Hollow Earth Expedition Role-playing Game
Based on your experiences what for you was the Hollow Earth Expedition Role-playing Game 's rating, pros and cons?
Hollow Earth Expedition RPG (Hover)
Hollow Earth Expedition is a pulp 1930s role-playing game set in the fictitious Hollow Earth, published by Exile Game Studio. The game has been nominated for several Origins and ENnie awards since its release in 2006. The main rule book is Hollow Earth Expedition, and it is often abbreviated as HEX. - Wikipedia
RPG Name: Hollow Earth Expedition
Description: Hollow Earth Expedition RPG by Exile Games Studio 1930's style pulp adventure
What are your reviews for this casual role-playing game? Would Hollow Earth Expedition play by post work well? So now that you have tried this game system, what are your thoughts?
Played As: Hollow Earth Expedition PBP RPG? or
Hollow Earth Expedition (HEX) utilizes a system called Ubiquity.
Simply put, you can either choose to take the average of pass/fail attempts on a specific roll or you can actually roll the number of dice represented by a particular task and collect the number of successes.
What does this mean?
Say you want a game less crunchy and dice heavy, then you utilize the average successes features when a task requires a result. Then role play the resulting outcome.
If you like the feel of the dice and you want to see fate step in, by all means roll the dice for the task at hand. Listen to the polyhedrals dance across the table. Then role-play the outcome.
The system is quite easy to read and set up. All one would really needs to decide is if HEX/Nazis and Dinosaurs is the right setting to play the Ubiquity system in.
HEX and more appropriately the Ubiquity system are an easy to understand system.
First read through I got flash backs to playing JB's Future Earth.
Begin with an Archetype, followed by the character's Motivation. Next are six (6) Primary Attributes, then six (6) Derived/Secondary Attributes. Note a character's Size, his starting Style, followed by Skills (With Specializations available within those skills), then rounded out with Talents, Resources, and Flaws.
The Ubiquity system runs on success/fails to reach a target number [TN]. There is an option to take the average successes as opposed to rolling the dice and counting the number of successes.
This game is really genre neutral and favors no specific genre or theme more than another. If you want to run sci-fi, it handles it. You want to run Horror, it handles it.
I have a couple of "Homebrew" games that I am adapting to this system. Should be interesting.
I know this Role-playing Game since it came out and I have the core and most of its supplements. It has a nice steampunk theme into it. Sadly I never found people to play it, and I have the books sitting in my library.