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The Archetypes and Motivations FAQ

Last updated November 29th, 2006

The Hollow Earth Expedition (HEX) roleplaying game has been in existence for about five months now officially, and there are many elements of the game system that have aspects to them that make the players, and GMs, think a little bit. This Frequently Asked Question (FAQ) page is designed to answer some of the commonly asked questions about one of the more basic HEX game elements - Archetypes and Motivations.

Archetypes and Motivations Frequently Asked Questions

I've witnessed the discussion on the HEX forums about the differences between Motivations and Flaws. So, what are the differences between Motivations and Flaws?
Jeff Combos wrote, ""I really enjoyed the debate on Motivations vs. Flaws that occurred in the HEX forums. It warms my gamer heart to read an intellectual debate on where the two concepts overlap.

"Motivations and Flaws may be whatever players and Gamemasters agree upon. There are some guidelines, however, and there is an important one that I want to reiterate here.

"To a player, Motivations, like Flaws, represent ways to get Style points. They are not synonymous, however, as Motivations reward you for playing your character in a specific way while Flaws reward you for intentionally (or unintentionally) hurting your character.

"To the Gamemaster, Motivations have a different function. They connect the player character to the game and give him or her a reason to follow the plot. Think of it like a carrot and stick. Style points are the carrot, the Motivation is the stick, and the GM uses them both to keep up the game going in the right direction.

"Okay, you probably knew all of that already, but here is where the subtlety comes in. In order for a Motivation to drive a plot or storyline, it needs to work on a higher level. The Gamemaster should be able to pick a Motivation as a Theme for his game. In fact, one could think of Motivations as personal themes for player characters.

"When looked at through this lens, some Motivations will be more useful than others. Justice, Revenge, or Fame are all universal concepts. Fanaticism, however, is problematic, because I can't just say that "Fanaticism is a Theme of my game." It begs the question, "Fanaticism about what?" To my mind, fanaticism is a modifier for a Motivation, useful for religious zealots and vigilanties, and therefore makes a better Flaw.

"All of this assumes, of course, that you're playing with Themes or using Motivations as a guideline for character generation (such as in the sample adventure in the HEX rulebook, page 233). If none of this appeals to you, or sounds too much like method acting, then feel free to make up whatever Motivations sound good to you. Forget about the stick and just sink your teeth into the carrot!"

I started mapping out the characters based on the Disney movie Atlantis, when I realized there's no archetype to cover Cookie, the cook. Any help on this?
As Jeff Combos wrote, the cook from his Skull Island convention scenario was the "Crewman" Archetype (which doesn't exist in the game as of yet), but you could always use the "Craftsman" or "Everyman." types. As noted, none of those Archetypes show up in the book, but Jeff has used them them in some of the adventures he's run. Perhaps they will appear in future game supplements, or we'll be able to persuade him to post them in the HEX forums as extra material.

Special thanks to Jeff Combos, Melissa McNally, M. Sechin Tower, and the folks on the Hollow Earth Expedition (HEX) forums for their help in the compiling of this FAQ information.


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This page first went on-line December 13th, 2006

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