Showing posts with label HEX. Show all posts
Showing posts with label HEX. Show all posts

Wednesday, August 12, 2015

Jonny Quest


The last few years have been about moving forward - new projects, new games, new players... and looking back - Star Trek, Thundarr the Barbarian, Dungeons & Dragons, old 80's favorites like Big Trouble in Little China and Flash Gordon, The Twilight Zone, The Smurfs, Scooby Doo, Land of the Lost, and now Jonny Quest.

I just finished the original series (only one season long) this morning.  Sure, the nostalgia made it that much better, but even if I'd never watched it as a kid - Jonny Quest is a great cartoon - especially for gamers.  I can see it fueling any kind of action, adventure, pulp, espionage, spy, secret agent, lost world, or investigative RPG (even horror!).  Every episode has something to recommend it.

Before I get to my bullet points of favorite stuff, I would be remiss for not mentioning the show's sub-textural xenophobia.  One might go as far to call it "racist", except there are instances of Caucasian evil-doers as well (though they are decidedly in the minority).  At least one line was removed from an episode for going too far.

A few of my favorite things about Jonny Quest

  • Cool gadgets.  The series has a pseudo-sci-fi thing going on with weaponry and technological advancements in communication, transport, chemistry, and more.
  • They make a great team, like a party of professional adventurers.
  • Race Bannon is a certified badass - he even has a mercenary, femme fatal hook-up out there in the world, occasionally looking out for him.  Her name is Jade.
  • The bad guys are generally sinister, warped, and insane.
  • There's a James Bond and Sherlock Holmes type of super-villain who's behind several of the schemes... Doctor Zin.
  • The visual aesthetics of the show are dark, shadowy, and more realistic than later Hanna-Barbera shows like Scooby Doo.
  • NPCs die.  If there's a prolonged shoot-out, someone's going to get killed eventually. 
  • Lots of creatures - sometimes we get poisonous snakes, but other times we're treated to a giant spider, Yeti, and pterodactyl!
  • There are lighthearted, fun moments (usually with their dog, Bandit), but the show never devolves into slapstick.  The writers take the serious parts of the show seriously.
  • Exotic locations - jungles, deserts, mountains, the ocean, ice and snow, etc.  

Well, I could go on and on and on, so I'll just stop there.  If you're running a Hollow Earth Expedition, Call of Cthulhu, or Savage Worlds game, Jonny Quest could be your inspiration!


VS


Sunday, July 13, 2014

Post-Apocalyptic Purple


I had the extreme pleasure of reading this brief write-up of awesomeness! 

Back when I was creating The Islands of Purple-Haunted Putrescence, my mind wasn't just on my favorite D&D knockoffs (as much as I love them) but on games like Mutant Future, Hollow Earth Expedition, The Mutant Epoch, Gamma World, Encounter Critical, and dear god, even Rifts!

Science-fantasy has never been so weird... or so purple.


VS



Saturday, March 1, 2014

The Shadow Over Hollow Earth


Got halfway through True Detective tonight.  In some sick world that's probably a kind of victory.  Kids won't sleep.  I think they might be allergic to it.  Oh well, at least it gives me the chance to update my old school gaming blog.

Anyways, earlier today was our first time with Hollow Earth Expedition [HEX].  Virgin blood.  Had some trouble getting the original hardcover edition of the book.  It's been out of print for a little while, but with amazon's help I now have both the travel sized softcover and a mint condition hardcover with the colored end papers and character archetype plates - better than mint, actually.  My used copy is signed by Jeff Combos.  Whoever you are, "Jen," thank you.

Onto the game!  Rather than do the easy thing, which, in this case, would be running the introductory adventure at the back of the book, I decided to "do my own thing".  The outsider's curse.  It took me until the night before to come up with something decent.  HEX's game world environment is simultaneously specific and vague.  I love that, but sometimes I struggle to find a purchase on the slippery setting.  From the moment I read about dinosaurs, Nazi occultism, mad scientists, 1930's, and the lost city of Atlantis, I knew Lovecraft would have to be involved.

I decided to do a HEX makeover/hack of "The Pits of Bendal-Dolum" - a Call of Cthulhu adventure from the Cthulhu Classics scenario book by Chaosium.  Old school.  The middle was almost identical, but the beginning and ending took on drastic changes...


