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HEX Support, and Third Party Publishing
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JohnK
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PostPosted: Sat Nov 04, 2006 7:14 am    Post subject: HEX Support, and Third Party Publishing Reply with quote

Hullo, Tim,

Perhaps this should have gone into a new thread, so... I've taken the liberty of moving it to a new thread. Smile

Salem Saberhagen wrote:
JohnK wrote:


Good stuff. Smile That's certainly a start, for sure, but i was thinking along the lines of official material from the game designers and the company.


I realise HEX doesn't have the heritage of, say, Savage Worlds yet, but perhaps Exile would consider licencing (not an OGL though!) out the Ubiquity mechanics to third party publishers who could produce approved HEX material and adventures... to help satiate our HEX cravings!

Just a thought...


I don't agree with this at all, and think this is a terrible idea. HEX has only been out for some three months or so now, and too much of the game world that Jeff and the folks at XGS envision isn't known yet. These will become clearer with the two sourcebooks due out, but to even think of licensing out the the Ubiquity mechanics at this point, before these supplements come out let alone bef0re the main Ubiquity rules come out, is a way of taking the company straight out of business at ths point.

What I was saying is that jeff and the folks at XGS need to

1. Update the website, which is three months out of date (some folks might be thinking that the game is dead or on hiatus); and

2. Add some support material up on the HEX webpages for the folks who are new to the game and who might want the game, as well as those of us who're chomping at the bit for a few things since the PDF when it becomes available won't be "new" for those of us who have the rpg in print form.

It's fine to say that we need to hype the game and all, but support material for HEX in whatever form from the company is the best way to go in this regard, not licensing it out to third parites at this point. One of the things that needs to be done up is a poster for the game that can be used to hype it when running demos and the like. A demo scenario, other than using the one from the rulebook, needs to be made available to those demoing the game at stores and conventions and the like, and the scenarios created by fokks here that are in the process of being PDFed need to be made available in the downloads section.

I'm sure others can offer more suggestions as well, but this is a start.
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Salem Saberhagen



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PostPosted: Sat Nov 04, 2006 8:24 am    Post subject: Reply with quote

Oh, I totally understand what you're saying. I was just trying to think of ways to help the Exile folks get in some cash - to supplement HEX sales.

If they used the Savage Worlds/Pinnacle model, then Exile would control, and have final say over, any material published (rather than the avalanche of uncontrolled material that comes out for d20 under the OGL); and given that Ubiquity is such a sweet system I just thought this was potentially another way to spread the love. Wink



Quote:
HEX has only been out for some three months or so now, and too much of the game world that Jeff and the folks at XGS envision isn't known yet.


Surely it would be possible to produce some professional adventures based on the material already available and as long as Jeff has final say over any new material, then surely it can all remain canon?
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Last edited by Salem Saberhagen on Sat Nov 04, 2006 8:28 am; edited 1 time in total
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the Evil DM



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PostPosted: Sat Nov 04, 2006 8:24 am    Post subject: Re: HEX Support, and Third Party Publishing Reply with quote

JohnK wrote:

I don't agree with this at all, and think this is a terrible idea. HEX has only been out for some three months or so now, and too much of the game world that Jeff and the folks at XGS envision isn't known yet. These will become clearer with the two sourcebooks due out, but to even think of licensing out the the Ubiquity mechanics at this point, before these supplements come out let alone bef0re the main Ubiquity rules come out, is a way of taking the company straight out of business at ths point.

What I was saying is that jeff and the folks at XGS need to

1. Update the website, which is three months out of date (some folks might be thinking that the game is dead or on hiatus); and

2. Add some support material up on the HEX webpages for the folks who are new to the game and who might want the game, as well as those of us who're chomping at the bit for a few things since the PDF when it becomes available won't be "new" for those of us who have the rpg in print form.

