RPGnet
 

Hucksters & Hexes

Author: John Goff
Category: game
Company/Publisher: Pinnacle Entertainment Group
Cost: $20
Page count: 128
ISBN: 1-889546-05-4
Capsule Review by Dan Davenport on 04/11/98. Genre tags: none
OK, I admit it: When I find a game I like, I get a bit obsessive-compulsive. I just HAVE to have the newest book that comes down the pike, always hoping that I don't end up feeling cheated. With Hucksters & Hexes, I needn't have worried. Simply put, if you are planning on using Hucksters in your Deadlands campaign, get this book.

With the new rules presented in H&H, hexslinging is now a much less suicidal profession. Hucksters with the "Old Hand" Edge -- one of several new Edges and Hindrances offered -- can draw the cards to make their hand one at a time, stopping whenever they like to avoid drawing a Joker. Hucksters casting hexes at a skill level of 3 or higher only get backlash on a black joker. And finally, the Backlash Table itself is now much more forgiving.

I was a little disappointed that the book didn't touch on other systems of magic, at least giving some idea of how they might function mechanically. (I'm assuming that ol' Merlin didn't whip out a hand of cards when he was doing his thing.) The closest it comes to this is a new Knack: Tempest. Tempests are the Weird West versions of Firestarter or Carrie. They have one innate hex power they can use with no risk of backlash. The drawback? The power can go out of control in tight spots. Personally, I would limit the choice of innate powers to hexes that would be a serious threat should the Tempest lose control... ("It was horrible! My power just got out of control, and I... I... I HEALED THE WHOLE TOWN!")

Hucksters can now cheaply pick up a new kind of hex, the "Trick". Tricks are the Huckster version of cantrips, small little low-risk magics that let you do cool things like light your cigar or reload your gun. Nothing spectacular -- just the sorts of things you'd expect a Western Wizard to be able to do without blowing himself up.

The list of new full-fledged hexes, the centerpiece of the book, is VERY extensive -- 45 pages long. Still don't see one you like? Well, there's a dandy new mechanic for inventing hexes all your own. While they were at it, I'd have liked to see some rules for improvisational magic, but this is a minor complaint.

The player's section of the book gives some well-thought-out information about how Hucksters relate to various groups in the Weird West, with the Marshal's section giving the "real story" -- entertaining reading all the way through.

The book offers 10 interesting new relics, most of which are at least marginally Huckster-related. These don't seem all that vital to the book as a whole, but they're a nice bonus nevertheless.

And speaking nice bonuses... As a pressed-for-time GM, I am eternally grateful to Pinnacle for including an adventure in every supplement since The Quick and the Dead. The one at the end of Hucksters & Hexes looks like loads of fun, managing to emphasize the lighter, campier side of the Deadlands setting without getting annoying -- a nice change of pace from the much darker (but no less entertaining) adventures in The Book o' the Dead and Smith & Robards. As chock full of quirky characters and Old West derring-do as it is, I could almost hear the theme from "The Wild, Wild West" playing in my head as I read it.

In short, I can heartily recommend this one, folks. If there are going to be Hucksters in your Deadlands game, this book is your winning hand.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.