I am considering putting together a pulp campaign set in the '30s. It's sort of "Indiana Jones" in terms of world (i.e. with a chance of low-key paranormal, horror, and superscience elements, but mostly "real").
The idea I am currently toying with is to have the players work on a small cargo boat, specializing in fast delivery of packages, postal packets, and sometimes taking passengers or renting out the boat for scientific expeditions. Maybe with some gimmick like making the ship a one-of-a-kind vessel with better than average speed or range. My idea is to set the game in the Caribbean, so that I can easily add zombies/voodoo, archeological findings, maybe drugs/weapons/rum-running.
What would you suggest as reading material? I am not interested in rulebooks, unless they have plenty of setting info. On the other hand, I am confident that I can manage to convert (or at least take inspiration from) supplements, no matter the actual rulesystem.
And I can also work with novels, or comics, if they fit the bill closely. A nice primer on the geopolitical situation of the area would be appreciated too. (I do own a few old-school pulp RPGs, like Daredevils and the original Indiana Jones books, but they don't give much in terms of coverage of the area)
I'd also be interested in anything dealing with "modern" piracy, i.e. piracy from the start of the 20th Century onward. It would be best if it actually concerned the Caribbean, but I can probably make some use of it even if it's from another part of the world.
Note: I have posted more or less the same request on RPG.NET forum - I am linking it from here so that if someone likes the topic can check that, too. Now or in the future..