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Re: [DL] Hucksters




On Wednesday, June 12, 2002, at 01:54  AM, Matthew S Pulido wrote:

> This talk of whether Hucksters are effective or not has me thinking. I 
> think
> they are very effective, but the Huckster in my posse rarely does much. 
> He
> has admitted that he is flat out scared of the backlash table. It makes 
> me
> wonder why he wanted to be a Huckster.
> So, in my opinion, Hucksters are very effective as long as they put
> themselves at risk. But that goes for every character in this game, 
> don't
> it?
> What do you think? How do other Huckster players deal with this?

My posse seems to avoid hucksters like the plague... They acknowledge 
the power of hexes, butt that's about it. Once my Deadlands game starts 
back up again, I should have a single Hexslinger (old style) but that's 
about it.

I think the reason here is that players are so often unwilling t accept 
the 'minus' that comes with the plus. In my DL and HOE games, we have 
seen blessed, psykers, and one blood mage (but that's another story... 
he thinks being a freak is a good thing... but he'll learn. Oh, and when 
they travel North he may meet the Whately family on business.). Why? 
These are relatively safe backgrounds... The downsides are moral codes, 
controllable  power limits, and being an outcast (which tends to get 
ignored because outcast PCs are difficult to work into many plots) which 
don't bother players nearly as much as a an occasional roll to see if 
their head explodes.

It's minimizing risk, I think.

Of course, i think my next villain will be a harrowed huckster with all 
the tricks. The more the merrier.

--
Brett

LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER 
MAN? (Reaper Man, Terry Pratchett)