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Hardcover Forbidden Kingdoms: Pulp Adventures Book

ISBN: 0970531273

ISBN13: 9780970531278

Forbidden Kingdoms: Pulp Adventures

By and large the world of Forbidden Kingdoms is very much like our own. The timeline for the setting spans the 50 years from 1889 to 1939 and captures the full reign of the pulp era. We've set the stage on an alternate Earth that is full of what if possibilities. Forbidden Kingdoms is a world that still has the spark of adventure in it, where you can still traverse the darkest parts of Africa in search of hidden caches of treasure or stop the World Crime League from taking over the world. It is a place where Good vs. Evil is as simple as black and white, and where the seed of crime does indeed bear bitter fruit. The world in which we live is oftentimes an angry place filled with strife, angst, depression, and malice. Travel with us back to a time when life was easier and all you needed was a trusty .45 and a good right hook. Forbidden Kingdoms is the first pulp world for the d20 system.

Recommended

Format: Hardcover

Temporarily Unavailable

We receive 1 copy every 6 months.

Customer Reviews

2 ratings

A very intriguing setting

At first I only had this product in PDF form, and I now have the print version. Now that you have that perspective, I can begin the review. I applaud Hyrum for making a Modern/Pulp setting based off of D & D. Not that there's anything wrong with d20 Modern, per se, I just feel that basing it off D & D is better for this particular setting. Psionics: As a long time role player, I have seen several versions of psionic mechanics ranging from the AD & D2E Psionics handbook, to the skills and feats method presented here. I like the idea of being able to improve on abilities with some effort, and thus I'd have to say that FK's treatment of psionics is thus-far my favorite for a D & D-rooted setting. Especially the Advanced Psionic Skills section, where you need to meet prerequisites before you can even purchase the skill. Hero Points: they serve a similar function to Action Points in d20 Modern, though the effect is different. I do like they advantage they give if you don't feel the need to spend them in a given level, and I like that they "reset" at each level. IMO that is one flaw of Action Points in d20 Modern, if they are not spent, or minimally spent, they continue to grow arbitrarily high. I've never been a fan of "sitting numbers". Martial Arts: The idea of Martial Arts as a skills and feats system is not something new to me. I have seen it used to good effect in both volumes of Blood & Fist, as well as in Oriental Adventures. Firearms Rules: Now here's something I really like. Build your gun, from the ground up. Added mechanics that I think really improve this section are: Accuracy, Penetration, and Recoil. Guns should be a bit better at accuracy than archaic ranged weapons. Since armor grants a Protection - it's like Damage Reduction - and reduces defense in Forbidden Kingdoms, this acts as an "armor piercing" rating for determining damage once your round(s) hit. Recoil . . . yeah, guns give you feedback. The more feedback you get, the lower the accuracy modifier. Sure, they only give you two example guns in this section, but with all the creation rules, it's more than enough. I especially liked the Showdown rules. Additional firearms statistics are given in the Equipment chapter. Weird Science: Mostly useful for Steampunk and Tesla Time, although if you work outside the suggested timeline, there's no reason you couldn't create a character similar to Doc Brown from Back to the Future. An example item and weapon or two would have been a nice addition. Aside from a few editing problems, the only other thing that detracts from this work is what seems like edition confusion. On the lists of class skills, some are based in D & D 3.0, others in D & D 3.5, and still others have both, giving this an "edition 3.25" feel. For the printed format, I must say that I like the shape and size of the book. Having gaming books take up most of your section of the table has been a hassle in the past.

Great basis for pulp adventures, albeit some quirks

First things first: The FK-book comes in a nice and handy format with high quality illustrations. I wish other publishers would consider the same format. It is an easier read in the comfy chair, and does not take up the entire gaming table. The chapters on the steam-punk and nazi-thug ages are most entertaining, setting the scenery and delivering some good points of inspiration. Unfortunately, as is so often the case with new and daring RPGs, there is a lack of ready-for-use adventures. Some stating adventures would be nice, especially since such are hard to find and otherwise would require a lot of GM-work. A user-friendly chapter with NPC-templates, locations and artifacts, similar to the D20 Modern Menace Manual would be a nice addition. Maybe even a time-line? The Cthulhu 3rd edition is a good example of an RPG with a lot of extra material for setting the stage. The book contains all I would ever need on firearms, psionics and martial arts. Good. The weird science chapter could do with some examples ready for use in play, like war-of-the-worlds tripods, ray-weapons and rocket-packs... The character classes are well done, and the dividing of hit-points into stamina and wound points is smartly done as well. The game clearly stresses simplicity, but inadverdently seems to appease the more reality-seeking gamers bent on detail and rules. The rules for auto-chases are much to burdensome in my opinion. Perfect for Car Wars but not for storytelling, counting reaction time seconds and rounds... And, yes... Unfortunately the editing is sloppy. For instance: Some page references are simply "XX". All in all: FK makes a good impression! It has some minor faults, but gives me a good basis for pulp adventuring. It is a book to build on. A revision would be nice, so long as the handy size and quality binding is kept in place. Far too many RPG books fall apart at the seems after a few flicks.
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