#Huckleberry
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bearotonin-international · 5 months ago
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Huckleberry is living Wet Beast Wednesday to its fullest with some quality 🍉🇵🇸🍉
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boltedgarlic · 1 year ago
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11/11/2005
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xlr8nrg · 4 months ago
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lovealwayssay · 7 months ago
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My dad: we should watch Tombstone
Me, whose only knowledge of Tombstone comes from that one episode of Supernatural, in my best Cas impression: I’m your huckleberry
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vandaliatraveler · 2 months ago
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Walk with me: Autumn fire on the Allegheny Front. The heath's ablaze on the plains of Dolly Sods, signaling a change of season as Summer's greens burn away in Autumn's fire. Photos from the Allegheny Front at Flatrock Plains, Dolly Sods, and the Bear Rocks Preserve.
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more-flotsam-and-jetsam · 2 months ago
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nerdstreak · 11 months ago
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jumping on this art meme, this was fun!
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theresattrpgforthat · 4 months ago
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Mint Reviews: Huckleberry
This is a review for Huckleberry, a Wyrd West RPG by Steven Alexander. I received a copy of the Early Access version of the game in exchange for a review.
Huckleberry is a game about the dark and weird parts of a fictional Wild West, in which gunslingers and outlaws roam freely, supernatural creatures haunt the desert, and gold is earned through feats of derring-do.
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The Setting
The game begins with a legend that appears to be inspired by Navajo mythology, including a reference to the myth of Spider Woman and a world that exists beneath ours, closed 30 years ago forever to the inhabitants of the Fifth World, which appears to be the setting of the book. There is a supernatural force of nature called the Wyrd, touching everything around it and corrupting it. This dangerous element of the surrounding environment has made living difficult and dangerous, with palatable drinking water hard to come by, hoarded by water barons.
Your characters are occult bounty hunters called Mavericks, earning a living (and access to Cool Water) through hunting supernatural monsters. Because of the pervasiveness of the Wyrd, you characters might also be touched by the supernatural, giving them special abilities that help them survive in the harshness of the desert.
The Rules
Huckleberry uses a combination of dice and cards to represent obstacles and conflict resolution, as well as a player resource called Aces. The dice vary in size, and will increase or decrease to represent competency or difficulty. The cards are primarily used to determine the kind of challenge will face the player, but the suits of the deck are also thematically tied to character abilities, as well as potential effects from attacks coming from monsters.
Similar to what you might find in traditional roleplaying games, Huckleberry expects players to make both skill checks and attribute saves, representing a game that’s about combat and conflict with the world around you. Your character will have skills and attributes that can be mixed and combined however you like, reminiscent of the way you combine two stats in Chronicles of Darkness to give you a dice pool. Your character will also have a Wyrd die, a d10 that can be optionally reduced in size to re-roll checks or saves.
Additionally, characters have the ability to earn Aces, tokens or some other physical counter that can be spent in order to Sweeten the Pot (improving a potential success) or Sleeve the Ace (saved for later). A Sleeved Ace can be spent to add positive modifiers to your rolls, thus increasing your chances of success. Most of the time, in order to gain an Ace, your character will need to play according to type, but Aces can also be gained as bonuses when using certain abilities or special items.
Your character is built out of Attributes and Skills, but also a series of Traits that tell us something about their relationship to the occult, their personality, and their job. You also start with a special piece of equipment called a Big Iron, which is a legendary weapon with special abilities. You can modify your Big Iron over time, giving it mechanical bonuses that make them easier or more efficient to use, typically in combat. Your non-weapon items are represented by Kit, which is a limited inventory meant to represent the scarcity of the world you live in, and your wealth is abstracted to Wyrd-touched Chips, which also double as your XP.
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The Gameplay
Huckleberry moves between two phases of the game, called Drives and Pastimes. Drives are investigative and action-heavy phases, often missions that the players will choose and then have to finish in order to get paid. Pastimes are moments of downtime, where players can heal and pursue advancements for both themselves and the town that they build as their home base.
One unique element of Huckleberry is the way the card deck is used in the Drive phase, especially during combat. When it is time for the GM to respond to the actions of the players, they do something called Ante Up, which involves drawing a card from the deck. The suit on the drawn card determines something about the upcoming obstacle, and also defines associated Attribute required for the challenge. Face cards are especially lethal, reflecting a consequence inflicted by the word. The Ace & Joker cards represent a moment of reprieve, with the Wyrd acting in the character’s favor, and dealing each player a Sleeved Ace or an increase to their Wyrd die.
Sensitivity
Thematically, the setting plays up the tropes of Western fiction while including specific references to groups of people who live in the areas that are often referenced in these events. This includes the Hopi, the Diné/Navajo, the Nʉmʉnʉʉ/Comanche, and the Gáuigú/Kiowa peoples. There are references in the book to creatures and imagery that may have originated in these people’s mythologies, although I think that many of the common names have been changed or replaced with autonyms in an effort to respect the people who claim these stories. I’m personally impressed that the author has made an effort to recognize the authority and autonomy of the peoples whose stories have often been mangled or poorly represented by Western media.
