Showing posts with label Gurps. Show all posts
Showing posts with label Gurps. Show all posts

Sunday, 25 November 2018

Operation Underworld: A Homefront WW2 Campaign

The impetus behind a lot of the action in this
campaign.
Usually whenever you someone talks about running a WW2 campaign.  They're referring to one where the players play frontline troops, more often than not elites of some kind.  Marines, commandos, rangers, paratroopers that sort of thing.  Even when they're not playing elites they're still playing infantryman on the frontline.  You will never see a game set behind friendly lines, though you will see plenty behind enemy lines.  Now granted playing the company supply sergeant or some paper pusher back at the command post isn't really exciting.  Not the stuff that great campaigns are made of, does that mean that there's no way to run a behind friendly lines?  Of course not, you just have to go a little farther behind is all.  Possibly all the way back to the home front.  Now you may be asking yourself what's so interesting about playing civilians during the biggest war in history?  The answer is you don't play civilians.  You play the enemies to society who just happen to be the enemy of the enemy.  Who is now your friend.  You play Mobsters.  That's right Murder Incorporated is under new management and who's the new boss?  Good old Uncle Sam.

There's been a lot of speculation as to the extent of the Mafia's collaboration with the US Government during WW2.  Whenever the subject is discussed the opposing viewpoints generally fall into two camps.  Those that deny any cooperation between the Mafia and the Naval Department.  Dismissing it all as wild conspiracy theories.  Then there are those that insist that the exiled mafiosi in Sicily prepared for Operation Husky much the same way as the French Resistance did for Overlord.  Who's right?  How much of it is true?  Who's to say?  All I know is that it's the sort of thing that great games are made of.  I've even prepared a little timeline of the various string of adventures I'd use for this campaign.

The aftermath of the Normandie fire which the players are
going to cause.  Some people suspect it was the Mafia that
set fire to the cruise ship, in hopes of negotiating to keep
the harbours safe in exchange for the release of Lucky Luciano.
February 1942 - The characters members of the diminished Mafia hit squad Murder Incorporated. Are called in to do a job for their boss Albert Anastasia's brother Anthony "Tough Tony"Anastasio.  The president of the Local Longshoreman's Union.  He wants them to set a fire, the target?  The SS Normandie a French cruise ship currently being refitted as a U.S. Navy troopship.  It's a job that requires a little delicacy, they can handle it however they want.  As long as nobody is found with a bullet in them.  Within a few days of the job the characters are hanging around as Military gentleman comes in.  Wishing to speak to Tough Tony and his brother.  From then on the characters are put work for government service.  Handling some things that has the Naval Department a little antsy.

March 1942 - Mostly spent dealing with problems along the waterfront.  Preventing strikes by longshoremen, possibly incited by an outspoken Italian American union member.  Who refuses to load cargo for a country that plans to go to war with the "Old Country" and has created himself a small following.  Stamping out a ring of thieves that's selling tires on the black market.  (At this point there's a rubber is a rationed commodity).  If anyone's gonna profiteering off of the war effort it's gonna be the Mob anyways not some unconnected crook with some spare tires.  Talking to thieves that are looking to steal Military ordinance to fence on the street.  That sort of thing.

April 1942 - This one is a nice little detour from what will have become standard fair by this point in campaign.  After a month of dealing with Military related matters, the players are called on to take care of a little family business.  Albert Anastasia wants them to clip Tony Romanello a fellow member of Murder Incorporated.  Who was arrested/questioned by the police a few months ago.  Part of the ongoing prosecutions against MI.  Romanello knows too much and has outlived his usefulness.  To make this a little bit more than just another guy who needs to be killed.  I'd probably make Romanello a recurring NPC in the campaign in the sessions leading up to this.  Maybe even having helped out with a few of the jobs that the players have been doing up to this point.  Hopefully to the point that they feel a little affection towards him.  Causing something of a sorrowful moment that's a staple in a lot of Mob films.  Anastasia will tell the characters to take Romanello with them on another long job.  This time visiting several neighbouring cities.  Namely Newark, Elizabeth and Philadelphia all of which are closely aligned with the family.  Doing some of the routine tasks they've been doing on the docks of New York.  On the last leg of their trip before they turn back they're to kill Romanello and dump his body in the countryside.  Outside of Wilmington a city with significant shipyards in Delaware.

