Wow! Thank you so much for your comments! I'm so glad that you enjoyed our work and took the time to let us know. Sincerely, your post made our day.
As to why the overlap in abilities: in EtR, Vampires could heal by spending 3 blood, and we felt there needed to be some way to get rid of damage. Ideally, we wanted the characters to help each other out, but there needed to be some way to administer self-healing. The fire axe was due to the fact that in the first iteration of the game, we hadn't fully conceptualized what magical firefighting would look like in a fantasy world and had concepts like making firebreaks with an axe rather than using water elementals. That's part of the reason why all the characters carry fire axes. We felt we needed a "uniform" for the characters to be a fire company, while still keeping them stylistically and mechanically different. That's the thought process about the overlaps, anyway.
Again, thank you so much for your comments!
Dr Cameron Hays
Creator of
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Thank you for your comment! I agree about EtR games being at their best when there are successes to spread around. The worst is not having ANY successes. I tried to keep that in mind when writing abilities and equipment: in fact, our first playtest tilted a little too far the other direction and there wasn't the sense of urgency and danger that entering a burning building might have. We were lucky to have good feedback from our playtesters, and I think we were able to balance things a little better.
It's really clever and evocative. I think the Havoc Engine lends itself to this premise very well. My only nit-picks (and please take these in the spirit of collaboration rather than critique) were the random item chart on page 8 (it calls for the GM to roll 2d6 and consult the table, but the table is numbered 1-10) and the call to Choose Your Fighter (page 11) when one of the pre-gens is literally called "The Fighter." Those are easily remedied, however, and don't ruin my immersion at all. Great work.
