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Re: [HoE] Hucksters & Time Travel



>*shrug* It just seems like the Hucksters got kinda...neutered in Junkman.
>Why would anyone want to play them giving the revisions made?
> >>
>
>Well, I believe that hucksters don't really fit the world story that 
>Pinnacle
>is trying to craft for HOE.  They probably included the AB because there 
>are
>a *lot* of people out there who like to play them, and there were a
>significant number of requests for hucksters in HOE.
>

If they don't fit, don't include them.  If there are a lot of people out 
there that like to play them, then including rules that prevent them from 
playing them don't make much sense.  Taking the tact of "Sure, we know a lot 
of you like to play them, so we'll include some rules, but they're so 
unbalanced and self-destructive that nobody will want to." doesn't make a 
lot of sense to me.  If they're popular (as noted above and in a couple of 
other posts, and as I wouldn't dispute), this approach makes even less 
sense.

>As far as the red jokers go, the revised rules coming out this summer make
>red jokers good at all levels so you could just drop that part.  I'm sure 
>it
>was written to be consistant with the existing rules rather than the 
>revision.
>
>As to why someone would play a huckster, some people like to play a 
>"doomed"
>character, or one that is challenged more than others.  Also (as someone 
>else
>already noted) a huckster would be easier to explain in terms of "Veteran 
>of
>the Wierd West".  Anyone who wants to play one just goes in with the 
>knowlege
>that times are *tough*.
>
>

Ummm, no it wouldn't.  Under the new rules, any Huckster who survived from 
1876 to 2081 as a VotWW would probably have died in the intervening 13 years 
up to the "present" of 2094.

><< But...we've since been told that all the tech that pre-2060 (or 
>whenever)
>Mads were given was simply knowledge up to 2060 (approx.) by Manitous.
>
>So...how did the Manitous give Mad Scientists knowledge of time travel, 
>when
>no such scientific knowledge existed in 2060 or beyond to as far as 2094? 
> >>
>
>Well (again as someone else has noted) what makes you think it didn't exist
>in 2060? or 3050 for that matter.  Just because the game is set in 2094
>doesn't mean the Reckoners couldn't pull the info from farther up the line.



It's been established that the manitous could only supply MSs with knowledge 
from 2060 or _before_, so whether time travel exists in any time after that 
is irrelevant from a Mad Scientist point of view.  The Reckoners weren't the 
ones supplying future-tech knowledge to Mads as far as I can tell from 
anything Pinnacle has said.

I could of course simply ban it (as others have suggested) or provide my own 
rationale.  But Pinnacle _did_ include it.  I've never said I couldn't work 
with it or ban it:  I only asked what Pinnacle's rationale was when _they_ 
included it in their source material.



>Personally, I think the existance of a working time machine could be the 
>real
>reason Kansas City was hit by a regular nuke instead of a ghost rock bomb.
>
>And about Devil's Tower -- the person from the future (Jo!) used the same
>path thru the Hunting Grounds that Stone did.
>
>Jeff


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/


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