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Re: [HoE] And so it begins...



YES!  I'm glad someone else made the Fallout connection!  Wicked awesome!  The
mutants and everythign...  The bartering, the vast quantities of gore and
weapons, monsters, the West...  It's just SO awesome!!!

"Crazy" Dan


In a message dated 10/1/1998 6:24:34 AM Central Daylight Time,
deadlander@juno.com writes:

<< Well, I ran my first HoE session last night and I must say that this game
 KICKS @$$!
 
 The combat runs really smooth.  We ran a fight between two player
 characters and six thugs without a hitch (other than having to look up a
 couple of rules we hadn't gotten down yet).  We had no problem with the
 Stun checks bogging down play and everything became very intuitive after
 a couple of rounds.  The combat is nice and lethal, no hour long combats
 here (we once had two spend TWO sessions on one fight in a RIFTS game).  
 
 The setting is very exciting and my players are really pumped for it (due
 in part to the Fallout CRPG i think and the similarities between it and
 HoE).  It is also very rich from a Marshal's point of view and I should
 have no trouble coming up with new adventures.
 
 Here are some very rough ideas:
 
 1)  I will place either the NA or the SA's version of NORAD somewhere in
 the Rockies (I'll see who controlled where hopefully in the WW book).  Of
 course this was one of the first targets for a Ghost Rock bomb but the
 players get word that something may have survived..
 
 2)  The players are hiding out from a storm in an abandoned and well
 picked-over military outpost when one of them falls through the floor and
 discovers a lost file room.  One file discovered details a military
 mission to divert a SA train into a tunnel and then seal it in.  What was
 on that train and why was it sealed up?  Does it have something to do
 with the large number of muties ini the area?  Where are my pants?
 
 3)  A child is born that consumes all nearby radiation and converts it to
 harmless light emanating from his body.  His touch heals radiation
 sickness and strips Doomsayers and Doombringers of all their powers.  Is
 this the Harbinger of prophecy or just a harmless mutant?  He is grabbed
 by some Doomsayers and is en route to Las Vegas when he escapes and is
 found half dead in the desert by the players.  Heretics want him,
 Doomsayers want him, he wants his mommy; what do the players do?
 
 Well, that's all for now.  I have a million ideas running through my head
 for this game so I may just have to set up a website to detail them on. 
 I'll post more in the future.
 
 Keep up the good fight!
 
 Templar Simon
  >>