Author: Mark D. Acres. Published in 1983 by TSR
32 pages. Cover foldout with color maps and pre-cut character cards (sort of mini PC sheets).
ISBN: 0-88038-013-6
Price: Out of Print
Introduction
Gangbusters is just one of the many game lines that TSR dropped in its
history, even if the game, per-se was not bad. It specialized in gangster
and police activities during the twenties, came in a boxed set complete of
tactical maps, cardboard counters and a large map of "Lakefront City", a
fictional city (in fact, a thinly disguised Chicago) where most of the action took place.
Just like Boot Hill, the game emphasized a lot the combat part of rules, and
applied some of the "standard" concepts of the time (hit points, levels)
without actually be a "D&D with tommyguns". This is one of the five modules
published for the game. They all followed an innovative format (for the
era): instead of a railroad plot or some large location to explore, they
detailed an ongoing situation with plenty of vignettes, optional encounters,
NPCs with fairly interesting agendas and a timetable of major events.
If you are interested in Prohibition-era adventuring, they may prove
interesting, but be warned about potential problems in customizing them for
your tastes, as explained below.
The Story
The module opens with a gangster-style execution of a member of
a dockworkers union organization. Whoever investigates about what
the reasons for the murder are will quickly be entangled in a complex,
multi-sided struggle among gangsters, police forces, unions and
even more unconventional foes.
The main appeal for this module was due to the fact that it is set in an
urban area, and even if at the start it is mainly a job for law officers
and/or investigative journalists, the far reach effects of the incidents
could bring in play any kind of adventurer.
Unfortunately, the hard part is to actually start the investigation: without
spoiling too many surprises, it is fairly important that at least one of the
PCs could successfully infiltrate the workers' union.
The module provides a lot of chances for fights (from fisticuffs to all-out
gang wars), but encounters based on investigation and roleplaying are
equally available.
Adapting Tips
The module has practically zero "mechanical" problems: all opponents are
standard humans, there are no unusual activities requiring specific rules,
so the adaptability to most games should be easy enough. There are plenty of
maps for all the important locations and the module is organized in handy
vignettes and encounters, with clear listings of where they happen, what
maps are required and who is supposed to take part in them.
The module lists 8 pre-generated characters (3 Prohibition officers, 2
patrol cops, an FBI agent, a journalist and a private investigator), and
here, unfortunately, lies the main problem. The situation has been set up
(and detailed) to allow for maximum involvement for all the characters
types, and should probably work well for starting a new campaign, or for a
demo game at a convention, but could prove difficult to adapt to the typical
PC party.
In particular, you really need someone who could mix up with the dockworkers
(and even then, the module suggests that the FBI agent worked undercover
among them for months before the start of the adventure).
Substituting this with a fresh recruit would make some encounters less
plausible, to say the least.
You also need someone who can be hired as a Private Investigator by an NPC:
to actually have a license is not important, but the PC should at least have
some reputation as troubleshooter-for-hire.
Even if your group meets most of the criteria (let's say a journalist, a
P.I. and a couple of all-purpose other PCs) you risk group fragmentation:
the one who joins the dockworkers will have little chance to take part in
encounters with the other ones, for example.
The last problem is due to a severely compressed time frame for the events:
the facts happen between the 2nd and the 6th of June, 1924. The year is
flexible enough (provided Prohibition is still on), but I believe that no
players group could figure out everything in just four days of game time.
Summing up
Is it playable? Yes, but you must understand that you need an extra effort
to provide leads, hints and especially motivation that make sense for your
PCs. This is universally true for any module, obviously, but given the
nature of this, adaptability to an ongoing campaign could prove problematic.
I used it for the second episode in mine, and the lack of a P.I. in the
group created some problems.
If you are ready to adapt some of the starting encounters to fit your
characters, and dilate the schedule appropriately, the adventure could prove
fairly interesting, and could give your characters plenty of allies and
enemies for future adventures in the same area.