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RE: [HOE] Re: Doomsayers



<There's some spoilerage for my posse, so git if that's you!>





I felt the need to dig up some old campaign notes because of this thread,
and I've come up with some interesting stuff to do to my posse...

An old semi-recurring villian in my game is the Church of Scientology.
Yeah, I live near their headquarters in Florida.  But my group isn't about
aliens and psychobabble like the real-life Scientologists, mine are all
about (Mad) Science.  With enough cult-isms thrown in for a few Black Magic
bits.  But mostly all high-tech (for 1876) totin' baddies with money.  Well,
the Church has its resources...  Not an AB a player could use, but still
new.

Now imagine this group a couple hundred years later, consisting of Junkers
and Atomicists (a working name for the non-Doomie Doomie -- have you come up
with a name for 'em yet?).  The Glow is as yet just emergent.  The true
nature of the Scientologists will have changed -- I'm thinking now that they
might even be helpful and beneficial, one of the good guys.  And the
campaign I'm planning would involve exploring and discovering the true
nature of the Glow, which would directly impact the evolution of the Church
of Scientology.  Or next evolution, because I think the "Church" aspect
would have gone away when the bombs fell.  Probably go with "the School of
Scientology."

Anyway, this is pretty much all I've got right now.  Any comments?  Any
problems with my using your non-Doomie idea?  My posse will flip to find a
villian they thought they were done with creeping up centuries later!

Jeff Y.
Marshal for the Dynamite Gang

> -----Original Message-----
> From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net]On Behalf Of
> d_scott
> Sent: Saturday, January 06, 2001 6:36 AM
> To: hoe@gamerz.net
> Subject: [HOE] Re: Doomsayers
>
>
> (SNIP)
> >
> > An order of monks that believe "mutations happen" but not
> > that mutants are necessarily superior, seeking enlightenment thru
> > meditation, study of nuclear physics and application of
> microwaves to many
> > things.  A few of the brothers could be Junkers, building particle
<SNIPPAGE>
> I'm glad I've brought you round to the non-Doomie Doomie
> character concept!
> I always feel that the more unusual characters are far more
> interesting, the
> best ones practically write the adventures for you. HoE seems to be much
> better for that - there's a much greater potential for variety, especially
> among the Arcane Backgrounds. To me the structures in Deadlands
> are already
> set, but in HoE they're still forming, and the characters can
> take a role in
> shaping them.
<SNIPPAGE>
> I know I've missed a few, but my point is that the Deadlands ABs are
> potentially a lot more limiting than the HoE ones. (Probably
> something to do
> with the collapse of civilisation). The Doomie character could potentially
> create a forth branch of the Cult o' Doom, I can't see anything like that
> happening for a Weird West character. I have a much easier time coming up
> with interesting and memorable HoE characters than I do Deadlands ones. Of
> course, there are exceptions - like the Cult o' Lost Angels Blessed, but
> that's another story . . .