Moab II Ghost Town

symphonicpoet

Moderator
I recently ran a Pulp Alley scenario called Hello Kitty on a Hot Tin Roof. There's a short eponymous AAR on Poetry of the Symphonic and a longer and more detailed one on the Pulp Alley Forums, but this being a showroom I'll cut to the art.

The setting was an orc camp in a human ghost town on Moab II.

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Here's a few images from the game itself:

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Virtually all of the buildings have been posted here before, but the walls are new. And a picture from the same setup inspired Mr. Papafakis to ask the question about the orkoid dreadnaughts seen elsewhere on this page. The walls are really more of an ongoing project than a finished one, as I intend to add more graffiti and several posters and signs. (Including one or two for a "tooring" band well known around these parts.) But you get the idea.
 

Jonas

Member
AWESOME! Thanks for the overview, it shows how little is actually needed to make this beautiful setup. Not that the set-up is small in any way, but I was really expecting a complete city covering the entire table, when I have seen the close-ups.
 

symphonicpoet

Moderator
Camera angle makes a big difference. I was fascinated to learn just how small and malformed the army was at the end of the Holy Grail. They had . . . a half dozen people in historical costumes? Maybe? . . . and everyone on the crew holding up sticks that looked vaguely spear-like. (I now have the score going through my head. There was a surprisingly good score in the background of all that splendid silly.) The camera is wonderful for censoring details you don't want seen and focusing in the viewer on precisely what you do want. If you talk to it nicely and feed it properly, that is. (I miss manual focus. I still haven't quite adjusted to the digital revolution, but it does make macro photography much simpler, which is useful somehow.)
 

Blue in VT

Moderator
A excellent write up...you guys are really convincing MRI to give those pulp alley rules a try!

Cheers,

Blue
 

Jonas

Member
symphonicpoet":1yub8s2j said:
Also,

Thank you. Glad you like it. I'm having a lot of fun with it.

I am really aiming for something in this vein too, simple and effective.
 

symphonicpoet

Moderator
Blue in VT,

Thank you. Glad you liked my write up and glad to help sell a few copies of Pulp Alley. It's a good system and plays well and works well with the spirit of the adventure section that I so love in the back of the old Rogue Trader. (Better even than GW's own rules I dare to say. Certainly plays faster.)

Jonas,

Actually, I'd love to have a giant city covering my entire table. Exploding off onto shelves and into other rooms and maybe other buildings. But one starts smaller and builds up slowly. Give me a few more years. I'll have a respectable main drag soonish and some side streets soon after that. Quicker if I didn't have a hidden fortress to build and maybe a spaceship, and some rocks, and valleys, and . . . oh, never mind. I'll be dead long before I'll be done. Not that this will stop me trying.
 

Jonas

Member
I'm all with you. My reasoning was mostly time issues too. So beginning in the small and then scale out.

For now I have mostly wasteland terrain, so i would be working towards a small town to place in the midst and at some point have a complete town too.

I think the town wall idea is great and something I didn't think about myself.... Before... ;)
 

symphonicpoet

Moderator
I don't know that I'd have thought about the wall if I hadn't happened on the packing materials and said "Holy crap! This is a wall!" My boss knows I salvage stuff often enough that he even saves me what he calls "robot parts." (Another coworker insistently calls everything I save "bunkers.") Good luck Jonas. I look forward to seeing your take on the wasteland town when you have it ready. And your wasteland, come to think of it.
 
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