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Re: [[HoE] Re: Use of stats (was Revised Edition)]
>Just responding to Gwydion & Steve Crow:
>
>I think everything Gwydion brought up is absolutely right! I don't know
>about
>your games Steve, but I try to keep combat down to a bare minimum for mine.
>I
>only introduce it at a climax or if there is a very good reason for it
>(such
>as a group of thugs being caught by the posse and not feeling very
>cooperative). I try to keep my stories involved with more of a mystery
>element, requiring my posse to solve the clues which let them find the
>villain
>or Fearmonger. This has allowed me to have sessions where there is
>absolutely
>no combat in them, which is something I like, and my players LOVE all the
>fate
>chips they're able to get for roleplaying, and I love increasing my
>standards
>for good roleplaying :)
>
We don't necessarily have a lot of combat either, and we've had plenty of
sessions with no combat whatsoever.
However, a few things to keep in mind - your mileage may vary. None of this
is a criticism of HoE per se - merely observations of its strengths and
weaknesses.
1) My players are good role-players and enjoy it...but they also enjoy good
fights and combat. Thus, "minimizing" combat would not be what my players
want.
2) As with most RPGs, relatively large parts of the rules are devoted
to...well, combat. The question here to me isn't necessarily what a
individual GM can do with the rules provided (that's kind of a given), but
what the rules themselves encourage and say.
3) In HoE, it's a hostile world. The rules reflect that. There are very
few provisions for, say, role-playing your way out of an encounter with
Black Hats or Doombringers ("the Joker on crack" is not something you can
typically deal with on a interactive nature ;) ). In some cases the system
acutally goes out of its way to deprive you of role-playing solutions. Want
to infiltrate a Black Hat squadron and have a few rounds of Disguise roles,
Persuasion, possible lack of knowledge that may give you away? Forget
that...
4) HoE is not a setting that encourages mysteries and investigation. While
role-playing is certainly possible in the setting (no system makes it
impossible), it's not one that heavily encourages it either. I'm not saying
this is a bad thing, but it does mean that role-playing is occasionally
de-emphasized by the rules themselves. HoE has other strengths. Other
games that emphasize roleplaying more have weaknesses that Hoe lacks.
Ideally, HoE should shore up its weaknesses.
5) Solving clues to figure out a Fearmonger's weakness is all well and good,
but the majority of creatures listed in HoE and Deadlands materials to date
do not include that option. The rulebook doesn't provide role-playing ways
to deal with Dogs o' War or Shraks or Lurkers or Bloodwolfs.
6) More specifically on "mysteries": You're limited by what your players
_want_ to do. If they built combat-types (or even simply characters that
have neither the smarts or patience to search for clues, solve mysteries,
etc. - just because a Huckster is Curious doesn't mean they want to step
into the role of Nancy Drew) despite your warning and/or their knowledge of
the setting, you can consider that a warning from them that what you want
may be what they abhor. Your "mystery" or role-playing scenarios are either
going to have to force them to play out of character and become detectives
(so much for role-playing), or you'll get a good chuckle (although those
that stay with you won't) because their characters died becuse they couldn't
deal with that Fearmonger.
If you have players who like that kind of thing, great. Not everyone does.
7) Solving mysteries is not "role-playing" any more than combat is.
Typically such mysteries boil down to either A) the character making skill
rolls to simulate investigation - no more role-playing than making
skill/trait rolls to shoot people, or B) the players having to step _way_
out of character. When you construct a mystery (and I've done plenty) you
have to build a mystery that a 20th century player can solve based on his
experiences and knowledge, regardless of the setting.
Now, if you're running a 20th century Spy campaign in "our" reality or a
close equivalent, that's great. But if you write a mystery that a player,
_in character_ can solve in 2094, then you're going to end up either having
them stare at you blankly ("How was I supposed to know Grimme's body
disappeared in 2050?"), or you're giving them notes that inevitably point to
the mystery's solution ("Hey, we're looking for a servant of Famine and the
Marshal just told me that Grimme's body disappeared in 2050 - you think it
means something?") or you're reduced to die-rolling.
Again, there are ways around all of this. But HoE's futuristic setting is a
hindrance in some cases. I could rewrite/ignore rules. But if I'm going to
do that...why should I buy (or continue to buy and support) HoE?
The combat system tends to emphasize "roll"-playing as well. Geez, if you
shoot someone successfully with one bullet, there are...3-6 die rolls to
resolve (roll to hit, location, normal damage, possible Vamoose, possible
Wind, possible Stun Recovery).
Overall, I'm not saying these factors are _bad_ things. But I do think it's
a combination of a lot of these factors that mean that if your players enjoy
combat _as well as_ role-playing, to simply say, "I try to keep combat down
to a bare minimum" can be kinda unrealistic. If that works for you, great.
Although personally, I wouldn't choose HoE, as it currently exists, if
minimum combat and lots of role-playing are what either I or my players had
in mind.
But we do think A) the combat could be simplified a bit, B) non-combat
Traits and Coordinations could be emphasized, and C) this would lead to a
game that is more role-playing oriented.
Oh well, enough rambling. Dice at will. ;)
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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