The year is 1936. and there are strange happenings afoot in the world. Corners of the map that remain unexplored. Creatures from out of legend that hunger for human blood. Artifacts of great power that could change the shape of the world. There are those who would exploit these strange things to rule over the world of man ... and there are those who would stop them. The National Exploration Society is comprised of the latter. Working in cooperation with the Gotham Museum of Art and Antiquity in New York City, New York, they travel the world seeking the weird, the odd and the priceless ... and to stop those who might use such finds for evil.
This is the setup for my gaming group's new Pulp Weird campaign. It's being powered by the Savage Worlds Explorers Edition rules (read the review or buy it from Amazon), which is a slim tome that nonetheless manages to pack in almost all the rules and information we need to run this particular game. The campaign's being run once a month through the summer, and will likely run 5-6 sessions depending on interest and time. I'm co-gming the campaign with my friend Erilar, who'll be kicking things off with tonight's first session


Recent comments
1 day 2 hours ago
1 day 2 hours ago
4 days 1 hour ago
4 days 1 hour ago
5 days 19 hours ago
6 days 6 hours ago
6 days 7 hours ago
6 days 7 hours ago
1 week 22 hours ago
1 week 22 hours ago