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Re: [HoE] The Boise Horror -- my review (LONG)
Hi everyone,
*** Spoiler Space ***
I don't really care to get too deep into this, but I do have a few salient
points for you to chew on.
First, Simon being the horror isn't the real surprise. The surprise is his
fate, and exactly what happens to him at the end, and who will be filling his
shoes.
Second, as to the "combat heavy" thing, this is the problem I have with
reviews (and why when I take over the world the movie critics will be the
first ones up against the wall). Jacques insightful review, by necessity,
hits the "action points" of the adventure, making it sound like all combat.
Truthfully, so what? Some should be ("Night of a Thousand Screams" by AEG is
all combat and I think the premise--if not necessarily the execution--is
brilliant). 'Fraid I'm not of the "deep roleplaying" school here. That said,
John Goff is by far one of the most brilliant writers out there, and this
adventure has it all. And as we've been playing, some of the best and deepest
rpg'ing I've seen has happened while we tried to keep Simon from becoming a
cyborg chew-toy (my character just lost a leg defending him--and I knew he
was gonna bite it). ;)
Third, programmed adventures. Tough call. We have major storylines to
develop, and we want you to be part of them. So we either just tell
you--"Hey, a bunch of cooler-PCs than you tried to protect him but he died
and here's the results." (Ever read the first Dark Sun adventures--and I was
a big fan--but it was obvious you could have no impact on current events.)
Or we do something like Boise Horror that I think is about as on-target as
you can get.
Now let's briefly mention Fortress o' Fear. That project was cursed from the
start. It was supposed to be written in-house by me to help pave the way for
what *was* a tough secret to guess--Hell on Earth. But life, business,
partners, and so forth conspired against it. So it was divvied up, written,
and *supposedly* overseen by me--but I goofed it up and it didn't come out
*anything* like it was suppposed to (all my fault). I still think it's a neat
adventure and once played, leaves your posse with one HEll of a story to
tell--but I also agree with a lot of the criticisms we've received on it.
So, the lessons we've learned--and continue to learn--will be applied to the
Unity adventure, which leads you into Lost Colony and the secrets there.
Take care all, I"m at GAMA and can't answer my email too often, but I wanted
to chime in on what I think is an EXCELLENT adventure and a further evolution
of how major stories are told in a roleplaying game format.
Shanester