I do not know if the author is Indigenous nor, do I know if they have hired a sensitivity reader for the indigenous themes in this book; a sensitivity editor is named, although the specific areas that the editor was responsible for are not made clear. The book does come with a land acknowledgement of the Amah Mutsun Tribal Band of Popeloutchom, where I assume the author resides, as well as a public acknowledgement of the harm the mythologizing of the American West has done to indigenous peoples and other people of colour. I’m not Indigenous myself, so I’m curious about how some of the subject matter within the book would be received by members of the Hopi and Diné tribes.
Summary
Huckleberry embraces the harshness and fickleness of the setting by using a randomizer like a card deck to determine the specific challenges and benefits that come the players’ way, while still ensuring that at some point, the players will come across a challenge that suits them. The book gives the reader a taste for the setting and then moves on to explaining how to play and how to build a character, leaving plenty of the story-crafting up to the group.
The playing cards are exceptionally thematic, as are the mechanical terms used to describe different actions in the book, such as Ante Up, Sweeten the Pot, and Sleeving an Ace. Combat is definitely the most fleshed-out part of the book, with various kinds of injuries and ailments that can negatively affect your character’s skills and abilities, and a drawn-out health track represented by Scars. I can see a lot of similarities between this game and Blades in the Dark, such as the phases of the game, the Deal with the Devil (free healing at the cost of agreeing to a bargain), and forcibly retiring your character should they take too many Scars.
That being said, I don’t think this a Forged in the Dark game in the slightest. The different dice sizes feel more akin to 24XX and the Wyrd die reminds me of the Plot Die in Rotted Capes. This game feels like the designer has taken some of his favourite pieces of various different games and combined them to deliver a Wild West experience that embraces unique, dynamic characters and dangerous bouts of conflict.
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Pros
The game understands and resonates with much of it’s source material, and knows exactly what kind of experience it wants to deliver. Fans of the Wyrd West will probably find a lot to like about this game.
The game provides structure in the phases of play, which I find can make it more approachable to players who don’t know where to start. A straight-forward mission/downtime cycle can give the group a good idea of where the story is going next.
The Sleeved Aces give the players a unique resource to help them give them a better chance at rolls that mean a lot to them.
The card-drawing mechanic in conflicts changes the role of the GM a little bit; they are less of a movie director and more of a game facilitator. Adding a form of chance when it comes to determining what exactly is challenging the players means that the GM doesn’t have to plan quite as much, and also reinforces the wildness of the Wyrd.
Cons
There’s a lot to keep track of. The consequences that can be inflicted upon your characters all work slightly differently, and there’s different categories. I'm slightly worried that a lot of play time might be eaten up by having to reference the book multiple times to look up different ailments and how they affect your character.
The unique language also requires some acclimation to a new system, which (to be fair) is a common struggle for someone picking up a new game, but I found myself having to re-read special mechanics more than once to understand what they were used for.
My biggest struggle has to do with understanding a specific ruling in the part that talks about Sixes & Sevens, which is meant to be the combat part of play. Sixes & Sevens is meant to make the game-play feel “cinematic” and therefore is meant to streamline combat. However, in Ailments & Inflictions, the writer recommends that the game should remain in Sixes and Sevens while the Mavericks still have life-threatening ailments. I’m curious as to how you would narrate a play-by-play of someone struggling with an illness and still keep the gameplay ‘cinematic”.
If you want a game that demonstrates a lot of love for the Weird West genre, you enjoy games that can beat your character up a little bit, and you like the thrill of not knowing what’s coming up next, then you might like Huckleberry.
You can check out the early access version of Huckleberry on DrivethruRPG.
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loverhorror · 7 months ago
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💙💙💙💙
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whitefireprincess · 10 months ago
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Huckleberry & Pumpkin Cheesecake | Five Daughters Bakery
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lilmisskiwi-art · 7 months ago
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Been wanting to give Clem's parents a fresh look. 🍑
Also finally design her older brother Huckleberry ~
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bearotonin-international · 8 months ago
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Y'all know Huckleberry is all about 🍉🇵🇸🍉
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bluebelly-sun-serpentine · 1 year ago
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A walk in coastal woods.
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strangermask · 4 months ago
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Okay, I know I said I would make separate posts for each fusion element BUT
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Look at this lil guy. Plasma Platypus spirit lil man
He finds Jay and Kai while they’re fused, and he just sticks with them. Jay calls him huckleberry cuz the platypus reminds the boy of huckleberry
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27vampyresinhermind · 2 months ago
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THERE ARE THREE BABY PYGMY HIPPOS!!!!!
Huckleberry, American baby hippo, was born on May 24th.
Toni, German baby hippo, was born on June 3rd.
Moo Deng, Thai baby hippo, was born on July 10th.
Moo Deng is the youngest and most viral but there are two others we need to be adoring as well!!!!
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gummi-stims · 7 months ago
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💙🥧Huckleberry Pie🥧💙
From pilotslime's Strawberry Shortcake collection on tiktok!
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