May 1942 - After the Romanello hit there's still work to be done.  The usual dealing with union troubles, possible Axis sympathizers that sort of thing.  This is also the same time that Gas as well as Sugar rationing come into effect.  Which presents a whole host of new problems for the players.  Not only do they have to lean on black marketeers selling the restricted goods.  (If they don't pay the family its due protection money).  But also their own reduced access to gasoline since they are classified as non-essential personnel and as result will only receive 4 gallons a week.  Much less than would be needed for them to go about their usual business.  An interesting idea would be being sent to deal with a Teamster (truck driver), who's been getting a lot of military contracts.  Allowing him access to unlimited gasoline as long as it's vital to the War effort.  Which the driver has been siphoning from his tank and selling at a significant mark up.  It just simply won't do.

Richard Quirin one of eight German saboteurs to infiltrate
America as part of  Operation Pastorius.  He was described by
fellow saboteur turned defector George Dasch as a "true believer"
June 1942 - This is what I'd imagine to be the campaigns finale.  Through their handlers in the Naval Department the PCs are given a little job.  To keep their eyes out for some suspected German saboteurs.  Delivered to the shores of America by a German U-Boat.  According to the government's source they are somewhere in New York and an all out manhunt is looking for them.  After some investigation the players are of course the ones that find the would-be saboteurs.  Two of whom are Nazi true-believers, while the third in fact wants to defect to the US.  Depending on how it plays out the players may end up in a running gun battle where all the saboteurs are killed.  Or they actually manage to catch them completely off guard in their hotel room.  Handing the spies over to some rather embarrassed FBI agents.  Who will no doubt deny to the newspapers that the Mob assisted in the capture of the dangerous enemy agents.

So with that my little campaign pitch comes to a close.  I was considering either running this with GURPS WW2 particularly the Dogfaces sourcebook or Gangbusters.  (Updated to a date of 1942 of course).  I apologize for the long hiatus hopefully it won't happen again.  I also apologize for the shortness of this post in comparison to some of my others.  It is due in part to my being absent from the keyboard for so long.  If you liked this post please let me know what you think in the comments below.  Be sure to +1, re-share and follow this blog.  Until next time may you roll many crits.

Saturday, 3 March 2018

GURPS: Hellraisers MC - A Campaign I'll Probably Never Run

With the Actual Play reports on hold until the GM of my current game is done with her semester.  It looks like I'll be writing more about Campaign ideas like I used to when I first started this Blog.  My updates were few and far between in February.  For that I apologize, I've always prided myself on updating regularly.  In terms of posts February 2018 was probably the least productive months in the history of Stories and Other Such Distractions.  Hopefully it never happens again short of author burnout, sickness or death.  I take great pride in what I do here and feel obligated to put out content on a regular basis.  So with that in mind here's an idea for a Campaign that's been kicking around in my head for a bit.

I've had a sort of love, hate relationship with GURPS ever since I discovered it.  On the one hand I loved the idea of a System that conceivably run any Campaign or Character I could cook up.  I also very much loved its Third Edition Sourcebooks which I found to be a great resource for numerous campaigns I've thought about running.  On the other hand though I wasn't too crazy about the System itself. It struck me as complex, almost Byzantine.  Requiring to look through the rule book time and time again to find specific rules to cover certain things.  Which for quite a bit of my Role-playing career was rather daunting considering I was mostly just starting out.  That aspect sort of scared me off of actually using the ruleset, instead restricting myself to running other more familiar ones.  While using the Fluff in various Third Edition Sourcebooks as reference material.  (Example: Using the Old West Sourcebook for a Western Campaign).  It wasn't until I grew older that I realized "You don't have to use all the rules.", which is kind of obvious in hindsight.  But honestly hindsight is the only part of my vision that is 20/20.  I still shied away from it due to a lack of familiarity with the actual mechanics and rules.  Over the past few weeks though I've been leafing through various Sourcebooks and it's gotten me excited to try it at least once.  But what would the subject matter be?  It was a question that had me wracking my brains out for quite some time.

