I am looking to run supernatural noir rpg but want to use an existing world so my players can start without me having to tell them everything. Any suggestions?
Deadlands, Noir. It's 1953. It's New Orleans, it's just 1 page of alternate history. The Civil War didn't go as we know, an earthquake broke CA, and there's monsters and magic. With tons of wiggle room for rules and fluff. Worth looking into at least.
>>48713754
Damn it, I can't look at a mouth on a black background without seeing Rocky Horror.
Suggestion: don't be so lazy, tell your players what they need to know, maybe do it as you go along so you don't overwhelm them.
Or do Dresden Files, but that's more Pulp than Noir
It is more I want to give them a setting they can read over before we start the game. I love dresden but I'm looking for more of a 1940s feel. Pulp is fine but I want vampires and supernaturals to be something the players can be.
>>48713754
You are looking for Unknown Armies.
The setting might not be exactly what you envision, but it certainly has room for supernatural Noir. The character concepts are excellent, and the world draws the rug out from under modern society.
For a pure Noir game look at A Dirty World. It's perfect, but it doesn't have much of a setting. It's more mechanics to play Hitchcock with.
>>48713754 (OP)
In Nomine is a game about a modern setting cold war among angelic factions and demonic bands, who quarrel among themselves in a secret war between good and evil waging among unsuspecting mortals. It's Old Testament meets modern spy thriller.
http://www.mediafire.com/download/vzgd1z7ex5c0g6x/In+Nomine+-+Core+Rules+%28sjg3301%29.pdf
>>48713891
>I'm looking for more of a 1940s feel
Pulp Cthulhu is your friend.
Never mind the Horror, no need for that. The rules are made for larger than life characters who struggle with themselves. Roll san checks for what you feel needs rolling: Murder? Escaping a robbery? Jumping off a moving train? Hiding from the police? Stealing the McGuffin? All valid reasons to roll a san check and risk an episode of delusion, the GM messing with the character background, or simply a blackout. The mechanics also feature character abilities like being a great shot, an escape artist, or a weird scientist. They run fast and smoothly, are easy to pick up, and have been hand crafted by some very knowledgeable veteran gamers.
What makes Pulp Cthulhu predestined for you though is the setting: reality. It's the 1930s with all the international chaos, economic tumbles, and cultural extravagance of the era minutely researched and put into an RPG context with great care to outline flavor and authenticity. It isn't a 1930s simulator. It takes the best of the era and distills the inspiring tidbits into a vivid game world that invites alternate history but doesn't present it. That's up to the players.
I'm not sure what you want to do with the 40s. In 1939 WW2 begins for good and up to 1945 that's pretty much the main story, nothing Noir there. Then there's postwar Europe and the beginning Cold War. By the 50s you have a new era altogether. The late 40s can work for Noir, but they're bleak and disillusioned which is bad for contrast. Austria is a good setting for postwar Noir. But it's much harder to get right than 30s Noir.
>>48714831
UA is great but OP is probably gonna have to do some reading before he gets a hang of the setting. On the flip side the players can go in completely dry and have a fucking crazy time.
OP image brings up another question I had: what system would you use to run a Rocky Horror Picture Show campaign? I'm talking musical numbers, and corny as all hell NPCs.
>>48715990
It always depends on what part of the material you want to focus on. The other week we arrived at Monsterhearts.
>>48715990
Focus on horror?
>Dead of Night
Focus on sexual tension?
>Monsterhearts
Focus on story development?
>Fate
Focus on morality?
>A Dirty World
Focus on mystery?
>Pulp Cthulhu
Make it a dungeoncrawl?
>Savage Worlds