It's fine to say that we need to hype the game and all, but support material for HEX in whatever form from the company is the best way to go in this regard, not licensing it out to third parites at this point. One of the things that needs to be done up is a poster for the game that can be used to hype it when running demos and the like. A demo scenario, other than using the one from the rulebook, needs to be made available to those demoing the game at stores and conventions and the like, and the scenarios created by fokks here that are in the process of being PDFed need to be made available in the downloads section.

I'm sure others can offer more suggestions as well, but this is a start.


Well first off,I don't think it's a "terrible idea". I think it's a good idea but one that should be held off for a bit. John is right That it may be too soon for this step, but it may be a step to be seriously considered by the folks at Exile in the near future, and not dismissed outright.

The website does need work. I do a lot of online shopping and honestly, one of the first things I look at when considering a purchase is the site-is it kept up to date and if they have a forum section I check out the frequency of the posts. I have been burned a couple of times in the past, and as a result have become "cyber savvy" to a degree. There are two reasons I'm here- the first is because I love the genre-you have Pulp and Gaming in the same paragraph and I'm there baby. the second is when I started reading the forums I found that you rogues all shared my passion, your all relatively well behaved, and everyone here is enthused about this game. But if the game were to stand on the merits of the website alone I would have "bookmarked" it and moved on to the next site.

People are starting to read about this game, reviews are coming out. It's time to dust and set out the good silverware, folks are stopping by...
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Gimp



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PostPosted: Sat Nov 04, 2006 10:08 am    Post subject: Reply with quote

Spending the energy to set up and review contracts with other publishers would dilute the eenrgy available to complete Exile's HEX and Ubiquity projects. They don't need that right now.

the Evil DM points out a valid consideration; a lot of people check sites for activity and new ideas. Exile needs to work on the base site activity, but they've got a good forum running.

The alternate worlds section is a nice idea for the forum. It gives players a chance to throw out ideas other people can look at, without actually being an official set of resources.

JohnK had a valid point that more material is needed to sate the masses while they wait for the supplement books. A poster would be great Laughing , though I'm likely to scan the book cover and make one from it for now.

What about setting up an adventure section on the forum? Players could post adventures they created for others to use. Like the alernate worlds section, the adventures would not be official supplements, but they could be a valuble resource for players.

Simple rules could be established that players can add no major elements to the world.
The available land mass in the hollow Earth is large enough to allow a reasonably large kingdom. No empires are needed.
Any new races would need to be kept in line with those currently available, or restricted to those available in HEX.
No house rules for magic, further skill in Atlantean, etc, could be used, and artifacts could be restricted to a specific power level or kept to those already established by Exile in HEX.
The world above is established by our history, so no adventure can alter that.

Those are simple enough parameters to keep things controlled. There are enough established gamers here that can post simple adventures that could be either seeds, demo options, or one shots.

Any poster that doesn't follow the rules can be shot. OK, maybe not, but their adventure post can be.
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Salem Saberhagen



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PostPosted: Sat Nov 04, 2006 10:28 am    Post subject: Reply with quote

Gimp wrote:
The available land mass in the hollow Earth is large enough to allow a reasonably large kingdom. No empires are needed.
Any new races would need to be kept in line with those currently available, or restricted to those available in HEX.
No house rules for magic, further skill in Atlantean, etc, could be used, and artifacts could be restricted to a specific power level or kept to those already established by Exile in HEX.
The world above is established by our history, so no adventure can alter that.


We shouldn't forget that book pretty much says The Hollow Earth is fair game for Gamesmasters to design as they see fit (want a moon, sure put one in ; want some islands, go ahead ...), so I'd say if people want to design empires, let them ... we don't have to use them Smile

Nothing any of us write here is ever going to be canon in the game (except our own, of course), so I think people should be given free reign!

As for surface history being unalterable ... come on, this is Pulp Wink
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JohnK
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PostPosted: Sat Nov 04, 2006 10:42 am    Post subject: Reply with quote

Hullo, Tim,

Salem Saberhagen wrote:
Oh, I totally understand what you're saying. I was just trying to think of ways to help the Exile folks get in some cash - to supplement HEX sales.


