The Hollow Earth Expedition (HEX) Pulp adventure roleplaying game has been officially in existence for almost four months now, having first been officially published in August of 2006, and was released at GenCon. While the game is still not all that well-known in roleplaying gamer circles, HEX is beginning to attract new fans of the system and mechanics of Pulp adventure, and rpgers as well. The lack of familiarity with Hollow Earth Expedition on the part of many led to my compiling this file. This Frequently Asked Question (FAQ) page is designed to answer some of the commonly asked questions about the HEX game system, as well as to provide some insight into several elements of the game system.
That said, however, there are two other things that make Hollow Earth Expedition unique. The first is the focus of the game. It would have been very easy to focus the game on Pulp stories told in all sorts of environments and places with different themes and atmospheres to them (such as science, horror, mystery, adventure, romance, etc.). Instead, the game focuses on one, and only one type of Pulp adventure - the adventures set against the background of the Hollow Earth. The game focuses on adventures set within the Hollow Earth, a mysterious world within the earth that contains dinosaurs, tribes of primitive and (sometimes) violent folk, cultures of a bygone age, and all manner of weird science (if the GM desires). By focusing on the Hollow Earth (although scenarios and plots can also take place on what is called the Surface World), the game gives itself more of an mysterious, weird science adventure atmosphere, and allows the main rulebook to provide an overview of the Surface World without needing to provide lots of detail. Furthermore, it establishes the game as being designed to tell stories along the lines of Conan Doyle, Jules Verne, and Edgar Rice Burroughs. The Hollow Earth environment that is created for the game is one that allows for a very creative world with the GM's stamp on it, one that is wonderful and ensures that different people will have similar, and sometimes wildly variant versions of their Hollow Earth.
The second aspect that makes HEX unique is the manner in which player character are created and fit the genre of the Pulps. To begin with, players in HEX choose an Archetype for the characters that is loosely based on one of the standard types of characters that were found in the Pulp fiction of the 30's. The player then chooses a Motivation and a Flaw, each of which designates the means by which a player receives Style points for his or her character. Style points are the rewards that players receive for the kinds of behaviours associated with Pulp heroes and characters, and make the game fun for everyone, and they are used to add bonus dice, to boost one's Talents, reduce damage, and other functions that the GM can come up with.
What makes the game special as well is the manner in which the world portrayed in the Pulp fiction of the magazines and other works is brought to life by the game system's style and feel. It is a world of moral clarity; characters are good or evil, there is no in-between. It is a world where the (player) heroes are larger than life, with characters who are a little rough around the edges, but good and noble at their core. It is a world where player characters are lured into deathtraps by evil villains, who then gloat about their plans because the heroes can't possibly escape the trap set for them. It is the world of cliffhangers, where the weekly serials and the story in the magazine ended with the characters in a life-and-death situation, and one never knew how they were going to get out of it - but one came back the next week to see what would happen. It is a world of fast pacing, with furious action and little time to stop and think or plan. And that is what Hollow Earth Expedition offers to the roleplaying gamer. Which makes the game very special after all.