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Re: [HoE] Re: hoe-i'll miss my boxes
>There were a couple others I did not care for (Devil's Tower III and
>Something About a Sword I would not recommend to anyone)
>
Not sure who your comment was originally addressed to, but if I may
interject...?
Well, can't speak to Devil's Tower, but Something...had a number of problems
with it. No useful maps (nothing showing the interlationship between the
towns and a pretty small "final battle" map), a few gaping plot holes and
lapses (Evanor's owner seems to have lost his family a couple of different
ways, the location of his death varies, and I don't think the town locations
are consistently described relative to each other), the writers didn't seem
to understand some of the arcane background stuff (a Doombringer uses a Nuke
to demonstrate his power to the main bad guys right inside their HQ by
nuking a single robot - ???), and the major whats-it that the PCs are given
to defeat the bad guy should pretty much clear out _everything_. Either
that, or it isn't clear why it shouldn't.
I noted it in my review for Azrael Online that Evanor _plus_ the extra bonus
chips the authors seem to feel their adventure warrants is kinda overkill.
The guidelines in the basic rulebooks are presumably for relatively tough
adventures. If Something... is tougher still...then how are the players
supposed to survive? If the Marshal is going to have to dink around with
the adventure to give his players a decent chance of survival and make it a
more "normal" adventure...why should he give them the extra Legend Chips?
Another problem (and one I also had with Killer Clowns), HoE is a _very_
difficult game to "balance" combats and stuff for. The vast variety of
stuff available to PCs (Syker powers, Doomsayer miracles, Battlesuiters,
Cyborg heavy armor and weapons, Deadlands Arcane Backgrounds, Templars with
high levels of Armor of the Saints and Guardian Angel :( ), plus the
open-ended die-rolling nature of the system, make it difficult to "balance"
the opposing threats.
It seems to me that, adventure-wise, Pinnacle is leaving it up entirely to
the Marshals. See above for the fact that the Something... authors don't
even seem to understand how Nuke works, much less the powers of their own
what-sit (which I don't want to spoil here). In John Goff's excellent
novella, his three protagonists are only folks with guns. Pinnacle
publishes books with Battlesuit and Cyborg archetypes - shouldn't their
published adventures also take these types of characters into account?
Oddly, the Muties/Monsters book kinda _does_ do this. But Killer Clowns,
IMO, released about the same time, doesn't. The _only_ thing the Clowns
have going against anyone with Armor 4 or better (i.e., your average Cyborg)
is the Fear Level.
I can't speak to Boise Horror, having not picked up a copy yet. But
personally, I'd rather have tough adventures that I can downgrade with some
die roll fudging, reduction of opposing numbers, etc. Rather than
adventures that are not tough enough. Much easier to fudge a die roll down
then up, IMO. :)
*shrug* On the other hand, obviously some groups _did_ find these adventures
tough enough (perhaps even too tough). My group are excellent
role-players...but they also know how to min/max the points to make
effective characters. You don't need character design points to role-play,
nor is there necessarily a tradeoff between character design and
role-playing. So they role-play well _and_ build strong fighting
characters.
Still, I guess I find it hard to believe that the folks that find Killer
Clowns or Something... too tough have failed to discover the kind of tricks
to character design that my players have found, either. Or maybe Marshals
are stricter about such things (although there's nothing I've found abusive
in my players' characters to date, design wise - your mileage may vary).
Oh well, it's a puzzle.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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