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Re: [HoE] Junkers Gear and a minor rant
(blam)
>| Now that was an old post....
>
> Okay, I don't know what you're talking about. It was an hour-old
>post by Erik. Wasn't it? Erik?
Erik's was - my original comments were older then that...
(blam)
> But the point I'm making is that to play Deadlands respectably,
>all you need is the main book and Q&D. GD is a real help, but not vital.
>In contrast, HoE is looking pretty gappy.
I thought about that when I was doing my review.
And then I sat down and compared DL and HoE books.
The background sections of HoE is longer then what was in DL. By a full
page and tighter text per page for both the Prospector's story and
Marshal's sections.
There are the same or a little less than the same number of hexes - psycher
powers (16-13); blessed - templar powers (9-8), shaman -mutant powers
(13-11), harrowed-harrowed (6-6), archetypes (12-12) and monsters (16-15)
I wouldn't really call those differences enough to be skimpier.
The ball was dropped with the Junkers - especially in comparision to mad
scientists who had an sky-high limit on what they could attempt to build.
I didn't even notice the lack of a map until it was mentioned here. But,
now that it has been brought up, I do kinda miss it.
I think that the majority of the thin feel to HoE is due to the fact that
we all know the DL setting so well, and we are used to a greater amount of
detail.
When we read HoE, we were reading about 50% background history that was
already familiar to us, and 80% rules that we already knew.
-------------------
Allan Seyberth
darious@darious.com
Why did the chicken cross the road?
Ralph Waldo Emerson:
The chicken did not cross the road... it trancended it.