Hollow Earth Expedition (HEX) is pulp RPG set in a world where dinosaurs, beastmen, and lost civilizations are real. HEX is overall a very impressive game. The production values, writing, and concept are all top notch. As impressive as it is, HEX also has some minor short comings.
Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Nice review, Michael.
Not having read the book yet, I can't say authoritatively, but I'm not sure that the absence of magic and psychic powers from the main rulebook is that much of a drawback, given that such abilities aren't central to the setting.
My main concern about the game is the nWoD-like lumping of accuracy and damage into one roll -- good for streamlining, but troublesome when trying to simulate strong-but-clumsy or nimble-but-weak attacks.
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Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by Dan Davenport
Nice review, Michael.
Not having read the book yet, I can't say authoritatively, but I'm not sure that the absence of magic and psychic powers from the main rulebook is that much of a drawback, given that such abilities aren't central to the setting.
No, it's not that big of a drawback. I always try to find something that could be done better no matter how well a game is done. It was kind of hard to find things on this game, but I would have prefered some basic rules or explanation of magic since it was mentioned.
Quote:
My main concern about the game is the nWoD-like lumping of accuracy and damage into one roll -- good for streamlining, but troublesome when trying to simulate strong-but-clumsy or nimble-but-weak attacks.
Yup, however since this is not a tactical or simulation style of game I'm willing to overlook that minor problem. It does feel like a pulpy system and IMO, that mattered more than having a more realistic combat system.
Overall, a great game.
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Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by Dan Davenport
Nice review, Michael.
Ditto! You summed up my feelings about the book pretty darn well.
Quote:
Originally Posted by Dan Davenport
Not having read the book yet, I can't say authoritatively, but I'm not sure that the absence of magic and psychic powers from the main rulebook is that much of a drawback, given that such abilities aren't central to the setting.
Quote:
Originally Posted by mcrow
No, it's not that big of a drawback. I always try to find something that could be done better no matter how well a game is done. It was kind of hard to find things on this game, but I would have prefered some basic rules or explanation of magic since it was mentioned.
I don't agree for the simple reason that some sort of magic or psychic phenomenon is going on right on the cover of the book. Normally I'd be content to wait until the magic supplement for the system came out, but to splash something on the cover that looks *really* cool (as most of the art in the book does, btw) but that your character can't really have access to until you buy another product to be published some indeterminate time later... that sorta bugged me. Indeed, it still sticks in my craw.
Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Very minor nit: If all you need to do is keep track of even or odd, you can roll whatever dice you want so long as they have an even number of sides. Mixed pools are just fine since they do not change the probabilities whatsoever.
Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by CaffeineBoy
Ditto! You summed up my feelings about the book pretty darn well.
I don't agree for the simple reason that some sort of magic or psychic phenomenon is going on right on the cover of the book. Normally I'd be content to wait until the magic supplement for the system came out, but to splash something on the cover that looks *really* cool (as most of the art in the book does, btw) but that your character can't really have access to until you buy another product to be published some indeterminate time later... that sorta bugged me. Indeed, it still sticks in my craw.
Yeah, that's why I mentioned it. While I didn't think it was a big deal, I could see where it could be a bigger deal for others. I didn't want magic in my pulp game so for me it was OK. For others though that would see the cover and say "Cool! Magic!" they could be disappointed.
I always try to keep in mind the impression that the books cover and ad-copy give and if the content doesn't back it up it's my job as a reviewer to point it out.
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Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by crimfan
Very minor nit: If all you need to do is keep track of even or odd, you can roll whatever dice you want so long as they have an even number of sides. Mixed pools are just fine since they do not change the probabilities whatsoever.
Crimfan
That might be, but IIRC the book actually states "dice of the same type". I don't recall off the top of my head why they said to do it that way.
I will point out that their "Ubiquity dice" are pretty handy for keeping the keg O' dice effect in check.
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Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by mcrow
That might be, but IIRC the book actually states "dice of the same type". I don't recall off the top of my head why they said to do it that way.
I think you're confusing the need to have an equal number of even/odd sides. The book does say that mixing and matching dice is a-ok!
Quote:
Originally Posted by Hollow Earth Expedition P. 105
Standard 6-sided dice work well and are easy to come by, but you can use any dice as long as they have an equal number of even and odd numbered sides - you can even mix and match polyhedral dice!
Re: [RPG]: Hollow Earth Expedition, reviewed by mcrow (4/4)
Quote:
Originally Posted by mcrow
Yeah, that's why I mentioned it. While I didn't think it was a big deal, I could see where it could be a bigger deal for others. I didn't want magic in my pulp game so for me it was OK. For others though that would see the cover and say "Cool! Magic!" they could be disappointed.
I always try to keep in mind the impression that the books cover and ad-copy give and if the content doesn't back it up it's my job as a reviewer to point it out.
It is indeed, no argument there.
For the record, I'm told that it's not magic happening there, but rather the utilization of an Atlantean pteranodon-controlling artifact, and hence falls under setting aspects covered in the main book. Of course, since the artifact isn't mentioned in the book, viewing the effect as magic is certainly understandable.
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