Getting My Answer

Where my answer eventually came from.
Recently an acquaintance I know from over on YouTube and Discord turned me onto a TV show.  A show that I had heard off but honestly had had no real interest in.  Until this friend pushed me to watch it.  "You're into the Mafia and Organized Crime right, you'll love this show."  Is pretty much the words she used to convince me to watch it.  Once I did I was hooked, I'm still watching it whenever I can find the time.  The show I'm talking about is Sons of Anarchy.  Hamlet dressed up as Hell's Angels.  The show's been off the air for about six years now, which is ancient by TV time.  Why had I not seen it?  Number of reasons.  I'm not really into Motorcycle culture, honestly before watching SOA I probably couldn't have told you the difference between a Harley and a Kawasaki.  I also was put off by the exotic grunginess of Outlaw Bikers, it was a world very different from the Italian American Mafia.  That I was so used to reading about.  After a while of watching it though I began to see how this could be used for a very interesting and different Campaign.  

Choosing a System

This very nearly ended up being the campaign.
Now I knew I wanted to run an Outlaw Biker game, centred around the illegal activities of a Club.  The problem was coming up with a System that would support that kind of a game.  GURPS was on the table from the start, but it almost didn't end up being picked.  Other systems I considered my personal favourite Cyberpunk 2020 (modified for a Modern-Day setting of course) and Classic World of Darkness.  Cyberpunk was tempting because I am intimately familiar with the system.  But I ultimately didn't choose it because I feel I rely too much on it.  I wanted to use a new system for this. Classic World of Darkness was another tempting
This guy could very much have been an NPC if I'd stuck with the
World of Darkness idea.
choice, because the thirteen year old inside of my head loved the idea of Vampire Bikers!  Or Werewolf Bikers or Monster-Hunting Bikers depending on which lens I decided to put the WOD system through.  It very nearly ended up being the course that the game took.  An interesting piece I found while I did my research was this thread here.  Discussing a Vampire the Masquerade game about a Club of Sabbat Neonate Bikers.  A number of factors kept me from using Classic World of Darkness though.  One was the fact that I didn't want to run a 70s Exploitation Film, I wanted to run Goodfellas on Harley's.  The Second factor was an unfamiliarity with World of Darkness' Storytelling System.  So that put the kibosh on the idea that my inner thirteen year old was salivating over.  Ultimately it was back to GURPS, now it was just a matter of figuring out how to put it all together.

Figuring out Character Creation

Statting up guys like this is a lot harder than it
sounds.
Now I know that GURPS is a little more free-form in terms of Character Creation when compared to D&D.  I personally like to have a little structure so my players have an idea what I expect for characters they create.  Which is why I love the Templates for GURPS, hell one of my favourite series of GURPS sourcebooks is the World War 2 line.  Which for Third Edition had the most Templates out of any of the one's I read.  Though I'm pretty sure that's changed with Fourth Edition.  So I set out in search of a Template to help inform character creation choices.  The closest I came to was the Nomad template from GURPS After the End: Wastelanders.  Which didn't quite work, since it focuses more on wasteland survival than being a criminal.  I was about to give up my search when I found this post by one Mook over at Game Geekery.  I can't thank him enough, while it's not quite what I'm looking for.  It was more of a baseline than I had when I started.  Be sure to go over there and show him some love.  With a base-line in place I could figure out how the hell I was going to go about creating something that resembled a guideline for character creation for this game.  I still needed a little something more though.  I needed to figure out what the players would get from being part of the club.  Thanks to one of the lesser known GURPS Sourcebooks Boardrooms and Curia I was able to do just that.  Basically it allowed me to work out a stat-block for the Outlaw Motorcycle Club I wanted the characters to be a part of.  Including their point cost as Patrons, Enemies, what Advantages their Members typically have.  All that good stuff.  It gave me a guideline that looked something like this.  

Point Total: 200 just between Heroes (or rather Villains) starting out and those that've established themselves.
Attributes: Maximum 14 in Any Stat, I'd encourage only spending a maximum of 130 points total for Stats.
Advantages: Claim to Hospitality (Any other Chapter) [10], Organized Crime Rank* [2 per level], Patron (The Club, appears almost all the time) [30], Signature Gear (Club Cutaway and Bike)** [2].  Combat Reflexes and High Pain Threshold would be wise investments as would any non-supernatural Advantage.  If the player wanted it I'd be willing to at least consider it.
Disadvantages: Duty (To the Club, on 12 or less) [-10], Enemy (Law Enforcement; FBI, ATF, Police you name it, 9 or less), Social Stigma -1 (Biker treat as Criminal) [-5].  Members are also expected to have Code of Honour (Biker same as Pirate's) [-5] though it's kind of hard to enforce what a person actually thinks.  Other than those the players are allowed to choose up to a total of 55 more points (if they took the Code of Honour it becomes 50)  of disadvantages.
Skills: Guns (Pistol, SMG, Shotgun and Rifle), Melee, an unarmed fighting Skill of some kind, Streetwise, Savoir-Faire (Outlaw Motorcycle Gangs), Drive (Motorcycle), Heraldry (Cuts) are all musts.  From there it's free-reign.  Though suggestions include Mechanic (Gasoline Engine), Area Knowledge (State), Merchant and some manner of Social Skill.  (Intimidate and Fast Talk being solid choices).  

