There's flaws in the fabric, but Paradigm Concepts still weaves a fine tapestry in Witch Hunter with a laboriously detailed setting and an easy-entry d10 system.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
The system, as you've summarized it, sounds a lot like the white Wolf world of darkness game - are you familiar enough with it to point out what's different between the two?
Thanks for the review - I've been partially looking for this to come out.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Thanks for the review. Many of the backgrounds will seem a bit odd until you review to catalyst section and place the heroes in the context of an adventure. A soldier, on the face of it, may seem like a better choice for a Witch Hunter than a prostitute, but not all threats can be beaten by force of arms.
I am happy that you recognized our efforts to prevent the presence of any "dump stats." Certainly various abilities will be more valuable than others based upon your character concept, but that is the way of such things. The talents were designed to be varied so that no two characters will be the same and anyone familiar with Living Arcanis could speak to the utility of so-called "weak" feats once one is immersed in the story. Dark Providence will take that to another level.
Right now, the game is strongest in its New World usage, but we have plans for books detailing Europe, Africa, and the Near East. Islam is not heavily detailed because the focus is on the Western European colonial powers and the native peoples of the New World. I can recommend and excellent resource on Historical Islam with our Tales of the Caliphate Nights release.
The only notable omission insofar as Great Eurpoean powers is with Sweden, which did settle a colony in modern Maryland, Delaware, and New Jersey. Historically, by this time it was done for, but was likely worth consideration.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Quote:
Originally Posted by jcfiala
The system, as you've summarized it, sounds a lot like the white Wolf world of darkness game - are you familiar enough with it to point out what's different between the two?
Thanks for the review - I've been partially looking for this to come out.
The only true similarity is in that one rolls pools of d10s and counts successes. Witch Hunter dice explode so even that is not quite the same.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Quote:
Originally Posted by ParadigmCFO
The only true similarity is in that one rolls pools of d10s and counts successes. Witch Hunter dice explode so even that is not quite the same.
If you say so. But if you told me you were planning a game with nine stats, with a dice pool made up of d10s that succeed on a seven, I'd still think you were talking about world of darkness. I find World of darkness interesting enough, but somewhat bland, so I'm actively trying to find out more about the system here... but if you don't want to advertise, don't mind me.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Hey Eric,
Don't get me wrong; I wasn't criticizing the backgrounds. I suppose I could've been clearer; when I said "strange" I didn't mean that in a bad way. I think it's awesome that I can build a 200 kilo Spanish nanny with a built-in talent for grappling.
On talents, I agree that in the contexts of some games most can be useful, but I still don't see the utility in many of heroic feats that make them worth either four skillups or four basic talents. When you guys start cashing the big cheques and look at supplements, I'd like to see heroic talents get a lot more love.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Quote:
Originally Posted by jcfiala
If you say so. But if you told me you were planning a game with nine stats, with a dice pool made up of d10s that succeed on a seven, I'd still think you were talking about world of darkness. I find World of darkness interesting enough, but somewhat bland, so I'm actively trying to find out more about the system here... but if you don't want to advertise, don't mind me.
LOL, alright. There is nothing bland about the Witch Hunter rules system.
The rules were designed with three goals in mind:
First, the rules should never get in the way of the story. At no point during an exciting action scene or tense moment of suspenseful horror should a Witch Hunter or the Grand Master have to look in the book. Anything you don't know should be easily approximated with an action roll, that can be tallied by a glance.
Second, the rules should actively reflect the theme of the game. Faith and Damnation are designed to model the rewards of virtue, and the true temptation of the enemy. It is hard to earn faith, but it is vital to your characters long-term success. It is easy to earn damnation, and doing so will always help in the short-term, the temptation to give in is ever present.
Third, the heroes should be able to do amazing feats, and should be actively encouraged to do so. With various talents, witch hunter order powers, and spells, high-flying movie stunt caliber deeds are there for the taking. 'I walk over and swing my sword at the werewolf' is not, mechanically, any simpler than 'I leap from the balcony to the chandelier and cut its rope - riding it down to land atop the werewolf'. At most the character should have to make an additional check upon landing, and he will likely get a hero point for adding to the excitement.
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
I can't really add too much more to this conversation because I've only read about half the book. The chapters which focused more on the concept of the game (mostly historical and otherwise) and not the game's mechanics. If there ever was a game that wanted to be a LARP though, I guess this is it.
Does anyone think that the use of real religions and/or history might push some potential buyers away?
One last comment; I noticed that one of the playtesters was named Phil Collins. Do you think he seemed to have an Invisible Touch? (sorry Phil)
Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)
Quote:
Originally Posted by Optikill
Does anyone think that the use of real religions and/or history might push some potential buyers away?
No.
Use of religion at all is gonna push some buyers away but real world doesn't matter because people will read their own faiths into a fictional one if they want to be offended or impressed and the anti-religious will view all faiths as allegorical for faiths they don't follow.
I remember people saying repeatedly that Blue Rose's clearly fictional Jarzoni faith from a purely made up world was clearly Islam. People were certain, really certain. So much so that the presence of an equal number of gamers who were sure it was Catholicism didn't seem to make them wonder if it might be their perception and not the game that made them feel so. Because it was clearly Islam (or Catholicism if you were on the other side).
So no need to worry if some people will get worked up over real world faiths, they'll get worked up over religions where you worship a giant turtle with a machine gun if they think the turtle is the Pope and the machine gun the clergy...or whatever.
Now you know that guy ain't shit. Sorry ass motherfucker ain't got nothin' on me...nothin'!- Barack Obama
She asked me, "Do I believe in equality for gay and lesbian people?" I was pretty surprised to be asked a question like that. It made no sense to me. Finally, I asked her, "What do you think I voted for at Omaha Beach?"- Phillip Spooner