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Hunter Storytellers Handbook | ||
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Hunter Storytellers Handbook
Capsule Review by Jake de Oude on 14/03/02
Style: 4 (Classy and well done) Substance: 5 (Excellent!) If you (intend to) run Hunter, do yourself a favour and buy this book. It made me appreciate the game more, as many things fall into place. Even if you don't run Hunter, you may want to pick it up. Product: Hunter Storytellers Handbook Author: Mustafa Bashir, Carl Bowen, Philippe Boulle, David Carroll, Ken Cliffe, James Maliszewski, Mike Mearls, Patrick O'Duffy, Lou Prosperi, Sean Riley, Adam Tinworth, Chuck Wendig Category: RPG Company/Publisher: White Wolf Game Studio Line: Hunter: The Reckoning Cost: US$ 25.95 Page count: 220 Year published: 2001 ISBN: 1-58846-701-5 SKU: WW8121 Comp copy?: yes Capsule Review by Jake de Oude on 14/03/02 Genre tags: Modern day Horror Gothic | As I noted in my review of the Hunter Players Guide, White Wolf has the habit of bringing out three core books for their games: the actual core rulebook, a players guide, and a storytellers handbook. This handbook rounds out the trio for the Hunter line. This review will first cover the presentation (style) and then the contents (substance) of the book, closing with a conclusion. If you're impatient for that conclusion here it is: this is a very good book. As with the Players Guide, you don't need it, as you can easily built a campaign with just the core rulebook, but is very, very useful. I don't say that your campaign will suck without it: I say that your campaign will be even better if you use it. The presentationLike the Players Guide, the Handbook is a sturdy hardcover book, with a full-colour cover and black-and-white interior. Cashing in with a handsome 220 pages, this a nice, thick book, with plenty of room for discussing a lot of subjects. There's is a lot of text in the book, as the amount of art is relatively small. Compared to other White Wolf books like, say, the Hunter core rulebook, there are few illustrations. Almost every square inch of the pages is used, with few headers and some sidebars to break up the text. The contentsThe piece of opening fiction is nicely done, with a teenager being imbued. A teenager is imbued here, and shows the fact that the chosen ones are a diverse lot. It first builds the characters place in said world, sketching his environment and hopes, and then shatters it. It goes to show that Hunter is a very gritty setting — I'll get back to that. The Introduction is not just that, it's far more. If you're used to skipping introductions, well, you may not want to do that here. In this section the truth about the Messengers is told. Yes, you heard that right. Of course, not everything is told, and it's still incomplete, but you get to know who the Messengers are, what their goals are, and what part the imbued play in their schemes. This is an excellent move from the developer, Ken Cliffe, as it gives the storyteller something to work with. What's even better, this "meta-plot information" can easily be ignored. If you don't like it, just skip it and continue as you were. I'm glad that the developer decided that storytellers are mature enough to receive this information, and leaves it up to them to use it as they see fit. Chapter one is called Unveiling the Night and provides "guidance and tips on creating convincing antagonists and monsters that befit the imbued." And that it does admirably. The first article gives solid advice on building an antagonist, and takes three paths to do so: the organisation, the conspiracy and the climber. How did it come to be? How does it support itself? What is its chain of command? This is stuff every GM should read, whether directing Hunter or another RPG. If you're beginning to see a theme here, you're right. I like this book. It covers all the things you need on how to use Hunter, not just in the way the authors want you to use it (although that's certainly a major issue here), but also in your own way. It gives you tons of advice, again not just applicable to this game, but to other RPGs as well. How to move from those first sessions? How do I keep it realistic, but still fun? How do I use injuries not just as punishment, but as a way to propel the plot further? How do I keep the characters, and the players for that matter, together? The thing with this chapter, and the book as a whole, is that it made me appreciate the game more and more. It gives you an idea of the tremendous effort the designers seemingly put in it. All those pieces in the core rulebook fit together here. It's impressive. And yet, it also made me realise that this is not a game I'll play for long, if at all. At least, not the way the authors envision it. It's just too gut-wrenching, too down-to-earth, and too gritty. But hey, your opinion may vary: maybe you like those things more than I do. But before I lose myself in euphoria and contemplation, let me give you an overview of the final chapter, Guides on the Hunt. It's divided into 4 articles. The first discusses the Messengers and how to handle (or ignore) them in your chronicle. How do you use the hunter code, visions, patrons, edges, and so on. Nothing really inspiring here, except for the last option: using the Messengers as enemies. ConclusionAs I said in the second paragraph: this is a good book. It is crammed with useful advice, not just for directing Hunter, but also for other RPGs. Some of this stuff, and I think of the stuff on styles of play and building a convincing antagonist, is required reading for every GM. A really experienced GM may have seen all this before, but I sure didn't, and certainly not in one single book. My substance rating is therefore a full 5 out of 5. | |
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