When I was a HackMaster 4th Edition GM I ran quite a few convention tournament games, either as a table GM or a Head GM. The biggest/hardest part of the job was writing/editing adventures for tournament play, but the second biggest (and least fun) was making pre-gen characters. Pre-gens took a lot of time, there were tons of details to keep up on and even if it was a pre-gen only tournament, a lot of your work went unused.
Even though I don't really run many convention games, Motley Jerks still hit me as something I want "just in case".
Example Page |
The 21 pre-gens range from level 3-8 and are portraided (inside joke for some of my KoDT friends) from high-level to low level. I have to admit that on my initial pass I didn't read the cover/title/explanation page and it seemed that Chaotic Henchmen Productions had screwed up and had some duped pages. What they did do is add additional pages for the shorter demi-humans so each one of the little buggers had two different movement rates based on how you ran your game.
I really liked the attention to detail on these pre-gens. I think, based off of my experiences, that many pre-gen creators would skip adding up and factoring equipment encumbrance in their move rates. Also, computing modifiers for AC on to-hit rolls for each weapon...nice touch. In my experience if that isn't already part of the PC sheet, it isn't going to be used in-game.
The pre-gen sheets are easy to read, seem easy to use, and at the price of free, Motley Jerks is a good grab. If I had one real criticism it would be that instead of 21 different pre-gens I'd rather have 7 specific pre-gens shown at three different levels (3rd, 5th, and 7th). Now I do realize this might just be a personal bias since that is how I generally made my pre-gens. I'm glad I downloaded Motley Jerks just so I have these guys when needed, either as a GM or as a player trying to join a pick-up game.
0 comments :
Post a Comment