[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HoE] Boise Horror
>> From the reviews, doesn't it seem like merely a string of endless
>>combats? Don't get me wrong, a little whuppin is needed for a gun-toting
>>game like this, but it's hard to keep the adrenalin level high when it's
one
>>hard fight after another!
I gave a very bare-bones review of what's going on in the adventure, because
I didn't want any nosy posse types understanding what was actually going on.
Don't get me wrong...this IS a very combat-heavy adventure, but there are
also ample opportunities for role-playing located herein...for one thing, the
posse gets to meet and interact with a veritable uber-hero for a goodly part
of the adventure, and there is plenty that could come out of that alone.
As far as the party getting de-senseitized to the amount of combat, I don't
think that'd happen in this case. It seems to me that John was VERY careful
about the way this whole thing was scripted, and combats that happen close to
one another happen for very specific reasons. It isn't splatterpunk...more
like Nampunk. Just when you think you're out of the woods, you realize it's
because someone used Agent Orange on it. :-P
>> As far as I can tell, the only motivation for the party in Boise is
that
>>Simon asks them for a favor. Where's the fun in that?
As I mentioned in the review, if your party doesn't have a Templar, there
really is no reason for Simon to get them involved, nor (unless you have a
Law Dog in your group) will your party likely want to be. If there IS a
Templar, they WILL get involved BECAUSE Simon asks them to. They have an Oath
that requires it. On top of that, Simon is one of the most visible bastions
of Good in the entire Wasted West, and any Templar worth his tabard is going
to want to help him...assuming they haven't been listening to that Modeen
fella, that is.
There IS an element of railroading in the adventure...there is in ANY canned
adventure. If the posse/party does NOT want to talk to the old man in the
tavern and get given the map to the secret temple, they aren't going to get
there without the GM rearranging the world so that they do. The railroading
is handled with a great deal of sense, though, so it isn't too far out of the
realms of What May Be.
--Jacques