Saturday, June 13, 2026

Reusing Other Games For Urban Jungle

 Was thinking about the paucity of noir and pulp adventures that didn't involve magic or super-science. Now those are fine, but I have been reading Urban Jungle, which trends a little more towards street-level action. Depsite being a game about playing walking and talking funny animals as it's a spin-off of Ironclaw.

Crimewave RPG (A Tunnel Goons hack), New Babylon Blockcrawl and anything that works with it like the Flimflam Jam. All of these work perfectly either as indivdual scenes or scenarios to hang ones own material off of. Not really full-length though, they tend to be enviroments or a few seperate enviroments which complicate a preexsisting plan. Some of the jam material is supernatural and so needs to change.
New Babylon could easily be subbed in for Tricogha except for having to answer the world-building questions that arise when using human material for a funny animal game. Like what is a giant rat or a barking dog in a world where those are player characters?

Gangbusters in general – Give stats by level if available: 1-4 Typical (With a Tweak if 3+), 5-7 Elite, 8-9 – Superior and 10 – Ultimate. If unsure, go with Typical.

Gangbusters – Trouble Brewing/Corebook (Starting campaign/scenario)

1920s, assumes Police, Government Agents, Reporters, Criminals and Private Investigators. A campaign of mobs feuding over control of alcohol. Detailed map of First Ward of Lakefront City. Could sub it in for Tricogha. Number of short scenarios that might fill one session but likely with just be one or two scenes. Frame to hang more scenarios on. Frequent referrals back to map and NPCs as they interact and harm each other.

Gangbusters – Murder in Harmony (level 1 to 3, not too difficult)

1920s, assumes Police or Private Investigators. Can work with Socialites and Reporters. Dense script that will occur regardless of player involvement. Good chance players who aren’t directed to locations will miss events if they try and investigate the wrong thing at the wrong time.

Gangbusters – Death on the Docks (level 1 to 3, not too difficult)

1920s, assumes Police, Government Agents, Reporters and Private Investigators. A series of chronological events the players can easily miss. But each has an investigative component where clues can be gathered though it’s up to the players to intervene once they have decided on a course of action. Details outside the evidence need improvisation.

Gangbusters – “Mad Dog” Johnny Drake (Choose Your Own Adventure with squad of characters)

1920s, assumes Police, Government Agents. Could be repurposed as rough chronology of a group of players chasing down a criminal. But it is unlikely as it is too much of a railroad.

Gangbusters – Death in Spades (level 5 to 7, moderate difficulty)

1930s, assumes Police, Mobsters, Reporters and Private Investigators. Randomized plot and lots of double crossing around a hitman. Clues discoverable are also determined by the initial randomization. If the players don’t find the clues, they just read about the deaths. Tend to be one hard roll to find them when Urban jungle likes 2-3 successes to complete the find.

The Vanishing Investigator (level 4 to 7, moderate difficulty)

1920s, assumes mostly Police and Government Agents, but one Private Investigator and Reporter in pregenerated characters. A senator and presumed dead mob boss begin a special public investigation. Mob kidnaps senator’s family, senator tries to go undercover himself and investigates. Mob tries to discredit the senator; players try to find everyone before senator, family and witnesses end up dead. Another set of encounters that occur on a timeline.

Deadlands Noir Plot Point Campaign and Savage Tales

Mostly set in New Orleans (Bellegarde) but the Companion has adventures for Lost Angels (San Dorado), New York (Shaysen City), Chicago (Tricogha) and the City of Gloom. Which is supposed to be Salt Lake City but you can just thematically flip everything to make it an ironic theme for Sunshine City.

All Savage Tales are short affairs. Nearly all of them are better suited for an Occult Horror or Weird Science game. Especially if you remove Deadland’s metaplot. Though the Case Generator is good for detective stories. For classic play, the Lost Angels Savage Tales are good, mostly because they tend to be reusing noir movie plots as a homage. Tendency to have mundane consequences hang in the air and say it’s the GM’s job to follow up on them. Supernatural plots get resolved swiftly.

Justice Inc.

Made for the Champions system, so some work will need doing to turn the penalty/skill rolls into multiple successes.

The Coates Shambler. The module works for either classic or Occult Horror. Really a series of clues the players will have to decipher through prodding them and realizing as players that something needs looking at before skill rolls get involved. Densely written, drops some clues inside the descriptive text for the GM without hinting at them earlier and a bit hard to follow.

The Grey Scarecrow. Murder mystery set on a Texan ranch with a double-crossing villain. Relies on the players being willing to investigate subtle signs and the GM reading the book closely as those signs are not explained all at once until the reveal. Theoretical questions if using this for Urban Jungle about what animals they are riding and herding.

Killer Candy. The adventure is just an open-ended scenario outline with a motive. One of the people present or not present has poisoned some candy and one or more of the present will die. If a GM is good at constructing locked-room mysteries, it’s good. Otherwise, it’s going to be a struggle.

Trail of the Golden Spike. Rip-roaring adventure that might not be suitable if the characters lack piloting skills and the GM lacks the ability to pick out key text from a very dense pair of columns.

Lands of Mystery. Wholly unsuited for classic UJ. Absolutely great for playing with the Amazing Science book. Very loose structure though with Hero System’s constant inability to put the vital clues and information at the start of the adventure’s GM section. Questions about what animals the dinosaurs and ape-men are in an anthropomorphic world. Maybe have to steal monsters from Ironclaw.

https://1shotadventures.com/ material

Gotham ’39 The Mirror Eternal

Tweak the ending to taste if you the GM is not using Occult Horror. Might be a little heavy on the pregenerated characters as a source of plot and cameos from Batman villains. As each of them has a motive to participate when normal UJ characters might need a stronger hook.

The Uncanny Curse of Sekhmet!

Apparent from the potential supernatural ending and radioactive wall. A great adventure held up from being useful in UJ by the game maybe not being the best fit for globe-trotting high-flying pulp. The game probably could handle it, but it’s a matter of taste.

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