Oh, I understood that. I think the man point I wanted to make was that the HEX rpg and the Ubiquity system are too young still to take and work with outside the company, on a professional level, at this point. I suspect that if Jeff and the folks at XGS don't focus too quickly on any other rpgs other than HEX, than the company will have a long, bright future. I would just hate to see what has happened to some of the small rpg companies out there happen to Exile Game Studio.

Salem Saberhagen wrote:
JohnK wrote:

HEX has only been out for some three months or so now, and too much of the game world that Jeff and the folks at XGS envision isn't known yet.


Surely it would be possible to produce some professional adventures based on the material already available and as long as Jeff has final say over any new material, then surely it can all remain canon?


While I suppose it could, it really comes down to letting the folks at Exile Games develop the game and the HEX setting a bit more before letting it go outside the company. At some point, I wouid love to see a CALL OF CTHULHU like product book of a series of conneccted scenarios and the like. Heck, I think at this point, we all just want to see some official adventure other than the one in the main HEX book.! Smile
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Gimp



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PostPosted: Sat Nov 04, 2006 10:53 am    Post subject: Reply with quote

Salem Saberhagen wrote:
Gimp wrote:
The available land mass in the hollow Earth is large enough to allow a reasonably large kingdom. No empires are needed.
Any new races would need to be kept in line with those currently available, or restricted to those available in HEX.
No house rules for magic, further skill in Atlantean, etc, could be used, and artifacts could be restricted to a specific power level or kept to those already established by Exile in HEX.
The world above is established by our history, so no adventure can alter that.


We shouldn't forget that book pretty much says The Hollow Earth is fair game for Gamesmasters to design as they see fit (want a moon, sure put one in ; want some islands, go ahead ...), so I'd say if people want to design empires, let them ... we don't have to use them Smile

Nothing any of us write here is ever going to be canon in the game (except our own, of course), so I think people should be given free reign!

As for surface history being unalterable ... come on, this is Pulp Wink

Pulp can have a major effect and still be pulp, but I wouldn't want to see generfal adventures that assassinate Hitler, or somehow force WW2 to start early with Germany invading the US.

Being larger than life heroes, and establishing a major alternate history, are very different things. People can run with whatever they want for home brewed campaigns, but altering surface history without knowing where Exile intends it to go could easily conflict with what they intend.

An alternate history belongs in the alternate worlds section, and not in a general adventure section.
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JohnK
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PostPosted: Sat Nov 04, 2006 10:56 am    Post subject: Reply with quote

Hullo, Gimp,

You make some good points in your post, notably about the time spent on outside contracts and the like, but I want tio address aniother point or two that you made...

Gimp wrote:

JohnK had a valid point that more material is needed to sate the masses while they wait for the supplement books. A poster would be great Laughing , though I'm likely to scan the book cover and make one from it for now.


Well, I don't have any graphics software and the like but my friend Steve (who posts here as "sross") did up a flyer for me for the HEX demo that I'm running att Jomini & Hawk next week. The poster is needed however, simply because it would increase exposure to the game in game stores and so forth.

Quote:

What about setting up an adventure section on the forum? Players could post adventures they created for others to use. Like the alernate worlds section, the adventures would not be official supplements, but they could be a valuble resource for players.


Well, the Design section is meant to be the place where scenarios and the like can go, or even the Gamemaster's Lair section, but I think that it would be good to have a separate Adventures section on the forums as well. Perhaps one for each Ubiquity system, as new Ubiquity rpgs are published?

Quote:

Simple rules could be established that players can add no major elements to the world.


This might be difficult to enforce, since adding "major elements" to the world is open to interpretation. Or did you mean this in terms of the land masses and places? There is no map of the Hollow Earth, remember, so it will look different for everyone running the gmae.

Quote:

Any new races would need to be kept in line with those currently available, or restricted to those available in HEX.
No house rules for magic, further skill in Atlantean, etc, could be used, and artifacts could be restricted to a specific power level or kept to those already established by Exile in HEX.
The world above is established by our history, so no adventure can alter that.


