j'insiste, Spirit c'est vraiment du Pulp pas dans le sens action débridée on est tous des Indiana Jones on s'en sort sans égratignures et on gagne à la fin.
Pour les courageux, 2 extraits:
Changing the World:The Core of Pulp
Pulp runs on a few simple principles: action, science and optimism.
Of these principles, optimism is the most potent.It is not the shallow, sunny disposition that we so often equate with optimism, nor is the a denial of that which is terrible in the world.Instead, optimism is a tacit understanding that things can be better – that if you give people a chance, they’ll do the right thing, and even if they don’t, enough people will that things can change for the better.Science and action are thus the corollaries that follow.
Science can improve things.Certainly, science may create new problems, but those problems can also be solved.The true body of what can be known through science is much larger than what is already known.Magic, psychic phenomena – they may exist, but in the end, they’re viewed as science we don’t understand yet.Choosing not to pursue a better understanding of the world because of what might go wrong is the worst kind of cowardice, especially when compared to the potential benefits.
By the same token, because you can make a difference, you should.Taking action can change things, and if you do not change things for the better, there will always be people willing to change them for the worse.Choosing not to act is like sticking your head in the sand and hoping for the best – it’s far more likely to get you shot in the rear.
All of this feeds into something you should think about regarding your character – what difference is he making or trying to make? The explorer is filling in the map.The scientist is proving his theories.The reporter is shining the light of truth in dark corners.
In the end, the question for a character is simple.The world can be, should be, a better place.What are you doing about that?
Keeping it Pulpy
Pulp is exactly the right kind of genre for a pickup game because it’s so damn simple. Pulp isn’t complicated. Good is generally good, bad is generally bad, science and good intentions fix the world’s ills, and evil can be defeated with determination and two swinging fists.
This isn’t to say your pulp scenarios can’t have some complexity here and there – everyone loves a good mystery now and again – but pulp really starts to sing when it builds a kind of crazy, tumbling-ever-forward momentum. A good pulp game session should leave the players feeling like they were desperately scrambling all over the surface of some monolithic vehicle hurtling with great determination at a very tall, very unsympathetic wall – and managed, somehow, to pull it all together at the last minute.
To say it another way, great pulp games are nearly always some kind of a race – against a clock, against distance, against an opponent. Everything is in motion, and conclusions – coming right at you – are inevitable. When your players cross the finish line, it should be with the same panting elation of a runner who came in first by the skin of his teeth thanks to a desperate last-minute sprint.
Some GMs can manage this just by exercising the techniques they’ve already honed, but many of us are not so blessed. This chapter’s already given a number of ideas for how to run your game such that you’ll have room to create the kind of experience we’re talking about. Here we’ll focus on techniques that directly address the idea of the “race”.
(suivent une dizaine de pages sur l'intrigue Pulp, le rythme, les rebondissements du genre, les situations dramatiques qui amènent à une fin certaine... pour être sauvée par un Deus Ex MAchina.)
Du vrai Pulp quoi. PAs celui qu'on utilise pour caractériser tout scénar action-aventure qui dépote.
Mon ami, la mémoire te fait défaut, ce n'est pas du tout du tout de la bouillie hollywodienne à jeter en pâture aux masses.
Spirit of the CEntury est le seul JdR Pulp de dispo actuellement (oui je sais je m'avance...)