. I'd predicted we'd miss that one and we did a few times. It took a turn or two to wrap our heads around the Challenges, when to play them, and how that is different than passing a plot point. We did it right, but had a couple players question the proceedings. I have to say I was fairly happy with how we caught changes in Initiative -- how it gets traded back and forth between players -- although I would not be surprised if we missed one or two.



Keeping together tightly, the British party is shadowed and harassed by the Order of the Fire Coral all along its advance towards the church
 The only real issues anyone had with the rules was when the German archeological team got pinned down by the French sidekick Jacques Nero. The best gunman of the French, he got into a covered firing position and started gunning down Germans as they passed in front of him. The player was upset that Jacques' "Hardened Veteran" ability meant he could keep shooting with no "Multiple Combats." That, and Dr. Lambert's "Deductive" ability meant the French league snagged an extra Fortune card nearly every turn. I showed the Germans how he had a character with the exact same stats. He had just rolled worse when Jacques Nero and Otto Tulmann had their gun battle. I explained that one extra Fortune card among 5 players should not imbalance the game. The British had a character with the "Deductive" advantage, too.


The French league nabs a plot point, discovering that Brother Virigi has left for the mainland mission station. His journal with maps and drawings was left behind in the church Chancery, though (major plot point)!
 So, what happened? All four archeological teams moved fairly steadily towards the closest Minor Plot point (the monk nearest them) and took control of it. The Order of the Fire Coral focused its attacks on the British and German teams, harassing them with attempted attacks on its weaker characters. They seemed to focus less to the French and American leagues. All the players got into the act of trying to zap each other with Challenges as characters entered perilous areas. None of the sidekicks or leaders went down and out, but the German Otto Tulmann was knocked out momentarily. The Order of the Fire Coral lost the most agents, but its characters were weaker (9 total characters vs. 4-5 for the Westerners).



Brother Malachi points Von Jaeger towards the major plot point, Brother Virigi's journal inside the church Chancery...
That brings me to the next issue with a five player game. I think we had too many characters on the board. A few of the players commented that the game moved a little slowly, although part of that is probably due to the too-large board. Another part could be that it was our first time with the rules. I may experiment with smaller leagues (less than the normal 10 slots) in games with 5+ players. I can't imagine what it would have been like if I'd had my 6th player had shown up with the Bandits and their 11 character league! Perhaps I'll trim down the two most excessively-sized leagues (Fire Coral at 9 & Bandits, 11), giving them tougher characters, which may make play go quicker. I think a smaller board would help, too.



 The players said the rules were "interesting" and seemed willing to give them another go. They understood it was our first time playing the game. Everyone seemed to have fun, well, except for the German player. And he seemed to be having a good time until his league got pinned down. There are a lot of subtleties -- especially in the use of Challenges -- that we need to wrap our head around. Tom, the French player, did the best. He seemed most attuned and goal-oriented of the archeologists. His leader, Pierre Fournereau, was the only European to enter the church, though he never made it to the Chancery.




And all five leagues come together in the middle! The French had an advantage, and were able to elude the concentrated attacks of the others. Of course...I *have* to say it: "Tom's winning!"
 So, the game ended up with a massive-sized scrum and logjam at the entrance to the church. The leaders of all five leagues were present in the donnybrook. The Americans blocked the Germans from entering the church, the French got in via clever use of Dodge moves, and the British and Americans appeared like they'd need to take a number. The carnage of so many figures in such tight quarters would have been interesting to play out. It was 11:20 pm, though, and most of us had to work the next day. We had played the six turns in about 3 hours (once rules explanation was done). That is not bad for a 5-player game that no one had played before. As I said, most seemed willing to give it another go and learn the system better.

Sorry this is more of an analysis than straight-up, after action report. I did not take notes on the nitty gritty. I did snap some close up shots of the action, so I hope you enjoy those. Next game will see them follow the trail of Brother Virigi to the mainland and the Portuguese mission station in the Ta-bo Hills. Feel free to comment on my thoughts about larger games, or make suggestions.