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Re: [HoE] Junkers & Tribe 8
At 12:04 PM 9/17/98 -0400, Raoul Duke wrote:
>Hmm. Anyone on the list seen Tribe 8 (the rpg, not the band)? There's a
>class in there called Keepers that are basically Junkers (using magic to
>fill the gaps in junked tech), might be worth a look.
I've been a big fan of Tribe 8 ever since I started playtesting it. It was
the only RPG I ran at DragonCon...
The important really is that for the most part, Keepers don't really build
anything new. They occasionally do, but it is almost completely run by
their Synthesis.
On the other hand, Junkers revel in building new gadgets, and it's held
together by some semblence of science, as well as ghost rock and the torture
of the manitous.
On the gripping hand, the two could provide good inspiration for each other.
The Keepers seem much more mysterious to me; they're not really supposed to
be PCs, at least not right away, and they're always covered in lots of
gadgets and smothering clothes (to keep the Rust Winds off). The tribes
distrust them, because the meddle with the inventions that caused The End.
Junkers, though, seem to be a little more gregarious, though that might just
be me. They also tend to be more open, though they're shunned since they're
(once again) dealing with the technology that caused the Apocalypse.
However, the Keepers are a society unto themselves, but the Junkers probably
couldn't get organized no matter how hard they try. :)
Junkers also had a higher base level of technology to work off of.
I'd recommend Tribe 8 of it's own accord; it's a damn good game. If you're
considering it, you might also want to consider some of the Keeper info for
your HoE game, though it's still sketchy; there should be a keeper
sourcebook coming out eventually.
The Rusted Wastes would make a damn cool Junker hangout, though, and the
Z'bri are very obviously Abominations.
SeanMike
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