House Rules – For Pulp (and other RPGs)

This entry is part 1 in the series House Rules from The Adventurer's Club

This is the first of a four-part* series outlining the house rules that Blair Ramage and I have adopted over the years for the Adventurer’s Club campaign, a Pulp-genre campaign run using Pulp Hero, which is a Pulp-genre variation on the Hero System. There are four major chunks of rules, that have developed at four […]

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A strong wind blows: Environmental effects for RPGs

This entry is part 2 in the series House Rules from The Adventurer's Club

This is part 2 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting some cold, heat, wind-chill, and altitude tables that were developed for the campaign in preparation for a midwinter race against time in the Frozen Wilds of Western Canada. Although […]

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‘I Can Do That’ – Everyman Skills For Pulp

This entry is part 3 in the series House Rules from The Adventurer's Club

This is part 3 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting everyman skill rules that were developed for the campaign, and long overdue, too. Although designed for a Pulp Campaign built with the Hero System, the principles apply to almost […]

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On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

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