The Beginning

The memoirs of Jasper Hedrick were published a decade ago.  Hedrick was a small-time explorer back in his day.  His primary claim to fame was an expedition to Baaldum-Jale, a temple devoted to the forgotten gods.  However, his editor, Lawrence Talbot, made sure it was barely mentioned in an effort to preserve Hedrick's credibility.  "An account bordering on the fantastical."  he said.

A fortnight ago, Mr. Talbot died.  Among his papers were the original notes of Hedrick's central American expedition to Baaldum-Jale, where he observed carvings depicting inhuman creatures, strange phenomena, the practice of black magic, and something he never dared describe at the bottom of a stone stairway containing 777 steps.

A room full of people listened to this new account thanks to the blabbering mouth of Tuffy MacStinson.  Normally, that wouldn't be a big deal, but Tuffy spilled the proverbial beans in the drawing room of the Intrepid Explorer's League club.  Several expeditions were launched by week's end.


The Middle

Native tribesmen encountered, the survivors of a competing expedition saved, some kind of dread seal or talisman found, a giant Tulu statue marked the temple's perimeter, and nightmares disturbed everyone's slumber.  Except for an increase in reptilian aesthetics around the temple, it was a lot like the Call of Cthulhu adventure.

But this is where we got to try the Ubiquity System.  Basically, you roll big pools of dice and try to get evens.  As GM, I got very few.  Everyone else seemed to do fairly well, about average, sometimes better than.

If you think Call of Cthulhu is deadly, holy shit!  Playing a Big Game Hunter or Fortune Hunter if you want to see the bodies pile up.  The adventurers killed a saber-toothed panther jaguar in 1.5 shots.  Later, they took out a traitor/cultist/Hell-plant in a single round.  But what do you expect when rolling 14 dice to the defender's 6 or 7.

I believe only 1 Style Point was spent during the game.  Unfortunately, I can't even remember what it was for.  But a few of the players really hammed it up roleplaying-wise in order to get them.  The Christian Missionary was the best.  At every turn, he had a sermon ready or a passage from the bible - the guy even brought an old beat-up bible to the game!


The End

After the demonic vegetation burst out of the cultist's back, the Thule Society wandered in suggesting a combined expedition.  They had a man in their group who had actually been to the hollow earth before and was pretty sure this would be a way back.  Plus, they had a special girl with them; she was physically blind but also a spiritual medium.

Boldly stealing from Star Trek, the super-expedition climbed down the Cyclopean steps only to find a de-materialization area for beaming people down to where the action is.  They went.  Jungle again but more exotic... and dangerous.  PCs saw their first T-Rex, the missionary befriended an Ape-Man, convincing him to let everyone into the Atlantean ruins.  That's where the session ended.

Experience points were given.  I can't remember if it's in the rules, but I allowed players to use their unused Style Points as XP if they wanted.

"How was it?"  That's a question I frequently ask since I've started running new games on a regular basis (new to me and my players, that is).  Because sitting behind the screen - figuratively, because the HEX GM screen is harder to find than a solid night of sleep at my house - doesn't tell me everything.  Even though I try my best to gauge player actions, reactions, expectations, verbal and non verbal cues, etc... sometimes you just don't know until you ask.  Not that you always get an honest answer, but it's better than guessing.  The verdict?  Everything had fun, liked the system, and wanted to keep playing.

After session #2, I'll end at a good stopping point, ask people if they want to continue playing HEX or move on to something new... like The Mutant Epoch.  Thanks for reading.  Feel free to comment.  I enjoy the feedback.


VS

p.s.  After session #2, I have some fresh insight into HEX: given enough time and enthusiasm (especially when fueled by an awesome idea), the PCs will pretty much be able to do anything they want within the setting's context and never die.

It would have been nice if the introductory text had said that up-front, but I got there in the end.  That's how this style of game should go and that's what the system facilitates.  Once the GM is aware of this, the game noticeably improves for all.

If your players are tired of scrounging and scavenging for a +1 sword, constantly trying to survive battles with giants, dragons, and wizards, then they'd probably enjoy a little vacation.  Give them some well-deserved R&R.  Run HEX.  Somewhere between 1 and 3 sessions should do the trick.