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Re: [HoE] Spirit Warriors Stuff [Shane/Hopler]
Overall, I thought Spirit Warriors was pretty good.
I liked the initial history update...it was quite useful for getting
caught up on all the history. While I was slightly disappointed that there
was not more information on playing Indians and Shamans in HoE, I very,
very much understood and agreed with the idea of sticking to Ghost
Dancers. After all, the Old Ways, by definition, don't and have not
changed. I think it was better to just refer to that book then to do a job
that would almost have to be half-assed for space reasons. The one thing I
*did* miss from the player section was more info on Ravenites. I think
they are an interesting group in HoE and was hoping for more info on
them. I have found that Ravenites are the most popular non-Arcane
character type around here (seen three total in different games) and even
AB possessing Ravenites work well.
The second Chapter was useful. The Toxic Guardians were interesting, and
add a new level to what is going on in HoE. The Edges and Hindrances are
good, but some suffered from the same problem I have seen in other
books-Hindrances that don't do anything but provide a numerical
disadvantage. I have no problem with them, but in my experience they are
rarely taken as they rarely generate chips, part of the beauty of the
Hindrance mechanic. Still, no Edges or Hindrances seemed out of line. I
like the ability for anyone to pick up a Toxic Guardian.
The Third Chapter was all Arcana. Without going into detail, I will say I
liked what I saw. The powers were different, interesting, and scary. PEG
tends to, in both DL and HoE, keep powers appropriate to the class using
them. They did not fail here either.
The Marshal Section was good. Yummy, in fact. The less said on open
forum, tho, the better. I will say they made the Toxic Spirits agenda make
sense, and that the Sioux Nations stuff was quite interesting.
and it has an index. I love Indices.
overall, you folks did well. Of course, you usually do. ;-)
TBS