Everyone is going to add new races and the like to the game, simply because one has to offer challenges to one's players. The sourcebook on the Hollow Earth will likely have all kinds of new stuff on races and the like, since Jeff's got a vision of the Hollow Earth, and players will likely indvidiualise their games. Modern sensibilities have to come into this as well.

Despite the fact that the game is Pulp, I certainly see plots where history might be altered, but that would be the player characters' responsibility - making sure that it's not! Hmm, plots spring to mind... <evil g>

Quote:

Those are simple enough parameters to keep things controlled. There are enough established gamers here that can post simple adventures that could be either seeds, demo options, or one shots.


One of the things I intend to post up on my webpages are Adventure Seeds. I like adventure seeds and the like. Smile
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PostPosted: Sat Nov 04, 2006 1:08 pm    Post subject: Reply with quote

JohnK wrote:
Hullo, Tim,

I would just hate to see what has happened to some of the small rpg companies out there happen to Exile Game Studio.



I think it's pretty safe to say that's something NONE of us want to see!

Quote:
Heck, I think at this point, we all just want to see some official adventure other than the one in the main HEX book.!


And this is something we ALL want to see Smile
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Gimp



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PostPosted: Sat Nov 04, 2006 4:53 pm    Post subject: Reply with quote

JohnK wrote:
Hullo, Gimp,
Gimp wrote:

JohnK had a valid point that more material is needed to sate the masses while they wait for the supplement books. A poster would be great Laughing , though I'm likely to scan the book cover and make one from it for now.


Well, I don't have any graphics software and the like but my friend Steve (who posts here as "sross") did up a flyer for me for the HEX demo that I'm running att Jomini & Hawk next week. The poster is needed however, simply because it would increase exposure to the game in game stores and so forth.

I'll let you know when I get my poster made up, and post a link. Nothing Earth shattering, but I make up posters with both Paint Shop and Photo Shop to allow chnages in even info. I'm not fond of hand written white space posters, though I could make one up if people wanted it.
Quote:
Quote:

What about setting up an adventure section on the forum?...


Well, the Design section is meant to be the place where scenarios and the like can go, or even the Gamemaster's Lair section, but I think that it would be good to have a separate Adventures section on the forums as well. Perhaps one for each Ubiquity system, as new Ubiquity rpgs are published?

I'd like to see one that specifies it's for adventures, just to make searching easier
Quote:
Quote:

Simple rules could be established that players can add no major elements to the world.


This might be difficult to enforce, since adding "major elements" to the world is open to interpretation. Or did you mean this in terms of the land masses and places? There is no map of the Hollow Earth, remember, so it will look different for everyone running the gmae.

My main concern is based on new rules, as well as new and overcontrolling political entities.
A new artifact is fine, so long as it fits and doesn't unbalance things. An empire that controls 99% of the land isn't. New Atlantean language rules that are too powerful also would be a no go. Home brewed psychic rules should stay as options, rather than integral parts to an adventure.
Basically, nothing should conflict directly with what Exile has given us so far, nor assume the writer's new rules are what Exile intends for things only hinted at to date.
Quote:
Quote:

Any new races would need to be kept in line with those currently available, or restricted to those available in HEX.
No house rules for magic, further skill in Atlantean, etc, could be used, and artifacts could be restricted to a specific power level or kept to those already established by Exile in HEX.
The world above is established by our history, so no adventure can alter that.


Everyone is going to add new races and the like to the game, simply because one has to offer challenges to one's players. The sourcebook on the Hollow Earth will likely have all kinds of new stuff on races and the like, since Jeff's got a vision of the Hollow Earth, and players will likely indvidiualise their games. Modern sensibilities have to come into this as well.

