Sunday 28 May 2017

Plotting Away...

Introduction

I like my wargames to be fought over something important.  It's not very interesting to play to inflict casualties on the enemy for the sake of it, or to gather more "plot points" than the opposition if these are in the abstract form of yellow tiddlywinks.  No, victory (or defeat) has to be tangible.

With that in mind, I've written articles about modelling plot points for my Pulp games on a couple of occasions previously:
Well, the collection continues to grow...


Yet More Plot Points


I think that I have described the pouch of diamonds before, but the dynamite is new.  It was formed from 7 identical lengths of plastic rod, glued into a bundle [and oddly that was much harder to build than it sounds; I had glue and lost pieces of rod all over the place].  Two thin strips of paper were wrapped round the bundle and I finished the model off with a thin piece of wire as a fuse.



The missionary's luggage is a commercial casting.  It comes with the "Lady Isabel Poppington" model from North Star, though obviously I have based it separately from her.

The pile of skulls also comes from North Star; if I remember correctly then it was part of the "Cannibal King" pack.



The crate of rifles is a bit more complex.  The crate itself is based on a small MDF/Greyboard kit [I cannot remember the manufacturer at the moment], but with a scratch built lid.  The rifles came from the Wargames Factory Zulus set.

Lastly, the enormous footprint was made very simply by pressing the foot of a toy dinosaur into Milliput.  Note that I mixed the putty and then left it for quite a while before making the print; I wanted the mixture to be malleable but have lost all its stickiness.


Conclusion

Left-to-right:
Back row: 4 totems/skulls on sticks
3rd row: Missionary's baggage, pile of skulls, suitcase, whip & hat
2nd row: radio, dynamite, jewelled sword, crate of guns, giant snail
Front row: pouch of diamonds, journal, Spratchett's Quintail, enormous footprint

These plot points are intended for use in my Pulp games, which are roughly speaking based around Tarzan, The Lost World, King Solomon's Mines, King Kong and the like (so tropical wilderness).  But there's no reason why the concept shouldn't be used for any objective-driven game.  In fact, I should really build myself something similar for games of 7TV set in Star Trek, Captain Scarlet or similar "space opera" settings.  Hmm, ideas are forming...



27 comments:

  1. Absolutely terrific posting Colgar6. i'm a huge fan of objective markers/spawn points actually looking like something other than, as you say, "yellow tiddlywinks". The models on show with this article are inspiring and certainly look the business :-)

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    1. Thanks, B. The good news is that most of these are very quick and easy to make, requiring only some spares from the "bit box" and a little painting.

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  2. These are great C6, inspirational mate. I'll be looking at my 7TV objectives now

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    1. Yes, I need to do a load for scifi adventures as well.

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  3. Just played a game at the club that was very much turn up at the club with same points and see who wins. NOT at al inspiring.

    Some great thinking and well worth making for certain games.
    I wish our club would play more like this..... I may have to make them try it sometimes.

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    1. Of course, plot points can be people as well (the informant, the guide, the fixer, the fugitive, the gossip...) so you might be able to improvise from an existing collection.

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  4. Yes indeed! Plot points are definitely a big part playing Pulp Alley. It is always fun to see what different players use.

    THANKS for sharing!

    Dave
    Pulp Alley

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    1. I'm delighted that you like them, Dave :-) . Thanks very much.

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  5. Those are nice! I'm also of the opinion objective markers and plot points should look like something interesting.

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    1. Thanks, AJ. These were (mostly!) really easy to make as well.

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  6. Absolutely tremendous, I might have to steal a couple of those myself.

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    1. You can't *steal* these ideas, Michael! You have my full permission to use them already :-) .

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  7. They look fantastic.

    Now, how can I prevent then falling into the wrong hands?

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    1. Ah, but how will you know whose hands are the right ones? Come to that, how will we know to trust you on this :-) ?

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  8. What a great variety of plot points you now have, something for any situation without a lot of repetition.
    The pulp players (and other that use these) should be truly inspired.

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    1. Thanks, Joe. I daresay that I'll continue to add to the collection as more ideas come to me...

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  9. Cool plot points. I like the gems, and the luggage one :)

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    1. The pouch of gems was very easy (and cheap!) to make. The luggage required rather more painting and I'm quite pleased with all the stickers and badges that I put on the suitcase (though these aren't really visible in the picture above).

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  10. Really nice. Simple, distinctive, and a good variety to cover a wide array of scenarios.

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    1. Thanks, Thomas. Yes, these were (mostly) very easy to make and they do add a lot of colour to the games for which they are intended.

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  11. What they said, they do look great. Well done :)

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    1. Thanks, but these are (mostly) really easy and fairly obvious, I think :-) .

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  12. I'm borrowing the bag of jewels. Ainsty has a crate of rifles that have been on my list for some time. I have some human footprints, but didn't think about dino tracks. A lot of plot points others post make me feel like a dope for not thinking of it.

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    1. I'm assuming that you're "pistolpete" on Lead Adventure (http://www.lead-adventure.de/index.php?topic=101046.0)? If so then I really like your map; it seems like such an obvious idea and yet I didn't think of it. I'll swap you that for the bag of jewels :-) .

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    2. Yep that's me but I didn't think of the map, i borrowed the idea from someone else on LAF. Just a small rock, a piece of paper, some thinned white glue; free and too easy for everyone to have at least one.

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