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In this section of the Justice Inc. rules, you will learn most of the things you need to know to be able to create and run pulp adventures. The Campaign section will provide you with an overview of the different types of adventures which were common in the pulps. It will take you through the intricacies of plotting and preparing for an adventure. Lastly, we'll give you a large section on the era of the pulps so you can give your games the correct feel, and so your players can "role-play" their parts easily and entertainingly. It's best if you read it over once to get the general gist of what's being said. By the time you get through the sections about the era, plots and adventures should begin to form themselves in your mind. Re-reading sections of this book to help expand your ideas will then be natural and work well. Enough belaboring the obvious. Welcome to the pulps!
Written by Aaron Allston / Steve Peterson / Michael A. Stackpole