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Campaign set ups for Amazing Adventures ... 
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Unkbartig
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Post Campaign set ups for Amazing Adventures ...
Notice I didn't say campaign settings ... These are idea of what throws your heroes together every week, but still fairly open ended as to the mood and adventures you can play.

    At Base Camp: The crew is committed to exploring a location with no real maps. A lost valley, an ancient city or the Hollow Earth (check out Hollow Earth Expedition for a great way to do this.)
    The Sibiryakov : If you're traveling the world in style, you have to something to travel in. A boat, train or even a flying boat. The PCs are the officers for their means of transportation.
    Sponsors: The PC are committed to an organization that feeds them the adventure. They could be military personnel on a mission or working as troubleshooters extraordinaire for a colonial trading company.
    Self Employed: The group is connected to a group or cause that keeps them going. They could all be part of a large family, members of a secret race, or just gentlemen adventurers who pay a finder's fee for those who present them with a solid lead.

Any other examples I'm coming up with are closer to an actual campaign, but I'm sure there's an idea or two I missed.


Tue Jun 05, 2012 9:50 pm
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Hlobane Orc

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Post Re: Campaign set ups for Amazing Adventures ...
If you are looking for some more ideas Expeditious Retreat Press's Pulp Seeds #1-5 are pretty good.

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Thu Jun 07, 2012 8:24 pm
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
IMO, an excellent resource for any gamemaster running a plup game is Lester Dent's Master Fiction Plot
For those not in the know, Lester Dent was the creator and primary writer for the Doc Savage series of pulp novels.


Thu Oct 11, 2012 7:48 pm
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Ulthal
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Post Re: Campaign set ups for Amazing Adventures ...
Kathulos wrote:
IMO, an excellent resource for any gamemaster running a plup game is Lester Dent's Master Fiction Plot
For those not in the know, Lester Dent was the creator and primary writer for the Doc Savage series of pulp novels.


Amazing Adventures specifically references Dent's Master Fiction Plot in the GM section, and includes fairly detailed guidelines for how to use it to construct pulp adventures for your game.

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Fri Oct 12, 2012 1:48 pm
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
Sorry about that.
I've been taking my time reading, and rereading, through the character creation and Paranormal sections.


Fri Oct 12, 2012 7:04 pm
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Unkbartig
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Post Re: Campaign set ups for Amazing Adventures ...
Read faster, man!


Sun Oct 14, 2012 3:38 am
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
I'm working on it!
There is only so much I can read on screen before these old eyes need a rest. :lol:


Mon Oct 15, 2012 5:43 am
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Hlobane Orc
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Post Re: Campaign set ups for Amazing Adventures ...
I downloaded a few episodes of the old time radio show The Shadow. One of the shows Island of the living dead gave me a great idea.

A group of investigators hired to find a young man who went to work on an island plantation. No one has heard from him since he took the boat to the island.
Voodoo? Mythos? Both?

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Mon Oct 15, 2012 6:21 am
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
Here's a good location for getting some ideas for your AA campaigns.
It reviews all 182 books in the Doc Savage series.

Dr. Hermes Reviews Doc Savage


Fri Oct 19, 2012 9:21 pm
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
A little something I found online......
The Pulpomatic Adventure Generator


Mon Oct 22, 2012 7:23 pm
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Ulthal
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Post Re: Campaign set ups for Amazing Adventures ...
Kathulos wrote:
A little something I found online......
The Pulpomatic Adventure Generator


That's a great idea generator.

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Tue Oct 23, 2012 12:02 pm
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
Another site I found which contains great images for mix and mash pulp based game.

Doc Savage Fantasy Covers


Tue Oct 23, 2012 5:26 pm
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Hlobane Orc
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Post Re: Campaign set ups for Amazing Adventures ...
Not sure if this is the right place for this question, but it is a sort of campaign set up question:
For those of you who have the PDF, how well does the game work without PC magic use (no Arcanist/ Mentalist)? Both as a totally non magic pulp game, or a game with obscure rare/ dangerous magic (perhaps PC's can get access to magic, but more via ancient scrolls/ tomes similar to standard Call of Cthulhu style games).
Cheers...


Sat Oct 27, 2012 10:23 am
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Hlobane Orc
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Post Re: Campaign set ups for Amazing Adventures ...
Grey wrote:
Not sure if this is the right place for this question, but it is a sort of campaign set up question:
For those of you who have the PDF, how well does the game work without PC magic use (no Arcanist/ Mentalist)? Both as a totally non magic pulp game, or a game with obscure rare/ dangerous magic (perhaps PC's can get access to magic, but more via ancient scrolls/ tomes similar to standard Call of Cthulhu style games).
Cheers...


It would work just fine. I really think that it more depends on the adventure you run. But I would have no problem and totally plan on running some Pulp-thulhu with Amazing Adventures.

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Sat Oct 27, 2012 3:11 pm
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Ulthal
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Post Re: Campaign set ups for Amazing Adventures ...
Yeah, magic, psionics, and gadgets are not assumed to be part of the game. AA is a toolkit--use what you like and dump the rest.

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Mon Oct 29, 2012 12:16 pm
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Ungern

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Post Re: Campaign set ups for Amazing Adventures ...
For some reason, I'd like to set a campaign towards the end of WWI. That way the party can act against the agents of the Kaiser.


Wed Oct 31, 2012 4:23 pm
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Lore Drake
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Post Re: Campaign set ups for Amazing Adventures ...
jeff wrote:
For some reason, I'd like to set a campaign towards the end of WWI. That way the party can act against the agents of the Kaiser.


Interesting. Apparently in his exile after the War he developed an interest in archaeology and spent time on investigating ruins on vacations on the the island of Corfu. He bought the former Greek residence (on Corfu) of Empress Elisabeth (of Austria-Hungarian Empire) after her murder in 1898 If you go with supernatural elements, perhaps, he finds some artifact on Corfu that he hopes will lead to Germany taking him back as Kaiser. Or perhaps it bends Hitler to his will so the Nazis restore the monarchy. That last would need a powerful artifact given that Hitler blamed him in part for Germany's loss in WWI.


Wed Oct 31, 2012 5:51 pm
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Ulthal
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Post Re: Campaign set ups for Amazing Adventures ...
There is actually a bit of a campaign set-up in the game (the sample adventure at the end of the core book), and with the associated first adventure module, Day of the Worm, which picks up where the book's adventure leaves off. I'm not continuing that specifically for future adventures (I may someday, but it's not the plan), but the PCs do end up as agents of the SOE working against the Thule cult, and have an archenemy set up by the end of that two-adventure arc. It also introduces aliens and Cthulhu horrors. My group had fun playtesting both adventures back to back, but if your group doesn't like a bit of "Attack of the Flying Saucers!" style serial pulp, the Day of the Worm module might need to be changed up a bit.

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Jason Vey, The Grey Elf
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Mon Nov 19, 2012 4:15 pm
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Mist Elf
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Post Re: Campaign set ups for Amazing Adventures ...
Found another plot generator.
This one more focused on adventures of a supernatural/Lovecraftian nature.

Consult Mr. Lovecraft, Plot Generator


Thu Nov 29, 2012 12:37 am
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Ulthal
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Post Re: Campaign set ups for Amazing Adventures ...
My name is the Grey Elf, and I approve this Plot Generator.

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Jason Vey, The Grey Elf
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Thu Nov 29, 2012 1:46 pm
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