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The screen is definitely eye catching and conveys a feel for the Hollow Earth. While the side facing players partially depicts the same image as the core rulebook, the expanded image looks great and does a good job of keeping the mind focused around pulp adventure and the Hollow Earth. I had the opportunity to play in a game where the GM used this screen, and as a player it really worked well for me when the characters were in the Hollow Earth.
In addition to the screen, a 16 page insert is included which provides several little additions to the Hollow Earth Expedition core rulebook. While the insert is a simple black and white affair, it showcases the same high production values as the core rulebook.
Under the Cover
Just what tables and reference tools does the screen have? It covers all of the following:Attributes, Encumbrance, Size, Movie, Attribute Rolls, Rules Overview (seven steps to task resolution), Difficulty, Modifiers, Time, Degree of Success, Style Points, Experience Points, Combat Overview, Combat Maneuvers, Attack Modifiers, Defense Modifiers, and Damage (a full panel covering all types and object damage).
There is so much information here that the last bit of the screen is blank – about a quarter of a page. I can only imagine that this is due to all the relevant game information already appearing on the panels. I can’t think of any worthwhile table or information from the corebook that is missing here. What’s the rule for Called Shots? Grappling? How easy is it to break down a stone door? What are the Influence steps? All of these questions can easily be answered with just a glance at the screen.
The insert is nice and provides a little bit more of everything. Two Archetypes, a Motivation, several Talents, Flaws, a new combat system, and an example adventure. Of the character focused mechanics my favorite addition is Atlantean Power Words, which is a Talent that allows a character to speak word of power that may force their adversaries’ minds to bend to the speaker’s will.
The new combat system converts the existing turn based combat system into tick based combat. What this means is that there aren’t combat rounds anymore. Instead, actions carry a time cost and it could be that one character performs several fast actions before another character performs a single slow action. It’s a well done alternative to the existing system for those that want it, and a detailed example of the system in play really helps to make it a useful option.
The example adventure is a simple affair. Spanning 7 pages, it involves a romp to the Hollow Earth to foil a Nazi plot. Fully statted NPCs and good setup advice make this a worthwhile addition to the product.
My Take
My only complaint here is the small area of no content on the screen. Something – anything – in that area would have been nice. Pulp adventure hooks, diabolical mastermind names and a random adventure title name generator are just a few I can come up with off the top of my head. Nevertheless, this is an excellent package and one well worth owning if you regularly run Hollow Earth Expedition games. While the cost is a little high, just keep in mind that it’s a luxury gaming supplement and that you’re paying for higher quality materials than what you would expect to find on many other GM screens.For those familiar with other GM screens, be aware that this is even sturdier than the high quality World of Darkness screens White Wolf has been putting out over the past few years. The glossy nature and evocative artwork also put it a notch above those screens, but not by much. When compared to the papery screens that Wizards of the Coast continues to produce there’s no contest – this is flat out a higher quality item.
If you’re a fan of HEX and want a handy reference tool for your games then this is a fine choice.

