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Hunter Players Guide | ||
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Hunter Players Guide
Capsule Review by Jake de Oude on 20/02/02
Style: 3 (Average) Substance: 4 (Meaty) While this book is not a 'must-have', the thorough and detailed discussion of various subjects makes sure you'll find some useful stuff here. Product: Hunter Players Guide Author: Philippe Boulle, Carl Bowen, Ann Braidwood, Deird're M. Brooks, Ken Cliffe, Tim Dedopulos, Michael Lee, Michael Mearls, Joshua Mosquiera, Sean Riley, Adam Timworth Category: RPG Company/Publisher: White Wolf Game Studio Line: Hunter: The Reckoning Cost: US$ 25.95 Page count: 216 Year published: 2001 ISBN: 1-58846-700-7 SKU: WW8120 Comp copy?: yes Capsule Review by Jake de Oude on 20/02/02 Genre tags: Modern day Horror Gothic | White Wolf has the tradition of presenting their World of Darkness games in three main books: the "core" rulebook, which is meant for both players and Storyteller, a Players Guide and a Storytellers Handbook. I always wondered what kind of information could be found in the latter two. In my eyes, the core rulebook was all one really needed. Then again, I played a campaign for more than a year under a DM whose only help was the AD&D 2nd Edition Player's Handbook, and he did an admirable job, so I'm a little biased. As it turns out, you can easily do without Hunter's Players Guide, but it certainly helps. The presentationThe art direction of Hunter's core rulebook has always been a sore spot with me. The game was about normal people, suddenly confronted with the fact that monsters exist and prey on humanity. So why did I get all these pictures about people killing monsters with guns blazing and 3 bandoleers of ammunition slung around their broad chests? Yuck. Not that the artists are bad they are good, although not always as splendid as in Vampire or Wraith, to name some of my favourites. I hoped the subject matter was a mistake, but the Players Guide proves me wrong. Again, we see lots of guns, axes, bandoleers and guns. It gets better at the end of the book, though, with art actually depicting normal people. As a positive point, the illustrations often depict something that's described in the text. The contentsThe book opens with a piece of fiction called Lonely Home. It's rather good in establishing the gut-wrenching mood of Hunter: normal people dedicated to the hunt, but having to sacrifice a lot for this. The three pages thereafter are the Introduction, complete with a 'How to use this book'. Brief and to the point, this wastes almost no time to get to the first real chapter. Chapter 2: Rules of Engagement provides new rules for character creation. As with most new rules in the book, these are all optional and are not part of the Hunter canon. The chapter isn't very surprising and the new rules are solid, but not awe-inspiring. One option, for example, is for you to cash in all your character creation points for their respective worth (essentially, making them all freebie points) and then buy the Attributes, Abilities and Advantages you want. This system gives you more freedom in character creation and lets you built, for example, a character with relatively more Abilities than Attributes. This is just one example, but it gives you an idea you could probably come up with some of these rules yourself. As with all optional rules, you don't need these and this chapter can, in this light, be seen as a total waste. However, they offer a little more stuff to work with and it helps the less creative players. What does make this chapter more worthwhile are the four pages discussing True Faith in Hunter why the authors are against it, and what they offer instead. By now, we are about halfway through the book and come to Chapter Three: New Traits. Hunter's core rulebook, unlike Vampire's, lacked any Merits and Flaws. The Players Guide provides lots and lots of them however, neatly divided in different categories. The following chapter, The Measure of Humanity, starts with a discussion on changing creeds in a game: why a character may want to, how it to handle it rules-wise and how members of the different creeds tend to look upon it. This discussion is very detailed, a bit too detailed to my liking. What follows is a discussion of triggers: reasons for using them, or not using them, different types of triggers and ways of changing them. The third section of this chapter is called "Normal people in an abnormal situation". It talks about how to create a normal person as a character, how to play one and how to maintain your drive in playing one. The whole section is solid roleplaying advice, some of which you may have already heard one time or another, but for new players this should be very helpful. Interesting enough, the last part talks about method acting in quite some detail. Make Your Own Fate is the final chapter in the book and is again divided in several parts. Two sections discuss on how to approach the hunt: solo or in groups, reasons for doing so and the (dis)advantages of the approach. You can also find a section about the legal system in this chapter. This is very valuable, even though its focus is on the United States, as hunters are bound to run into the law sooner or later. Following this, the book ponders on how and why the various creeds relate to monsters. Again, a good topic that stresses the fact that not every hunter kills every monster at first sight. Writing styleAs many as 11 authors contributed to the Hunter Players Guide and as a result of this, there is not one style of writing. Much like the illustrations, the different sections are not credited and I can't discuss them properly. I'll give some general observations, though. ConclusionSo what is verdict? First, the presentation. It's not always in the way I would have liked. Among my problems are the bad subject matter of the illustrations and there are some cracks showing, probably results of the use of so many authors. On the other hand, the layout is very good style rates, therefore, three out of five.
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