Prohibition. It's one of my favorite periods of American history to study. When we lost our collective minds and instituted a massive attempt to legislate morality and created of our law-abiding citizens a nation of scofflaws. Flappers, G-men, bootleggers, bathtub gin and speakeasies. Chicago typewriters, hits, smuggler's row, "I would advise yas ta keep dialin', Oxmyx."
I first played TSR's Gangbusters in High School. I loved so much about the game. First of all, it allowed players to be on the other side of the law. Sure, you could play cops and G-Men, both of which were a lot of fun. And you could play private dicks and reporters, both also with tons of potential for adventure. But holy crap you could play the gangsters. You could manufacture, transport, and sell illegal hooch. Run a speakeasy. Set up a numbers game. Build a criminal empire. And I loved every minute of it.
Recently, my friend Glen "Ol' Man Grognard" Hallstrom told me there was an OSR version of Gangbusters in the works. I love games built on the OSR engine, so I was intrigued. This led me to Mark Hunt's Gangbusters B/X. This is a rework of the original Gangbusters RPG based around the 1981 Moldvay version of the D&D engine. You know, the one we all played back in The Day.
So, let's throw on a fedora and grab a tommy gun, and make a character for this new old game.
Character Creation
- Strength: 11
- Intelligence: 9
- Wisdom: 11
- Dexterity: 11
- Constitution: 8
- Charisma: 9
Pretty average. The option exists to swap two points of Strength, Wisdom, or Intelligence for 1 point elsewhere, but our stats are so low already... Let's move on.
Our class is going to be Street Smart. As a Street Smart character, this PC will have a bonus to striking from behind, and the Nimble Fingers, Move Silently, Hide, and Word on The Street skills. A d4 for Hit Dice, I roll a 1, and modify it by the -1 for low Constitution. So... 1 measly Hit Point. Now I'm thinking of a dozen Basic D&D characters I've played. Gotta play it smart to stay alive.
We choose an alignment, the choices are Law Abiding, Neutrality, and Dishonest. Since we're going to probably work as a gangster, we'll go with Dishonest. We roll 3d6x10 for starting money, and end up with $130. Random rolls say we speak French in addition to English, and our nickname is "Lucky."
For equipment, we'll buy some typical clothes (AC5), a hip flask, a revolver, a blackjack, and we'll keep the rest of the money ($65.50) for future uses.
The Character
My Thoughts
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