The game website: http://www.exilegames.com/games/hex.html
And here is a fan-made inspirational video: http://www.youtube.com/watch?v=Uoax8B0JCts
I have the books on PDF and the rules look a lot like Shadowrun 2E with a fixed target number 4; basically, flipping coins. There are 6 primary attributes, many skills with different specializations, skill dice pools do not add attribute rating, and unskilled rolls default to attributes. Obviously, there is no cyber, matrix, or magic. Technology is 1930's and supernatural forces are highly limited elements of the storyline.
The pulp adventure setting is great, but the real appeal (at least for me) is the archetypes. Instead of your typical RPG game where all the characters have some combat abilities, these characters are mostly non-combatants. Archetypes include Actress (like Ann Darrow in King Kong), Field Biologist, Lost Traveler, Mad Scientist, Missionary, Occultist, Professor, Reporter, etc. Granted, the Big Game Hunter and Rugged Explorer will know how to use firearms, but they are still not likely to be combat trained.
This makes for innovative and challenging campaigns, where the players experience the action and excitement roleplaying their characters, but without the constant combat sequence. The game also includes Style Point, which are gained mostly by roleplaying your character's motivations and flaws, and can be used to boost talents or increase dice pools.
My question is, has anyone played this game (or something very similar to it) and if so, how did you manage running or playing in such a ‘rare-combat’ campaign filled with adventure?
I thank you in advance for your feedback.