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This is a very complete package. It includes of course, the adventure “The Wild Hunt” and the Savage Worlds Test Drive Rules, but it also comes with six ready-to-play characters and Figure Flats for both the player characters and the scenario’s various NPCs. Everything is done in full colour and because it comes crammed into sixteen pages, in a relatively small fount size. The booklet is printed on quite a stiff paper stock, so if the GM wants to, he can cut out the Figure Flats and the player characters, and then use them as is.
As the adventure, “The Wild Hunt” opens, the pre-generated characters, a sextet of waifs and strays, find themselves aboard a bus wending its way through the wilds of Wisconsin. They include an ex-medical student, a veteran, a small time crook, a parapsychologist, an experimental subject, and a runaway student. Bar the parapsychologist, all of the characters are on the run for some reason or other, such as the ex-medical student wanting to get away from paying his loans and the veteran trying to get away from his nightmares. Further, only the parapsychologist has any reason to visit the dispersed hamlet of Ebernburg, which is where the bus happens to break down. It is whilst waiting for the replacement bus to get to them that the growls and howls begin out in the darkness – and then it turns just a little bit X-Files…
It should be noted that the author has made effort to keep the pre-generated characters gender neutral. Although their actual illustrations suggest their intended genders, their names can be used by either sex, and further, their Figure Flats are given for both genders for each character. Overall, the adventure is fast paced and action orientated, although there are opportunities for some roleplaying too. A group should complete the adventure in a single session or so.
The version of the Savage Worlds Test Drive Rules included with The Wild Hunt is a cut down version of what is available on the Pinnacle Entertainment Group website. They come as a PDF that runs to sixteen pages in length compared to the six pages here, but then this version has quite literally been condensed and had the character sheet, the combat templates, and some rules – such as those for character advancement – excised. The actual rules in this version really only run to three pages, the other three pages being devoted to magic, psionics, and the RPG’s Edges and Hindrances – Savage Worlds’ equivalent of Advantages and Disadvantages. The rules are generally easy to read and understand, the condensed format allowing room for examples that aid the learning process.
The Wild Hunt is a solid package that packs a lot into its sixteen pages and serves up a solid introduction to the fast paced, action orientated Savage Worlds.
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