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Capsule Review Written Review March 30, 2007 by: Lukas Myhan
Lukas Myhan has written 2 reviews, with average style of 4.00 and average substance of 4.50. This review has been read 7717 times. |
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Thus reads the back cover of Beast Hunters, a new two-player rpg from Berengad Games. In it, one player takes on the role of the titular Hunter, while the other becomes the Challenger, presenting the various obstacles and conflicts that the Hunter must face.
The Berengad has a wide range of cultures and geography types; while the Chel'qhuri live largely in an area of savannahs and low mountains, the beasts they hunt roam much further, allowing for adventures in a multitude of settings. I especially like how the Chel'qhuri avoid a lot of the "noble savage" trappings. They use "modern" (for a fantasy setting) metal weapons, and are shown to have the capability of being just as avaricious and flawed as the other cultures around them. They regularly prey on merchants and caravans from other areas that pass through their lands, and they're generally dismissive of people who aren't Chel'qhuri, referring to them as "softlings".
Each game of Beast Hunters begins with a formal salute between the player of the Hunter and the player of the Challenger. Any time the Hunter or Challenger step out of character for an extended period of time, the salute is performed again to signal that the game is on hold. The intent of this is to distinctly separate the game from all events that are ancillary to the game, and it also adds a very neat ritualistic quality to how the game is played.
Adventures are built out of a pool of "adversity points". Throughout the adventure, the Challenger will set a number of obstacles before the Hunter, spending adversity points to buy the difficulties involved in each challenge, which can vary widely in length and difficulty. The Hunter, not the Challenger, determines the size of the adversity pool for a given adventure, as well as the maximum number of adversity points that the Challenger may spend on any one challenge. Many adventures culminate in a fight between the Hunter and a beast; the nature and difficulty of the beast is determined by size of the adversity pool. Thus, in order to gain additional power, the Hunter must continually face more difficult and lengthy challenges, which adds a nice, subtle power-scaling effect to the game.
Individual challenges can be made up of anywhere from one to three phases. Each phase consists of the Challenger presenting the difficulties of the situation to the Hunter and the Hunter responding with his or her solution to the difficulty. Depending on whether or not the Challenger is satisfied with the response, he or she can either "give," ending the conflict, or move on to the next phase in which clarifying questions are asked and answered or additional aspects of the challenge are presented. At any point during these negotiations, the Challenger can choose to enter "conflict resolution". If the end of phase three is reached and the Challenger still isn't satisfied with the Hunter's solution to the challenge, conflict resolution is always the next step, and the actual fight with a beast in a beast hunt is always performed using conflict resolution as well.
It's in conflict resolution that the more "traditional rpg" aspects of Beast Hunters come out, and the dice start rolling. It does a nice job of being highly tactical, with a number of options, while keeping the system relatively simple. The Hunter and the Challenger takes turns maneuvering for advantage and building up a pool of points which can be used to place disadvantages or damage on their opponent. The same system is used for physical, mental, and social conflicts, with separate traits and damage tracks related to each being utilized. I'm a big fan of this sort of unified conflict mechanic, and Beast Hunters gets big points in my book for this particular part of the system.
More than anything, Beast Hunters' mechanics emphasize that rolling dice should only take place when it's absolutely necessary… or really cool. One of the few things that disappoints me with the game is how little distinction there is among the three phases of negotiation in a conflict. I would have liked to have seen some ritual phrases (a la Polaris) or gestures like the opening and ending salute to demark each phase, making them a bit more unique and interesting. As it is, it seems very easy for each one to just blend into the next, despite the fact that the phase during which you enter conflict resolution is very important, because it helps determine the Challenger's adversity point costs for the challenge.
Another downside is that while the book provides a number of beasts for use in hunts of various difficulties, it doesn't give guidelines for creating your own beasts. While this is something that most Challengers will be able to extrapolate from the beasts the book contains, it would be nice to have some clear guidelines for determining beasts' strengths, special powers, and tattoo abilities, especially since everything else in the book is so modular and clearly defined.
The text itself is also well presented. The writing is precise while still being entertaining, and the explanations of the various rules are very clear and include a multitude of examples to make sure that everything is as understandable as possible. The book also goes above and beyond by concluding with a ten page example of play which wraps everything up very nicely. One small downside is the lack of an index, but the book is only 143 pages long, and it opens with a detailed table of contents, so most readers should have no problems locating specific portions of the text. Overall, Beast Hutners easily meets one of my central criteria for a game book, which is that even if you never get to play it, it's still an entertaining and informative book to read.
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