Pulp GameIntroduction
Pulp Traditions
Typical Characters
The Ghost CorpsFUZION System
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Pulps were famous for taking heroes from familiar settings and occupations and pitting them against masterminds of many cultures and social society. Scientists, gangsters, mullashs, fakirss and aliens all proved to be popular villians
A parade of veterans, cops, reporters, students and teachers found themselves saving the world, or at least a girlfriend, from the clutches of a gang, spy, mystic or evil force from another reality.
While often allied with the police, the limitations of communications meant the information usually did not arrive before the hero, or the information would take some time to arrive, even by radio. Public libraries, newspaper morgues and public records were the sources of related backgrounds, information or clues.
The average people you would meed were friendly, honest and hard working folk. Running into sullen, tacitern or unscrupulous townfolk was usually an indication "something's wrong"!
Pulp worlds are rife with secret passages, forgotten cities, abandoned buildings, hidden bases, secret societies, trap doors, sliding walls, unsuspected chambers and aerial walkways.
Cars rely on a foot-starter instead of a key, or are very easy to hardwire. Hopping a freight train, stowing away on a steamship or dirigible or snagging a ride on an escaping plane are the norm. Heroes and victims have an exceptional resistance to blackjacks, lead pipes, war clubs, saps, gun butts, and being pushed out of moving vehicles -- they wind up in a hospital, but they survive the encounter.