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Grimm, Witch Hunter, Serenity... insights on the systems?
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4271711" data-attributes="member: 43283"><p>Serenity - The game seems to have some pretty polarized people. Apparently later printings of the book cleared up some bits here and there (I've got a first printing myself). Overall it seemed fine. Nothing particularly exceptional, but I haven't seen anything deserving of the scorn it gets. Battlestar Galactica uses a tweaked and updated version of the game system.</p><p></p><p>The game system itself has been around for a while. It was originally the system used in Soverign Stone (non-d20 obviously), and got revised before being used for Serenity. It's got some elements that might make people think of Savage Worlds (different die types for ratings), but it's not as fast as Savage Worlds is from what I've seen. To be fair though, I don't have that much experience with either so I could be off my mark here.</p><p></p><p>Witchhunter:Invisible World - I'm actually going to be running that soonish myself. It depends on how long it takes for the group to finish off Expedition to the Barrier Peaks.</p><p></p><p>The system apparently has a fair amount of similarity to the old World of Darkness system. I'm not really familiar with either the new or old WoD, so I couldn't say if this is a "good" or "bad" thing. I do know that the group I've got is d20 or WoD only, so they were willing to give it a shot when I let one of 'em look it over and he pronounced it "good enough" on a fairly quick skim.</p><p></p><p>Overall, it seems to be geared in the direction of "action horror" rather than CoC type horror. From the looks of it, the characters are still pretty human. I don't really know of anyone actively running a game, so it might be hard for you to get a whole lot of information on it.</p><p></p><p>It's done by the same guys that did Arcanis, so if that means anything to you (it didn't mean anything to me) that might help out.</p><p></p><p>The book seems plenty self-contained enough to me, although I haven't had a chance to devour it, and few games ever seem to survive full contact with players. *shrug*</p><p></p><p>There's a website where you can download a number of different scenarios, so checking those out might help you a bit.</p><p>Witchhunter home: <a href="http://www.paradigmconcepts.com/witch_hunter/" target="_blank">http://www.paradigmconcepts.com/witch_hunter/</a></p><p></p><p>Here's the adventures:</p><p><a href="http://darkprovidence.net/Adventures.html" target="_blank">http://darkprovidence.net/Adventures.html</a></p><p></p><p>And here's the campaign guide and some pre-gen chracters:</p><p><a href="http://darkprovidence.net/Rules.html" target="_blank">http://darkprovidence.net/Rules.html</a></p><p></p><p>A note: The campaign guide and adventures are put out there for the "Living Witchhunter" thingy they're doing. Kinda like the Living Arcanis thing they did, which is like the Living [Whatever] stuff the RPGA does.</p><p></p><p>While the game is called "Witchhunter" it doesn't exactly mean, "You're burning witches in Salem". You're monster hunters, as well as going after people that have made a deal with "The Advesary". It's basically early Colonial Americas, but with minor differences here and there. My wife for example noticed a few things regarding Native Americans (She and her sister are the last of their family line that can claim Cherokee blood) that weren't quite right, but she was quite pleased that she'd be able to play a female type character without having to worry about the usual "Shut up woman" sort of thing that seems to go on in many historical based/inspired games.</p><p></p><p>I looked at it and immediately started thinking "Three musketeers meets Van Helsing (without the suck)". Brotherhood of the Wolf or maybe 13th Warrior also came to mind.</p><p></p><p>The only kind of thing that leapt out at me as possibly being a problem, is the fact that religion plays such a strong role within the world. Characters can be Witchhunters from all kinds of different faiths, but there's not a whole lot of different religions offered up initially in the book. In theory they're going to come later. Right now they're working on a monsters book.</p><p></p><p>The "problem" regarding the religions thing is two-fold. The first is that if a player wants to do something other than what's in the book ("Screw the Church. I want my guy to be a Taoist Monk Witchhunter!!") the GM is going to have to figure it out themselves.</p><p></p><p>The second "problem" is simply how the players might be inclined to portray people that are very committed to their lot in life and are religious. I've seen an uncomfortable amount of players go for the "raving lunatic" approach to the "deeply religious person". You know the type: they grab the worst elements, the nastier stereotypes, and act like unthinking fanatics.</p><p></p><p>The first problem is relatively easy to deal with: Either restrict players to what's in the book, or be willing to put in a bit of work.</p><p></p><p>The second problem is trickier. It's really going to depend on how well you know your group, and/or how easy it is to get them to "buy in" and agree to the premise of the game. </p><p></p><p>If you've got a player that's got strong anti-christian or anti-religious tendencies, it might just be better all around to give the game a pass. It's not that the game is preaching at you, it's the fact that I personally get tired of some player's misbehavior while they claim "I'm just playing my character!!!". The strong element of religion can be like bloody meat in front of a cat to this kind of player.