Logical sensibilities are the major factor I'm concerned with. Adding a new race is not a problem, and may inspire Exile if it's very well done. Adding a new race that is a munchkin race is what I don't want to see. I have several sets of miniatures that would make excellent beastmen races, but I'd want to make sure they don't become a source of problems for another person's campaign.
Quote:
Despite the fact that the game is Pulp, I certainly see plots where history might be altered, but that would be the player characters' responsibility - making sure that it's not! Hmm, plots spring to mind... <evil>

World altering threats are part and parcel with pulp action. I simply don't want to see adventures that clash with Exile's vision. Stopping a major Thule plot to destabilize the US is fine, but an adventure shouldn't automatically alter the surface world even if the characters fail. Anything at that level should wait for now until Exile has shown us their vision.
Quote:
Quote:

Those are simple enough parameters to keep things controlled. There are enough established gamers here that can post simple adventures that could be either seeds, demo options, or one shots.


One of the things I intend to post up on my webpages are Adventure Seeds. I like adventure seeds and the like. Smile

I look forward to seeing them.
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Gimp



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PostPosted: Sat Nov 04, 2006 6:13 pm    Post subject: Reply with quote

I forgot my limits for online images. I've uploaded a jpg with a blank space for demo info culled from the book cover.

The reduced size for my Paint Shop poster (used for the jpg) is close to 2.9 mb, and the original is over 40.

If anyone wants the bigger files, let me know and I can email it.

http://hometown.aol.com/arendor/images/hexposterblank.jpg
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Wolverine
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PostPosted: Sat Nov 04, 2006 10:18 pm    Post subject: Reply with quote

If you can email me an A4-sized copy of that poster I'll see if I can change it into an editable .pdf to make printing them off easier and (possibly) more legible.

As for fan-made products, it is a little early to get into this just yet, IMHO. Jeff has mentioned he already has some things to develop the company in the pipeline, so let's wait for that first too.

If it does happen then a system similar to the Mutants & Masterminds Superlink scheme would be a good way to go. I don't know how much that differs from the others that have been mentioned, but it seems pretty straight-forward (for the most part) to me.
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JohnK
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PostPosted: Sun Nov 05, 2006 7:17 am    Post subject: Reply with quote

Hullo, Gimp,

Gimp wrote:
JohnK wrote:

Well, I don't have any graphics software and the like but my friend Steve (who posts here as "sross") did up a flyer for me for the HEX demo that I'm running att Jomini & Hawk next week. The poster is needed however, simply because it would increase exposure to the game in game stores and so forth.


I'll let you know when I get my poster made up, and post a link. Nothing Earth shattering, but I make up posters with both Paint Shop and Photo Shop to allow chnages in even info. I'm not fond of hand written white space posters, though I could make one up if people wanted it.


Please do, Gimp. A poster would be useful. Just remember to put a copyright notice on the poster, since we want the approval of the folks at Exile Games. Hmm, remember to pass the poster through them first, before showing the rest of us...

Gimp wrote:
JohnK wrote:

Well, the Design section is meant to be the place where scenarios and the like can go, or even the Gamemaster's Lair section, but I think that it would be good to have a separate Adventures section on the forums as well. Perhaps one for each Ubiquity system, as new Ubiquity rpgs are published?


I'd like to see one that specifies it's for adventures, just to make searching easier


Yeah, but at that point, how many spearate sections do you set up for other specific areas of interest?

Gimp wrote:
JohnK wrote:

This might be difficult to enforce, since adding "major elements" to the world is open to interpretation. Or did you mean this in terms of the land masses and places? There is no map of the Hollow Earth, remember, so it will look different for everyone running the gmae.


My main concern is based on new rules, as well as new and overcontrolling political entities.
A new artifact is fine, so long as it fits and doesn't unbalance things. An empire that controls 99% of the land isn't. New Atlantean language rules that are too powerful also would be a no go. Home brewed psychic rules should stay as options, rather than integral parts to an adventure.
Basically, nothing should conflict directly with what Exile has given us so far, nor assume the writer's new rules are what Exile intends for things only hinted at to date.


I can understand the concern about new rules and the like, but to be honest, one has to allow the people who run and play HEX the flexiibility to make the game their own.

