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A Review of The New Hunter The Reckoning
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<blockquote data-quote="Ethawyn" data-source="post: 8689220" data-attributes="member: 7017219"><p>So this is rather confusing, but I'll do my best to explain. </p><p></p><p>Back in the early aughts, White Wolf nuked the entire World of Darkness line with a big world ending metaplot event and then launched the "New World of Darkness." The focus was more on building a horror toolkit than big world building, although it never went fully in the direction of being just a horror toolkit. Most of the big old World of Darkness games like <em>Vampire: The Masquerade </em>and <em>Werewolf: The Apocalypse </em>got nWoD versions, some of which, like<em> Vampire: The Requieum</em>, were basically the oWoD version streamlined and stripped of metaplot, while others, like <em>Werewolf: The Forsaken </em>were complete reboots that totally remixed the building blocks of the original (think of the relationship between the 70s <em>Battlestar Galactics </em>and the 2000's reboot). The base rule system was also retooled and each of the splats were more closely tied to the same rule system than oWoD was (to the point of sharing a core "Mortals" rulebook). </p><p></p><p>Then in 2013, nWoD started getting 2nd Edition books put out by Onyx Path Publishing licensing from Paradox (who now owned White Wolf). They renamed the whole line <em>Chronicles of Darkness </em>and this was retroactively used for nWoD too. The reason for this is because they also started putting out 20th Anniversary versions of old World of Darkness books through Kickstarter, and Paradox eventually put out a 5th Edition of oWoD <em>Vampire: The Masquerade </em>designed by Ken Hite. V5 borrowed some stuff from the Chronicles of Darkness version of Vampire, changed the world ending events that had destroyed the oWoD into not world ending events (I'm a bit vague on this part tbh) and so now the world of oWoD exists again with some new lore alongside Chronicles of Darkness, both producing new books. V5 has had a bit of a tortured development cycle, starting in house with rebooted White Wolf under Paradox, moving to Modiphius, and then moving again to Hunters Entertainment. Hunters has since announced a "5th edition" of <em>Werewolf: The Apocalypse </em>and the newly released <em>Hunter: The Reckoning</em>, both using V5's version of White Wolf's rule system as a base. </p><p></p><p>So the short answer might be that oWoD is based on metaplot and big world lore, and CoD is a toolkit with a more limited default setting, but that's only true in the broad strokes, and CoD has itself gotten more lore heavy as it's gone along. Still, the assumption for CoD is that you can take or leave whatever elements you want. So, for example, there's <em>Vampire: The Requiem </em>and <em>Werewolf: the Forsaken. </em>If you run WtF, it's up to you whether or not the vampires of VtR exist in your world. </p><p></p><p>In terms of Hunter. The original <em>Hunter: The Reckoning</em> involved mortals who were imbued with supernatural powers to fight monsters. The new version is just normies fighting monsters, but very much positioned within the same world as <em>Vampire: The Masquerade</em>, etc. <em>Hunter: the Vigil </em>is also mortals fighting monsters, but there's less of a default world. There are also a number of factions created for HtV of various levels of power that players can be part of, which can change the tone a lot. The 2nd Edition also has a suggested campaign at the back called the Slasher Chronicle where mildly supernatural serial killers ala Mike Meyers are cropping up all over the place in greater and greater numbers.</p></blockquote><p></p>
[QUOTE="Ethawyn, post: 8689220, member: 7017219"] So this is rather confusing, but I'll do my best to explain. Back in the early aughts, White Wolf nuked the entire World of Darkness line with a big world ending metaplot event and then launched the "New World of Darkness." The focus was more on building a horror toolkit than big world building, although it never went fully in the direction of being just a horror toolkit. Most of the big old World of Darkness games like [I]Vampire: The Masquerade [/I]and [I]Werewolf: The Apocalypse [/I]got nWoD versions, some of which, like[I] Vampire: The Requieum[/I], were basically the oWoD version streamlined and stripped of metaplot, while others, like [I]Werewolf: The Forsaken [/I]were complete reboots that totally remixed the building blocks of the original (think of the relationship between the 70s [I]Battlestar Galactics [/I]and the 2000's reboot). The base rule system was also retooled and each of the splats were more closely tied to the same rule system than oWoD was (to the point of sharing a core "Mortals" rulebook). Then in 2013, nWoD started getting 2nd Edition books put out by Onyx Path Publishing licensing from Paradox (who now owned White Wolf). They renamed the whole line [I]Chronicles of Darkness [/I]and this was retroactively used for nWoD too. The reason for this is because they also started putting out 20th Anniversary versions of old World of Darkness books through Kickstarter, and Paradox eventually put out a 5th Edition of oWoD [I]Vampire: The Masquerade [/I]designed by Ken Hite. V5 borrowed some stuff from the Chronicles of Darkness version of Vampire, changed the world ending events that had destroyed the oWoD into not world ending events (I'm a bit vague on this part tbh) and so now the world of oWoD exists again with some new lore alongside Chronicles of Darkness, both producing new books. V5 has had a bit of a tortured development cycle, starting in house with rebooted White Wolf under Paradox, moving to Modiphius, and then moving again to Hunters Entertainment. Hunters has since announced a "5th edition" of [I]Werewolf: The Apocalypse [/I]and the newly released [I]Hunter: The Reckoning[/I], both using V5's version of White Wolf's rule system as a base. So the short answer might be that oWoD is based on metaplot and big world lore, and CoD is a toolkit with a more limited default setting, but that's only true in the broad strokes, and CoD has itself gotten more lore heavy as it's gone along. Still, the assumption for CoD is that you can take or leave whatever elements you want. So, for example, there's [I]Vampire: The Requiem [/I]and [I]Werewolf: the Forsaken. [/I]If you run WtF, it's up to you whether or not the vampires of VtR exist in your world. In terms of Hunter. The original [I]Hunter: The Reckoning[/I] involved mortals who were imbued with supernatural powers to fight monsters. The new version is just normies fighting monsters, but very much positioned within the same world as [I]Vampire: The Masquerade[/I], etc. [I]Hunter: the Vigil [/I]is also mortals fighting monsters, but there's less of a default world. There are also a number of factions created for HtV of various levels of power that players can be part of, which can change the tone a lot. The 2nd Edition also has a suggested campaign at the back called the Slasher Chronicle where mildly supernatural serial killers ala Mike Meyers are cropping up all over the place in greater and greater numbers. [/QUOTE]
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