Running the campaign in the real world (1920's)


Mummy's Mask


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I am going to attempt to run the adventure path based in the 1920's, switching Osirion out for Egypt. I wanted to run a game with a change of pace from:

1. Buff w/magic and magic items
2. Roll knowledge check on monsters.
3. Annihilate Monsters.

Inspirations include: The Mummy, League of Extraordinary Gentlemen, Dr. Jekyll and Mr. Hyde, Dracula, The Invisible Man, Cthulu Mythos.

My adventurers are going to be mostly naive to the supernatural world. I'm going to allow magic items as they discover them, but there will be no creation or magic shops to buy them.
Firearms everywhere.
20 point buy, and hero point system (not mythic system)

The party consists of an all human party:

A Alchemist (not magic, SCIENCE!)
A Slayer (Gun Bunny)
A Brawler
A Bard (likely Comedic bent)

It is my hope with these adjustments and limitations that the mod (including weather conditions, terrain, and monsters) will actually prove challenging, without having to make adjustments.

I am curious of others input or thoughts.

Dark Archive

Based on your inspirations I'd strongly recommend you also have a look at The Kerberos Club by Arc Dream Publishing (it runs in either Wild Talents, Savage Worlds, or the Fate system).

They'd be a great themed version of The Esoteric Order of the Palatine Eye or similar groups.


How are you going to handle AC? Pulp 1920s heroes don't generally wear armour, but the game engine assumes PCs are wearing the best armour they can get. Maybe a dodge AC bonus? Swap out armour proficiencies for a +2 dodge bonus per level swapped out (eg heavy > nil = +6 AC), I think would work out about right. Access to healing could also be an issue.

Dark Archive

S'mon wrote:
Access to healing could also be an issue.

The 7th Sea role-playing system had a nice damage system of Flesh Wounds/Dramatic Wounds. You only carry Dramatic Wounds over from fight to fight and all Flesh Wounds are healed. Very thematic for a 'Pulp' adventure.

That is when you have the Slayer and Alchemist step in for a combination of field triage and alchemical remedies. Until mystical regenerative artifacts start appearing of course.

You could of course give the characters the 3rd Tier Mythic ability
Recuperation. You can downplay the 'Mythic' part of it and have them as just 'Big damn heroes'.


S'mon wrote:
How are you going to handle AC? Pulp 1920s heroes don't generally wear armour, but the game engine assumes PCs are wearing the best armour they can get. Maybe a dodge AC bonus? Swap out armour proficiencies for a +2 dodge bonus per level swapped out (eg heavy > nil = +6 AC), I think would work out about right. Access to healing could also be an issue.

I will definitely consider using that. My initial thought was that the characters likely would be starting with minimal armor (such as leather), and a higher dex. Not the best AC to be sure. Once they get into the tombs they will find archaic armor that may choose to use if they wish.

Healing is somewhat limited, in that it will rely initially on the Alchemist. The Bard will also be able to assist. It is also likely that they might find something in the tomb to help them. If it becomes an issue, I was considering that there will be NPC's who are more knowledgeable of the supernatural world that might be able to help them. There is always the fact that you heal while sleeping too - another rule that rarely is used because magic is so prevelant (At least in my games)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Half BAB as armour bonus. Because Pulp heroes are tough, and get tougher. PCs can wear armour if they want, but they take the better bonus.

Scarab Sages

There is a very good armor less AC progression based on class levels and armor proficiencies in Pure Steam (p59). If I were to run it in Pulp Egypt, I would probably use it. It is slightly behind the max AC's you can get (It caps at +11 for heavy prof, which is a few behind +5 full plate); and it is a decent jumping off point if you want to do your own scale.


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When I read this my mind inmediately jumped to Call of Cthulhu.


Take a page from Star Wars SAGA Edition.

PCs add their character level to AC. If they wear armour, the AC bonus replaces their character level bonus (so badass characters tend to wear less armour, not more).

There are special feats to add half your armour bonus to your AC, for those special Armour-focused characters.


Pathfinder Adventure Path Subscriber

You might consider using the defense bonus option rule from Unearthed Arcana: http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

Rasputin Must Die might give you some inspiration on equivalent fire-arm tech of about the same time period if a decade or so earlier (and you could adapt a few of the statblocks such as the animated tank or the troop stats) http://paizo.com/products/btpy8yv5?Pathfinder-Adventure-Path-71-Rasputin-Mu st-Die

Another potential source of inspiration might be the "Anachronistic Adventurer" series of PDFs for inspiration on classes and other mechanics: http://paizo.com/store/byCompany/s/superGeniusGames/pathfinderRPG/anachroni sticAdventurers

The first in the series, the Enforcer, has rules for more modern firearms,tech/progress levels and related proficiency definitions, and a series of feats that gives increasing/scaling dodge bonuses. The Tough features expanded rules on modeling vehicles from creature stats. The Investigator has some rules on weird/advanced science inventions (though these tend to be giving you bonuses more than anything else) and research.