Artifacts can horribly unbalance a game, the same as any weird science or technology in other roleplaying games. On the other hand, since the land of the HE isn't "laid out" for us (notife there's no map?), GMs are free to put empires and the like wherever they like. Jeff and Exiild Games have only given hints as to what's going on and all, and I suspect the Mysteries of the Hollow Earth will add a good deal more, but that book is six to eight months away. How limited do you want players and GMs to be?

Gimp wrote:
JohnK wrote:

Everyone is going to add new races and the like to the game, simply because one has to offer challenges to one's players. The sourcebook on the Hollow Earth will likely have all kinds of new stuff on races and the like, since Jeff's got a vision of the Hollow Earth, and players will likely indvidiualise their games. Modern sensibilities have to come into this as well.


Logical sensibilities are the major factor I'm concerned with. Adding a new race is not a problem, and may inspire Exile if it's very well done. Adding a new race that is a munchkin race is what I don't want to see. I have several sets of miniatures that would make excellent beastmen races, but I'd want to make sure they don't become a source of problems for another person's campaign.


Why ever not? By its very definition, whatever you do in a campaign of HEX is going to confl;ict with whatever I do at some point, and when you factor in all the various GMs and the like, well... I have plans for Easter Island, and something that looks remarkably like a Dalek (no plot connection there and the Dalek is a weird science invention), so that will conflict with your campaign. The only "real" campaign of HEX is the one that presumably Jeff runs, and that;'s the official one that will appear in the rulebooks. So...

Gimp wrote:

World altering threats are part and parcel with pulp action. I simply don't want to see adventures that clash with Exile's vision. Stopping a major Thule plot to destabilize the US is fine, but an adventure shouldn't automatically alter the surface world even if the characters fail. Anything at that level should wait for now until Exile has shown us their vision.


Surface world history is surface world histtory, and that should not be altered at all. Adventures are going to clash with Jeff and XGS's vision simply because we, the fans, are not Jeff and the Exile folks. And, Goddess forbid if the company were to go down in a year, what would you do about losing the XGS vision?
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PostPosted: Sun Nov 05, 2006 10:20 am    Post subject: Reply with quote

JohnK wrote:
Gimp wrote:
JonkK wrote:
Perhaps one for each Ubiquity system, as new Ubiquity rpgs are published?

I'd like to see one that specifies it's for adventures, just to make searching easier

Yeah, but at that point, how many spearate sections do you set up for other specific areas of interest?

I don't know how many game worlds Exile plans, but within HEX the question remains one of where to look or post? Is an adventure an expedition resource, something for the gamemaster's lair, or a file in the design bureau? An adventure is an expedition resource for GM's to use designed by a player.
JohnK wrote:

I can understand the concern about new rules and the like, but to be honest, one has to allow the people who run and play HEX the flexiibility to make the game their own...
...How limited do you want players and GMs to be?

I see no reason for any limits on general play. Players can do whatever they want in their adventures. If someone wants to run a campaign where the players conquer the whole of inner Earth, and they're having fun, go for it. If a player group wants to add home brewed Atlantean rules that allow characters to destroy enemies with a single word, and they like them, go for it. If someone wants to plot out the political landscape of every meter of inner Earth, and enjoys spending that time, go for it.

An adventure posted to the site should not require players to change their vision of HEX to suit another group's. When a group allows Darth Vader and his stormtroopers to take over inner Earth, that's no longer the HEX world, but an alternate Ubiquity world that should be acknowledged an alternate world.

New rule ideas for creatures from Skull Island or insanity effects are tools a GM can add or ignore.

An adventure that requires a major change in how a group views and uses HEX should come from Exile or within their group rather than another player group. Something the writer thought was great, but another group realizes too late will completely destabilize their campaign, should not be a possibility.
JohnK wrote:
Gimp wrote:
JohnK wrote:

Everyone is going to add new races and the like to the game, simply because one has to offer challenges to one's players. The sourcebook on the Hollow Earth will likely have all kinds of new stuff on races and the like, since Jeff's got a vision of the Hollow Earth, and players will likely indvidiualise their games. Modern sensibilities have to come into this as well.