 *Just for reference the Ranking for Motorcycle Clubs works out something like this.
0 = Prospect or Probate Member
1 = Fully Patched Member
2 = Chapter Officer (VP, Sergeant at Arms, Secretary/Treasurer or Road Captain)
3 = Chapter President or National Enforcer
4 = National/Regional Vice President
5 = National President

**Also a little explaining the Rulebook defines Signature Gear as being items that are part of your Legend.  For Han Solo it was the Millennium Falcon, for King Arthur it was Excalibur.  For Outlaw Bikers it's their Cutaway (the Leather or Denim vest that displays their Club's colours) and their Hogs or Bikes.  

Speaking of Cuts I have an idea of what I want the one for the Club in this Campaign to look like.  The name of the Club would be The Hellraisers (no relation to the patch pictured, which I found in a lucky Image search I came up with the name after the Ozzy Osbourne Song) using the Colour scheme from the patch with the matching name.  Though replacing the logo with some more resembling the Black Riders logo.  A skeleton dressed as a Biker, wreathed in hell-fire with a Whiskey Bottle in one hand, while he brandishes a sawed-off shotgun in the other.  (According to the dictionary a hell-raiser is "a person who causes trouble by drinking, being violent, or otherwise behaving outrageously" nothing says violent, drunken or outrageous to me more than a skeleton drinking whiskey, brandishing a shotgun, dressed as biker. The font would be changed a little to one called Fire-Starter which you can see an example of on the right.  Also the bottom Rocker wouldn't say San Andreas, it'd probably say something else.  Maybe California.

The Elevator Pitch

"You guys are members of the California Chapter of the Hellraisers Outlaw Motorcycle Club.  A group of violent, hard-drinking, drug-dealing and gun-running bikers.  Over the course of the game you'll deal with Law Enforcement crackdowns and other criminal groups encroaching on your turf."  That's roughly what the campaign pitch would be in general.  More would have to be worked out after the group sat down for a Session Zero where'd we'd create characters.  Figure out such specifics as whether they're just rank and file members, officers within their own chapter or the Mother Chapter of the whole Club.  I do have some ideas of what kind of illegal activities I'd want the Club to be involved in.  Where the characters would fit into those activities would be figured out during the Session 0.  Oh yeah I should probably have mentioned that there is a content-warning for this game.  
Warning this Campaign contains instances of:
- Violence
- Drug & Alcohol Abuse (that includes Tobacco) 
- Suggestive Sexual Situations
- Political Incorrectness & Foul Language (These are Bikers after all) 
If you are offended any of the content listed above, consider yourself warned.

I think that about wraps it up for me.  Considering that I'm kind of jonesing for a game, I might actually try to see if I could put it together over at Roll20.  If you're interested don't hesitate to show your interest in the comments, down below.  Be sure to +1, reshare and follow this Blog.  As always have a nice day and may the dice be ever in your favour.

  


Saturday, 29 July 2017

Silly Campaigns I'll Probably Never Get to Run: High School Tankery

So it's been more than a week, since my last post.  I've spent most of that time writing, then deleting my next post.  Those of you that have been following this blog, probably know that most of them have been rather serious.  That's what I had been trying to write, another serious post.  The problem was that I'm sick of writing serious posts.  I just don't find them fun to write at the moment.  The blog is called Stories and Other Such Distractions, right?  So why don't I distract myself from serious posts; by writing a silly post?  After I had this little conversation with myself I had the perfect thing to write about.

