Most helpful customer reviews
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3.0 out of 5 stars
"Heeeere monster. That's a nice monster...", Jan 31 2004
Though suffering from a bit of the verbosity that seems to plague White Wolf publications (the supplements in particular; you could halve their lengths if you just made sure each point was made only once), Hunter: The Reckoning is, despite the judgements flung towards it, actually one of the most down-to-earth, difficult, and tactically challenging games White Wolf has released. Though many might instantaneously assume that it is meant to be an Army of Darkness style shoot-'em-up (like the namesake video games based on Hunter), the inclusion of firearms is primarily just a natural human response to grab SOMETHING they can fight back with. Honestly, against blood-drinking walking corpses, semi-spirit werewolves, immaterial ghosts, and horrors far worse, you'll need brains to survive. Unless your storyteller is heavy on action and firepower, trying to play this game in the twinky stereotype it's often given will get you killed, fast. In fact, not all the Creeds (philosphical archetypes of Hunter, which determine their powers) are even geared toward fighting at all. Some try to rehabilitate or cure monsters, while others don't even go that far, simply seeking to understand them, let them know they are not begrudged for it, and leave the doors of forgiveness open. Trying to talk an angry vampire out of killing a roomful of mortals can take on challenges all its own.An issue of confusion seems to be those who mix up the Hunters (capital H; note the full, proper title being the "Imbued Hunters") with unrelated groups. Though some number of them may have joined groups like the Society of Leopold, Hunters are imbued with their powers when confronted with the supernatural. They share no unified system, no overarching organization or membership cards. Though they can meet with others of their kind, their disorganized nature and supernatural powers set them apart from conventional mortal hunters, be they alone or in groups. The issue of incompatibility seems to be largely unfounded. Imbued Hunters are explained in several White Wolf core rulebooks, and creatures from several of these books are even summed up in Hunter. The relatively minimal mention of them does make sense. Ultimately, the Hunters, as they are, are not a powerful force. All together, their powers and armaments mean relatively little. Only with time, careful planning, and survival could they ever hope to take back the night. It is this ultimate weakness which is their primary dilemma. Still ultimately mortals with a few helpful cantrips and tricks to give them a better chance, most are left with the disappointment of only being able to do what few things they can. Whether you want to play a boomstick-toting zombie blaster, a skittish parapsychologist trying to get a peek into a dark and hidden world, a wandering redeemer seeking to save the inhuman souls of the damned, a stake-toting Van Helsing, or a stiff-collared exorcist attempting to dispel hellish influence from the world, there's a niche in Hunter for you. Just don't pack any guns you can't drop in a hurry. You'll need to shed as much weight as possible when it's time to start running.
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5.0 out of 5 stars
Very good storytelling horror game, Jan 30 2004
By A Customer
If you're interested in playing a vampire hunter, or werewolf hunter... this is a great game to do it based on a storytelling aspect rather than dice rolls. Also, it's set up to play as a kind of survival-horror game better than anything else; it doesn't have the dice rolling of the old Dark Conspiracy game, but you can definitely do the story well with the character outlines provided. The book is well layed out and easy (and fun) to read, with more than a few inspiring sections for a beginning gamemaster. I do recommend picking up the player's guide with it, though, especially if your players are veterans of other RPG's.
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5.0 out of 5 stars
VERY Overlooked, April 21 2003
I've played Werewolf. Hell, I've dabbled in Vampire. Both are really great games if you want to play as something that's rediculously powerful and only have a real challenge if you're fighting an older Vampire or Werewolf (in either game). Hunter is different: instead of being this ungodly-powerful monster, you're this regular Joe with a neat trick, trying to fight the aforementioned monsters. It sounds unfair, I know, but that's what makes this game beautiful. You have extraordinary powers, but they're hardly enough to stop a charging Get of Fenris or Bruja in its tracks. You're alone, and if you don't find help, either you'll die, or you'll be driven insane. That, my friend, is true fear. Yes, the story aspect is my favorite part of this game, but let's discuss the gameplay. As in most White Wolf games, the gameplay takes a backseat for story, but there's a perfectly working game here, too. Each player creates a Hunter (someone trying to fight monsters that only they can see) and assigns him/her powers.
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