Logical sensibilities are the major factor I'm concerned with. Adding a new race is not a problem, and may inspire Exile if it's very well done. Adding a new race that is a munchkin race is what I don't want to see. I have several sets of miniatures that would make excellent beastmen races, but I'd want to make sure they don't become a source of problems for another person's campaign.

Why ever not? By its very definition, whatever you do in a campaign of HEX is going to confl;ict with whatever I do at some point, and when you factor in all the various GMs and the like, well... I have plans for Easter Island, and something that looks remarkably like a Dalek (no plot connection there and the Dalek is a weird science invention), so that will conflict with your campaign. The only "real" campaign of HEX is the one that presumably Jeff runs, and that;'s the official one that will appear in the rulebooks. So...

There is room for conflicting campaign ideas. If you write up an simple adventure for your Daleks, and post it, I can decide to use them or not as a new creature type.
If you write up your Daleks as controlling inner Earth, and all your adventures are predicated on and must reflect that, I'm forced to accept your interpretation of HEX, or lose access to your adventures without rewriting them, which limits them as a resource.
Minor conflicts keep an adventure easy to shift to fit alternate perceptions. Major conflicts force acceptance of outside perceptions, or fail to function as an effective resource.
JohnK wrote:
Gimp wrote:

World altering threats are part and parcel with pulp action. I simply don't want to see adventures that clash with Exile's vision. Stopping a major Thule plot to destabilize the US is fine, but an adventure shouldn't automatically alter the surface world even if the characters fail. Anything at that level should wait for now until Exile has shown us their vision.

Surface world history is surface world histtory, and that should not be altered at all. Adventures are going to clash with Jeff and XGS's vision simply because we, the fans, are not Jeff and the Exile folks. And, Goddess forbid if the company were to go down in a year, what would you do about losing the XGS vision?

If a group wants to alter history for their campaign, that is their perogative. I have no issues with it, because it would be their campaign.

Something posted as a general resource should not alter history, because it forces people to accept a different player group's perceptions, becomes useless, or creates larger conflicts when official material becomes available.

So long as Exile is publishing material, adventures posted through them should not create conflict with what they publish. If they stop publishing material for HEX for any reason, then all campaigns will become self-sustaining and worries about major perceptive conflicts will diminish.

Unless that possibility occurs, major perceptive conflicts within their world should not occur on their site.
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Salem Saberhagen



Joined: 09 Oct 2006
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PostPosted: Sun Nov 05, 2006 12:38 pm    Post subject: Reply with quote

Gimp wrote:
So long as Exile is publishing material, adventures posted through them should not create conflict with what they publish. If they stop publishing material for HEX for any reason, then all campaigns will become self-sustaining and worries about major perceptive conflicts will diminish.

Unless that possibility occurs, major perceptive conflicts within their world should not occur on their site.


I think a problem has arisen from differing interpretations of what's "official" on these boards. Surely anything that is published here by a fan (ie. not a member of the Exile posse) is just suggestions - no matter how good, bad or indifferent it is.

It's quite unlikely that any GM who posts an adventure idea from his own campaign will find it gelling 100% with any other GM's game.

Just because all our games are set in a place called The Hollow Earth, it doesn't mean they are the same Hollow Earths ... for me that's one of the many brilliant elements in this system. Jeff has given us a mountain of clues/seeds/ingredients/call them what you will and we can all assemble them how we like and no one can be wrong Cool

And, to be honest, once you've paid your bucks it's your game and you don't even have to use Exile's ideas if you so choose. If JohnK wants his Hollow Earth overrun by steampunk Daleks, then so be it, and if he writes it as an adventure or a campaign I probably wouldn't run it as written but would love to read it for (a) an insight into how other people are running the game and (b) anything I can 'borrow' for my own game.
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