Essentially the thought process that led up to this post.
So for those of you that aren't aware of the fact.  I'm something of an otaku (that's Japanese for someone who's obsessed with something, when used in English conversation it  usually refers to a fan of anime).  I am also a history buff, one of my specialties being World War 2.  As such one of my guilty pleasure Anime Series is the show Girls und Panzer.  If I'm honest with myself it's a money-grab series.  Regardless the concept is so out of left field as to have grabbed my attention.  Before watching this series I never really had an interest in Tank Warfare.  It just didn't interest me.  After watching Girls und Panzer, a few of Lindybeige's videos on Tanks, Arnold Schwarzenegger's escapades in his M-47 Patton and Extra Credits History's videos on the Battle of Kursk, I've become something of a Tank nut.  Now you may be thinking, why don't I just run a straight World War 2 campaign?  Simply put?  I want this to be more for fun, than for story.  More like Steve Jackson's Car Wars, with tanks, than Fury.  Good clean fun, not a horrifyingly gritty War Story.  It's like playing with your toy trucks, when you were a kid, only a little more structured.

The Campaign (If you can call it that) 

So this campaign would take place in essentially the world that Girls und Panzer, takes place in.  A world where World War Two tank warfare has become a high school sport.  (If it had been offered at my school, I might actually have had an extracurricular, other than theatre on my transcripts).  Why?  Does it really require an explanation?  It's just cool alright.  Two things that I'd change about the setting would be as follows.  
  • The sport (hereon referred to as Tankery) would be uni-sex.  (I found the explanation for why it was all-female in the Anime was unsatisfactory). 
  • The schools aren't on old Aircraft Carriers.  (Again one of those things about the series, that just didn't work for me).
For a system I would either use Mutants and Masterminds (The Mecha and Manga sourcebook as well as the Golden Age sourcebook, would make great resources) or GURPS.  For GURPS I would use a variant of the Armour Crewman Template from GURPS WW2.  Dropping certain skills, advantages and disadvantages, that might be appropriate for a Soldiers, but not for High School athletes.  The Motor Pool sourcebook in particular would be especially useful for such a game.  I would handle tank on tank combat by ruling that any hit that would ordinarily injure the crew.  Would instead just take the tank out of combat (the show hand-waved this away as them using special shells), so no one actually gets injured (except maybe getting knocked unconscious in the most serious cases).

The players would be from a school that's starting out in Tankery.  Equipped with a mishmash of Tanks from various different countries.  (This way the players can choose whatever kind of tank they want to crew).  Each player (hopefully about five total) would be responsible for the creation of a tank's crew.  The one restriction I would put on the selection of tanks would be that they can't be ridiculously rare or overpowered.  (A school just starting out isn't going to be able to get their hands on a Tiger).  

So there you have it a silly campaign that I'll probably never get to run.  Hope you enjoyed reading this, after my long break from writing.  I hope to get back to some more serious posts later on down the line.  Until then, have a nice day and may the dice always be in your favour. 


Saturday, 24 June 2017

Campaigns I'll Probably Never Get to Run: Shanghai 1930 Part 1

So I recently took a look at the Hillfolk expansion Blood on the Snow.  Hillfolk is a tabletop role-playing game that uses the Drama System, it was created by Robin Laws.  You can find the game over at the Pelgrane Press website.  While I have never used Hillfolk as written, I have been very impressed by it.  The Game's books include some of the best campaign pitches and adventure seeds, I have ever read.  So while scanning Blood on the Snow, I came across a seed that sparked my interest. Shanghai 1930.  Now I will admit, the title is not what captured my attention.  Prior to reading the pitch, I had known nothing about Shanghai during that era.  What caught me was the nutshell, elevator Pitch that was given for this campaign.  The following quotation is taken from Blood on the Snow, page 43.

"In the sin-drenched free port of 1930s Shanghai, criminal gangs, refugees, revolutionaries and adventurers vie for power as a new world war looms."

Needless to say that little bit of writing is what caught my attention.  I was still a little skeptical due to still being unfamiliar with Shanghai in that time period.  Further reading of the campaign overview helped to alleviate any skepticism I may have had left about running a game in that setting.  There were plenty of factions with conflicting interests, to make for an intriguing background, to run a campaign through.

