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Old 08-29-2006, 05:22 PM
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Andrew Ellis Troubio Andrew Ellis Troubio is offline
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Join Date: Mar 2005
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Re: [RPG]: Hollow Earth Expedition, reviewed by Andrew Ellis Troubio (4/4)

Doh! I sent off an incomplete draft! Here's the missing bits.

What makes this different from those other pulp games that have come and gone? Hollow Earth has a narrower focus in its core book. Most of the other pulp games on the market have spread themselves thin trying to make a game where The Shadow, Doc Savage, Indiana Jones, and Nathan Zachary can exist in the same PC group. This game is primarily about ‘Lost World’ adventures inside the Hollow Earth. Time there is strange and doesn’t flow normally. As such, you have some pirates, amazons, dinosaurs, and various other anachronisms existing in the same place. The sun always shines. Characters range from hardy explorers trying to document the Hollow Earth to poor souls that were lost there by mistake. A good template would be the recent Peter Jackson King Kong movie, where everything is bigger, meaner, and nastier. I suspect that forthcoming books will add in more adventures on the Surface World, but for now, dealing with the threats of the Hollow Earth is good enough for me. Of course, the one threat from the surface world that does merit mention in the main book is the Nazis. As the prevalent pulp bad guys, Exile Games brings them in to menace the players with a human antagonist along with raptor packs and ancient temples. It’s a good move, because everybody likes an Evil Empire to face off against, and honestly, Nazi Villain and pulp go together like Indiana Jones and his bullwhip. And, when you have Nazis on the left and a T-Rex on the right, it can make like for the PCs very interesting.



There is also mention of mad science and mysticism with big drilling machines and strange Atlantean artifacts for the players to chase after. While many examples are given, anyone looking for a creation system will be disappointed. It’s easy to deal with Atlantean artifacts being relegated to the background as strange, forgotten items of magic. Considering it is one of the templates in the middle of the book, the lack of a mad science system makes playing such a character a challenge. If part of the fun is building gadgets and there are no rules for that process, why play the character?



Quote:
I may be missing something, but what exactly is meant by the term 'Ubiquity Dice'? Is this a special game mechanic, a dice product I've never heard of, or did you simply mean 'Ubiquitous Dice'?

Ash

The Ubiquity Dice are for use with the Ubiquity system, which is what hex uses. You don't NEED the specialty dice to play, but if you are adverse to big handfuls o dice, you may want them.
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