Pathfinder Rulebook Subscriber

I'd also strongly recommend using something like the Strain-Injury variant (you can google it, I quite like it actually) and that way people would actually need to use the heal skill. Yay!

Your biggest issue by far if people aren't aware of magic etc. is going to be removing the curses / diseases etc that are obviously going to exist in this campaign (the players guide isn't particularly subtle about this). The rest can probably be resolved with downtime.

Beyond that - I think your characters would be dumb not to wear ancient magical armor they find while they're out adventuring!

Scarab Sages

Using a high-fantasy system for a low-fantasy setting doesn't work. I've seen multiple people try and fail.

If you really want to play a 1920s supernatural Egyptian based campaign, I would instead advise running 'Masks of Nyarlathotep' for Cthulhu.

Liberty's Edge Owner - Multiverse Comics & Games

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I wonder what the Inner Sea would like with 1920's tech mixed with magic.


Macona wrote:

Using a high-fantasy system for a low-fantasy setting doesn't work. I've seen multiple people try and fail.

If you really want to play a 1920s supernatural Egyptian based campaign, I would instead advise running 'Masks of Nyarlathotep' for Cthulhu.

I second this. I don't really see the point in using Pathfinder like this when there are so many more suitable systems. Call of Cthulhu would be excellent as would the likes of Savage Worlds, Spirit of the Century, or Adventure! (which unfortunately is out of print but also excellent).


Okay, consider looking into the Masks of Nyarlathotep for Call of Cthulhu. Even if just for raiding it for the Egyptian chapter. Heck, the game as a whole has lots of interesting 1920s details for pulp adventures. Also, download the fan-made Masks of Nyharlathotep Companion Beta...yummy 1920s Egyptian details and nice bits about Cairo there as well.

Also, searches using such details can turn up a lot of great imagery that can be useful for framing scenes or generating props.


Thanks for the help everyone! I will definitely look into some of those books for different options to improve my campign. I am still going to try and run it with the pathfinder system and adventure path. I will let you know how it goes.


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Update:

So I've run two games with an updated gun system, and using the strain-injury variant. I also used the 3.5 unearthed arcana alternate system of no armor bonuses.

Thoughts so far -

1. The strain-injury variant has made up for a lower AC (even with the bonuses). I'm not sure how my game would have done without it - probably - probably leaving a place, resting, and coming back - and who wants that.

2. It's too early to tell if the guns will be too powerful or not. The fact that the guns don't get through a lot of DR helps mitigate the high damage. They have 1 melee fighter - which is amusing because he is often providing cover for the enemy (and giving a -4 to those without precise shot).

3. My dollar amounts might be off, but I'm not too concerned. If anyone has suggestions on a gold to Dollar conversion, i'll listen. Currently I'm just having gold amounts = dollar amounts (I.E. Selling the treasure for 50% of value in money).

4. Other then replacing Golarion gods with Egyptian gods and the word Osirini with Egyptian - I haven't had to change the mod too much to fit the campaign. To give an idea - it's similar to an Arhkam Horror feel - you are regular people - and there is now supernatural things happening - no one is likely to believe you, and you have to learn to cope with it and fight it.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

How did you handle/reflavour the Church of Pharasma, the other adventuring parties and the non-ruin parts of Wati?

Details!


I was going to point out the Modern Path for their updated rules on Armor as DR, but it sounds like you have things covered here. Pathfinder can certainly be used for a multitude of styles, but it does take work. Good luck and have fun.

As far as money goes, I've seen people use a silver standard. 1 silver = $1. You can give that a go.


Odraude wrote:
As far as money goes, I've seen people use a silver standard. 1 silver = $1. You can give that a go.

Actually, for 1920s, $1 = 1 gp isn't a bad quick reference. Keep in mind inflation. $1 in 1920 is the equivalent to around $11 today.


All of your Pulp ideas can be fulfilled using Anachronistic Adventurers products from Rogue Genius Games.


DM_aka_Dudemeister wrote:

How did you handle/reflavour the Church of Pharasma, the other adventuring parties and the non-ruin parts of Wati?

Details!

Possible Spoilers:
So far instead of the church of Pharasma running things, I had it as the government. I kept the idea that it was sealed ruins that had not been explored yet, and the history of madness (it's still a world with magic/evil - just hidden from the world). The other adventuring parties were mostly kept the same - but like the halflings were made into midgets, if they were a dwarf they were stocky etc. I upgraded their gear to have more modern equipment similar to my PC's, and using the same armor system - which I will do for all non-monsters. The non-ruin parts of Wati and the location of Wati I put near the Valley of the Kings after some research (Wati reminded me of Luxor).
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