Shanghai during the 1930s was city of sin, violence and fast money.  At the time the city was the centre of China's national and international opium trade.  Business was doing so well that many Shanghainese gangsters had set themselves up with positions within the cities Police force.  To ensure that business continued to run smoothly.  As one of the world's only free ports (a city one could enter without a passport) Shanghai was also a safe haven to many European Refugees.  Most notably White Russian emigres, European Jews fleeing the emerging right-wing political parties.  As well as many German entertainers & closeted homosexuals seeking to escape the right-wingers.  The White Russians (Russian aristocrats or any Russians that opposed the Bolsheviks) are a particularly interesting case study.  Having fled through Siberia into Shanghai, they were literally stateless.  Aristocrats that had lived lives of luxury now shared dingy apartments with as many as two or three other families.  Many took up whatever jobs they could find.  In the case of the men hardened by five years of fighting against the Bolsheviks in the Civil War, they became bodyguards to Chinese mobsters.  It was often considered to be a sign of prestige to have White Russian bodyguards.  Others opened bars, cafes, turned to grifting and con artistry.  While others still continued to fight the Bolsheviks by passing out anti-communist literature and giving speeches from soap-boxes to anyone who would listen.  The women often took up work as cultural instructors to upper-class Chinese families.  Teaching European style dancing and music.  Though a large portion of them ended up working dance halls and brothels.  Many of them hoping to entice rich American and British businessmen into marriage, which would mean a passport and a ticket out of Shanghai.  German musicians found they were most welcome, finding employment in the numerous Shanghai nightclubs.        The nightclubs are often frequented by American, British and European businessmen that reside in the International Settlement.  Here to make their fortunes in the import/export business, banking and shipping industries.  They are followed by foreign correspondents, reporting on the goings on of the city.  Artists fascinated by the in-vogue Oriental culture, missionaries seeking to save the souls of this modern day Gomorrah.  As well as numerous foreign spies keeping an eye on political situation of the city.  At the height of the Chinese Civil war between the Nationalist and the Communist Forces, several countries have a vested interest in the outcome of this conflict.

Gaming Shanghai 1930 - Choosing a System 

So when I decided that I would love to at least write some notes on campaign in 1930 Shanghai.  The immediate question that popped into my head was.  What system should I use?  Shanghai 1930 was written with Hillfolk's Drama System in mind.  I personally find it hard to convince players to play systems primarily focused on story-telling.  I needed something that had potential for quick and easy combat, but was also capable of supporting the Genre.  One system that popped to mind was GURPS.  The Generic Universal Roleplaying System.  Their World War 2 line of sourcebooks were only a decade or so removed from when the events of the game would take place.  I particularly loved the Templates from those books and the National Advantages/Disadvantages packages for each country.  There were a number of problems with using GURPS however.  While I have read many of the sourcebooks as inspiration for campaigns with other systems.  I have never actually run a game of GURPS.  Another problem that arose was that GURPS as played out of the Basic Set is not very structured.  Which was something I was looking for, for this particular campaign.  One of the reasons that I loved the Templates from the WW2 Sourcebooks was the structure that they gave character creation.  A problem I have had with players before is that they will choose any skill they think they can get away with.  Creating an incredibly game-breaking character, which fictionally has no real business being in the story.  The WW2 Templates, give the players a selection of skills that is required to play that character's occupation.  Most of which are heavily combat focused, while the players get to flesh out their characters with the remaining points.  Something else I found somewhat lacking was that the WW2 Sourcebooks lack, National Advantages/Disadvantages for Chinese Characters.  As well as National Advantages/Disadvantages for White Russian Exiles, despite having a list for Soviet Characters.  I wasn't confident enough in my abilities as a game hacker to create lists for those Nationalities, that would satisfy my own strict demands for this game.

The next game that sprang to mind ended up being the one that I picked.  In Blood on the Snow's pitch for Shanghai 1930, there were three lists of character archetypes, for each of the three factions.  As I read through them I started thinking, this is like I'm reading through the Call of Cthulhu Investigator's Companion Volume 2 all over again.  Typical Call of Cthulhu is played in a primary setting of the 1920s, 1930s if the Keeper decides to stretch the timeline a little.  Thinking about it for a while it seemed to be the perfect fit.  Take out the Mythos elements and you have the makings for exactly what I wanted in a system for this Campaign Idea.  In COC you usually play, somewhat wealthy individuals sneaking around, trying to save the world from creatures beyond our understanding.  In Shanghai 1930, a large portion of character archetypes are wealthy or keep the company of wealthy people.  Instead of sneaking around to stop the machinations of otherworldly abominations.  They sneak around expediting their own selfish machinations.

So there's my pitch for Shanghai 1930.  A campaign I'll probably never get to run, due to a lack of players.  I'll post part two to this post later.  In the meantime, feel free to comment and give feedback on my pitch.  Have a good day and keep gaming.