I sometimes think John M, Stater is the hardest working man in DIY gaming (and that's saying something). He turns out game after solid game--not just adventures or settings but--games. And those are just the ones in print. His latest is Grit & Vigor, which is a pulp adventure adaptation of his Blood & Treasure (read Chris's review here) which is either a distillation of 3e-ish D&D to an old school level of complexity or a rebuild of old school D&D with some modern features, depending on how you look it at.
Unlike post pulp games which plant their flag squarely in the Depression era 1930s, Grit & Vigor seems a bit more informed by the early pulp and the end dime novel era that prefigured it: something like 1890-1920s. This is not to same G&V doesn't cover the classic pulp era--it does--but most of its illustration and sample NPCs harken this this early era. (For a good retrospective of the pulps of this time, you could do worse--and likely no better--than Robert Sampson's multi-volume Yesterday's Heroes.) Stater mentions expanses later covering some of periods the stories in those pulps take place including the Golden Age of Piracy and the Furture--and given his track record, I expect he'll deliver.
All the usual bases of classes are cover for the era, though magical (or occult ones) are left to an appendix so you can tailor the level of fantastic you want in your game. Feats providing for the larger than life nature of the pulp heroes are likewise a part of the game. There's even a section on Wonder Dogs! NPCs include Nellie Bly, Sherlock Holmes, Bertie Wooster, and Aleister Crowley.
So if pulp or adventure gaming interests you particularly with a familiar D&D-ish backbone, Grit & Vigor is well worth checking out.
My first thought on reading about the game last night was "Oh, a system to run Trey's Weird Adventures!"
ReplyDeleteIt could certainly do that, particularly if you used more D&D-ish magic.
ReplyDeleteYou're the second person to put this on my radar. I definitely need to check this one out.
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