“Two-Fisted Globe-Trotting Adventure!”
v Setting Notes
Daring Adventure Tales is the basic setting for this
sourcebook. Players can explore lost worlds, solve puzzling mysteries,
don mask and cloak and avenge crime on the mean streets, and save the world for
democracy.
v Pulp Examples
· The Shadow
· Doc Savage
· Secret Agent “X”
·
Justice, Inc.
v Helpful Clichés
· Big Game Hunter
· Explorer
· All-American Athlete
· Inventor/Gadgeteer
· Gentleman Spy
· Spy
· Ace Reporter
· News Photographer
· Agency Detective
· Costumed Vigilante
· Vigilante
· Private Investigator
· Scientific Detective
· Foreign Legionnaire
· Military Veteran
· Marine
· Sailor
· Ship’s Captain
· Escape Artist
· Stage Magician
· Bon Vivant/Dilettante/Socialite
v Sample Character
Jackson Dare
Rugged Soldier-For-Hire (4)
Fearless Outdoor Survival Guide (3)
Beer-Swilling, Cigar-Chomping Tall Tale Teller (2)
Lucky Shots [] [] []
v House Rules
- Why No Magic Rules?
Players may be surprised to find that magic rules are not
included in the basic setting, Daring Adventure Tales. This is
because in the classic adventure pulps of the 1930’s magic
makes almost no appearance. What is first taken for evidence of
the supernatural is nearly always shown to have reasonable explanations.
Magic does make appearances in other genres of the pulps, and Strange
Western Stories and Weird Crime Report both contain a set of rules
for emulating pulp magic in Risus.
- Why No Weapon or Vehicle Rules?
Risus
tends to emphasize story over mechanics. Combat is designed to be
fast, and additional rules covering weapon types and damage modifiers are
unnecessary. Risus combat, which can be anything from a high
school debate to a running firefight among rival street gangs, is predicated on
two concepts: combat is essentially wearing an opponent down in order to
gain an advantage and “to the victor go the spoils,” i.e., the winner
gets to decide the loser’s fate.
Again, this fits ideally with the spirit of the pulps. Combat is fast and
furious, with incredible feats of derring-do, and occasionally, little regard
for reason (how else could you get 11 shots out of a six-shooter without
reloading?). However, there is not much detail in the narration of the
combat sequence (one possible exception is in the Air Pulps, where the types of
engines and machine guns were described in almost excruciating detail).
Vehicle rules follow the same rationale. The fewer the
rules, the quicker the action. Personal vehicles can be created
using the “Sidekicks and Shieldmates” rules from the Risus
Companion. Players can spend one die from their 10-dice limit at
character creation to cerate a three-dice vehicle (car, plane, boat, jet pack, whatever). A good example of this is found
in Ripping Air Yarns with the sample character, “The Phoneix.”
If necessary, GM’s may assign dice to a vehicle during the course of a sequence
in order to help play out the scenario.