The latest 'welcome' goes out to Steven: thanks for joining. It looks like Steven is a fellow enthusiast for minis so hopefully I can repay the decision to follow the blog with some occasionally interesting of useful posts. In the meantime, once again a really hearty welcome aboard.
I don't know if Steven is also Steve (aka abhorsen950), but the latter has provoked a thought or two in me. I am familiar with Steve/abhorsen from Lead Adventure Forum (link here), and I have to say it is one of the friendliest and most helpful non-dedicated minis-based forums around. If you haven't checked it out, please do so.
Steve also mentioned using my minis with Supersystem. I have the first couple of editions of that fine game in my collection (the third edition was recently released). I have tried a number of Supersystem games and the game has a pretty dedicated following. It is as near-universal a tabletop game system as I have come across in terms of creating characters with the abilities you want them to have. I have heard some really good stuff about using it in place of other game engines (for example, I have heard of WH40K-based games using the Supersystem rules instead of the normal WH40K set).
Supersystem is very much a 'can do' system. But at this time it isn't for me. I prefer the core resolution mechanic in Pulp City: single die roll (with occasional Power Up or other dice added/rolled alongside) versus a goal-counting resolution (from Supersystem). In system terms Pulp City wins for me for that resolution mechanic, while Supersytem wins for flexibility. Since what I am aiming to do is to try and paint everything from the specific line, then Pulp City makes obvious sense to use, as well as the fact that I like how it plays in terms of resource management etc. But for those who like a different flavour of game, there are rule sets like Supersystem in which you could drop your Pulp City models (or indeed any models) with no real difficulty.