I’ve been asked by a friend a few suggestions about setting up a pulp-themed scenario for a roleplaying game.
And who am I to deny the masses my wisdom?
Especially when the masses acknowledge me as a pulp guru?
So here’s what I wrote him…
Writing pulp means pleasing your audience by giving them what they do not expect while promising them what they expect.
In roleplaying, your players are your audience, so the first thing is to know your players, their tastes and expectations. And then surprise them.
Easy, right?The balance between familiarity and surprise is mainly achieved through the manipulation of clichés and tropes, with a few gimmicks to put the pressure on. Continue reading