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19
Jun/2008

Looking For Creative Answers

So, I'm writing this as a blog entry because the forums have been so quiet that tumbleweeds are blowing through them lately here.

I'm working on the preparations to start running a Hollow Earth RPG game at our local game store. It's a great game but it's been well pointed out there is one major problem - Character Generation really needs the book, and with only one book in a group  of 4-6 players could take a long  time just because of the need to look through the equipment lists etc (as resources and their management in regards to equipment can be very important in a game).

I'm not supposed to make copies of that chapter in the book, I can't afford to buy multiple copies for all the players, nor can I expect players who are trying it for the first time to see if they like it to shell out money for their own copies on day 1.

I can ue 'GM pre-prepared equipment lists and pre-generated characters' but then the players have a lot less freedom on their starting point. Showing off the Character Generation system is somethig most game demos fail to do and often mean that play is a "fixed demonstration" rather than a solid experimental experience. Additionally the character generation rules are one of the better parts of the system.

I do not have overhead projection equipment, and I have found no 'cheat sheet' sets on the net for the game to make getting players into things (evidently some do exist, but were a Gen Con handout in 2007 for folks running events, but otherwise can't be found).

Any good creative constructive Answers?

 

 

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Viewing 1 - 4 out of 4 Comments

06/23/2008 21:30:13
I don't know how feasible this is, since I've never read through HEX, but could you do something like the character templates found in GURPS? They work up the basics attributes and skills of a character type -- the wizard, the burglar, the special forces sniper, etc -- then leave a series of choices in final skills, like choose one of the two: Acrobatics 16 or Sneaking 13 and Pick Pocket 13.


06/20/2008 17:27:16

If your mainly doing this as a demo at the local game shop, why not do pre-generated characters.  If the players like the game, they can go ahead and buy a couple of more books among the group and make their own. 

Tuchok



06/19/2008 19:26:26
Can you do it by phone/conference call ahead of time?


06/19/2008 16:43:56

Since it is an introductory game, I don't think pre-made equipment lists are a bad idea. Knowing nothing about the system myself, I will assume there is a difference in the kind of equipment desired by different character types. Create a default list for each character type and provide that to the player when the basic stat building is done. The really fun part of character creation is rolling and buying stats and abilities anyway. I've always viewed equipment purchasing as a necessary chore.

As for the character building part, just go around the table for each step of the process. I was part of a session like that for a new Traveller game. The GM had to do a lot of page flipping as he went from PC to PC, but everyone was kept reasonably busy dealing with their own decisions when it wasn't their turn.




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