Modern Games

Crime Fighter

Design : Aaron Allston
Editions : 1988, TaskForce Games
Presentation : Boxed set with 2 rulebooks, 2 ready-to-run « episodes », 104 playing pieces, 12 geomorphic map board and player reference cards.

Comment : « The Bad Guy play for Keeps... but You Wear the Badge ». All you need to direct adventures of TV cop shows : real-world polices procedures, call-codes, career for you characters.




Daredevils

See the publicity !

Design : Paul Charette and Paul Hume
Editions : 1982, FGU
Presentation : Boxed set with rulebook, GM screen, character sheets and Daredevil Adventures vol. 1, No. 1

Comment : "Play the role of an action-adventure hero. Smash spies, fight crime, defeat criminal masterminds and more. Enter the world of hard-boiled detectives, cloaked vigilantes and globe-spanning adventure. Become a daredevil.". This game gives GM skill-based system rule to design a Pulp campaign in the 30': car-chase, gun-fighting, even gadgets design and super-powers. The combat system is quite complex (FGU style). The Adventures booklet provides GM with 4 typical scenarios (from Crime Fighting style to Pulp) and sample PCs. All of them are good enough to start a campaign with colourful vilains. Only 4 other scenarios boolklet were printed: "Deadly Coins", "Menace Beneath the Sea" (with sequel to "Deadly Coins"), "Supernatural Thrillers Issue" and "Lost World Tales" (3 linked scnearios). One of my favorite Games !

Links : A guide to Pulp & RPGs at http://www.cc.columbia.edu/~mfs10/pulp_RPG.html


Espionage!

Design : George MacDonald and Steve Peterson
Editions : 1983, HeroGames
Presentation : Boxed set of a rulebook, scenario and dice.

Comment : Secret agent campaign using the Champions game system, the rules describe a large array of skills and tons of weapons and gadgets. With a minimalist presentation, you can find along the pages a brief on the organisation of the CIA. This system was later updated to Danger International RPG.


Gangster!

See the publicity !

Design : Nick Mirinacci and Pete Metrone
Editions : 1979, FGU
Presentation : Boxed set of 2 books

Comment : Book 1 gives simple rules for playing Police (State, Feds...) or Ganster (Organized or Syndicated crime) characters but stays on very technical level of play: equipments chart from 1900 to 1970, experience points PC advancement... Onthe other hand, Book 2 "Patrol Guide and Laws of the Land" is especially interesting for GM looking for procedures used by police departments (road blocks, arrest procedure, forensic sciences etc.) and outlines the basic laws dealing with crime (legal terms, usual penalties...). A former NY police officer codesigned the rules.


Justice Inc.

Design : Aaron Allson, Steve Peterson and Michael Stackpole
Editions : 1984, Hero Games
Presentation : Boxed set of 2 books (rulebook and campaign book + dice)

Comment : Pulp-hero game using the Hero System (skill based). The Spider, Doc Savage and The Avenger are at ease with great rules, including super-natural powers and "weirds talents", adapted to run a fast-paced campaign (airplane combat...). The campaign book is well writtent and full of advice concerning the Pulp era and the ways to run different sytles of campaign. Scenarios are provided, even with a typical "base of operation".
You can find a couple of supplements ranging from very good to excellent : "Lands of Mystery" and "Trai of the Golden Spike"

Links : A guide to Pulp & RPGs at http://www.cc.columbia.edu/~mfs10/pulp_RPG.html




Mercenaries, Spies & Private Eyes

Design : Michael A.Stackpole
Editions : 2 editions - 1st : 1983, Flying Buffalo (then Chris Harvey for the UK); 2nd : 1986, Sleuth Publication, Ltd
Presentation : Boxed set with rulebook, solitaire adventure "The Jade Jaguar", character folders (PC sheets)

Comment : A well written game to play mystery stories, whatever the historical area you choose (pulp, modern or near-future). An extensive scenario design section can be found with great advice for creating different game setting (mercenary, spy, law enforcement agencies, sci-fi and lost world...) as well as using live clues during your game. Liz Danforth illustrates the whole book and gives his rendering of celebrities like Holmes, Moriarty or Marlowe. Small character portaits by the same artist are given for your character folders. The game system is quite similar to Tunnels & Trolls : 3D6 attributes, level for skills that you can buy, adventure points. Apart from this set, some supplements (like Fingerprint kit) and scenarii ("Raid on Rajallapor" and "Stormhaven") can be found at the Flying Buffalo web site.

Links : Official Flying Buffalo MSPE page at
http://www.flyingbuffalo.com/mercen.htm




Price of Freedom

Design : Greg Costikyan
Editions : 1986, West End Games
Presentation : Boxed set with 2 rulebooks, 2 map/boards, 100 die-cut counters, two full colour game boards/maps, one loose booklet of character dossiers, charts & tables, one plastic counter tray with lid, and one 20-sided die.

Comment : The game caused a bit of a stir when it came out, for all the wrong reasons. The theme of the game was gung-ho commie bashing of the highest order. The Soviet forces dare to invade the USA and you, as the player characters, fight a guerilla war against them. The question was 'Tasteless and jingoistic rubbish or harmless tongue in cheek fantasy? The game itself was well presented, well laid out and had a quality fel about it. Character generation was neat and the mechanics straighforward using a d20 for all rolls. A simple forerunner of the d20 system, in fact...

Reviewed by Simon Washbourne (see :
http://www.geocities.com/simonwashbourne/Beyond_Belief.html
)


The adventure of Indiana Jones

Design : David Cook
Editions : 1984, TSR
Presentation : Boxed set loaded with a rulebook, a nice GM screen, 2 sheets of cardstock "3D-figures/walls/vehicules", a 2-sided map (the world of the 30' and a floorplan suitable for 25mm figures) and "Evidence files" (dossiers for PCs and props like telegram)

Comment : Game system is reminescent of TSR's "Marvel Super-Heroes Adventures" RPG with its colorful Check Results table (in order to know the level of success). Everything is done to simplify the rules and to let fun-and-fast actions flow during your session. The introductory scenario (by John Byrne, comic creator) found in the rulebook gives a good idea of what kind of game you can expect with those rules. The creation of characters is very thin and you are encouraged to play the main characters of the movies (Indiana, Marion Ravenwood...), for whom stats are given. 10 years later, West End Games took advantage of the license within its "Master Book System" line of products.

Links : Raiders.net at
http://www.theraider.net/information/books/roleplaying_index.php

 

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