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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)