</p><p></p><p>If you don't mind waiting a couple of months, I'll probably be able to give you a better idea of how things have worked out based on Actual Play. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4271711, member: 43283"] Serenity - The game seems to have some pretty polarized people. Apparently later printings of the book cleared up some bits here and there (I've got a first printing myself). Overall it seemed fine. Nothing particularly exceptional, but I haven't seen anything deserving of the scorn it gets. Battlestar Galactica uses a tweaked and updated version of the game system. The game system itself has been around for a while. It was originally the system used in Soverign Stone (non-d20 obviously), and got revised before being used for Serenity. It's got some elements that might make people think of Savage Worlds (different die types for ratings), but it's not as fast as Savage Worlds is from what I've seen. To be fair though, I don't have that much experience with either so I could be off my mark here. Witchhunter:Invisible World - I'm actually going to be running that soonish myself. It depends on how long it takes for the group to finish off Expedition to the Barrier Peaks. The system apparently has a fair amount of similarity to the old World of Darkness system. I'm not really familiar with either the new or old WoD, so I couldn't say if this is a "good" or "bad" thing. I do know that the group I've got is d20 or WoD only, so they were willing to give it a shot when I let one of 'em look it over and he pronounced it "good enough" on a fairly quick skim. Overall, it seems to be geared in the direction of "action horror" rather than CoC type horror. From the looks of it, the characters are still pretty human. I don't really know of anyone actively running a game, so it might be hard for you to get a whole lot of information on it. It's done by the same guys that did Arcanis, so if that means anything to you (it didn't mean anything to me) that might help out. The book seems plenty self-contained enough to me, although I haven't had a chance to devour it, and few games ever seem to survive full contact with players. *shrug* There's a website where you can download a number of different scenarios, so checking those out might help you a bit. Witchhunter home: [url]http://www.paradigmconcepts.com/witch_hunter/[/url] Here's the adventures: [url]http://darkprovidence.net/Adventures.html[/url] And here's the campaign guide and some pre-gen chracters: [url]http://darkprovidence.net/Rules.html[/url] A note: The campaign guide and adventures are put out there for the "Living Witchhunter" thingy they're doing. Kinda like the Living Arcanis thing they did, which is like the Living [Whatever] stuff the RPGA does. While the game is called "Witchhunter" it doesn't exactly mean, "You're burning witches in Salem". You're monster hunters, as well as going after people that have made a deal with "The Advesary". It's basically early Colonial Americas, but with minor differences here and there. My wife for example noticed a few things regarding Native Americans (She and her sister are the last of their family line that can claim Cherokee blood) that weren't quite right, but she was quite pleased that she'd be able to play a female type character without having to worry about the usual "Shut up woman" sort of thing that seems to go on in many historical based/inspired games. I looked at it and immediately started thinking "Three musketeers meets Van Helsing (without the suck)". Brotherhood of the Wolf or maybe 13th Warrior also came to mind. The only kind of thing that leapt out at me as possibly being a problem, is the fact that religion plays such a strong role within the world. Characters can be Witchhunters from all kinds of different faiths, but there's not a whole lot of different religions offered up initially in the book. In theory they're going to come later. Right now they're working on a monsters book. The "problem" regarding the religions thing is two-fold. The first is that if a player wants to do something other than what's in the book ("Screw the Church. I want my guy to be a Taoist Monk Witchhunter!!") the GM is going to have to figure it out themselves. The second "problem" is simply how the players might be inclined to portray people that are very committed to their lot in life and are religious. I've seen an uncomfortable amount of players go for the "raving lunatic" approach to the "deeply religious person". You know the type: they grab the worst elements, the nastier stereotypes, and act like unthinking fanatics. The first problem is relatively easy to deal with: Either restrict players to what's in the book, or be willing to put in a bit of work. The second problem is trickier. It's really going to depend on how well you know your group, and/or how easy it is to get them to "buy in" and agree to the premise of the game. If you've got a player that's got strong anti-christian or anti-religious tendencies, it might just be better all around to give the game a pass. It's not that the game is preaching at you, it's the fact that I personally get tired of some player's misbehavior while they claim "I'm just playing my character!!!". The strong element of religion can be like bloody meat in front of a cat to this kind of player. If you don't mind waiting a couple of months, I'll probably be able to give you a better idea of how things have worked out based on Actual Play. :D [/QUOTE]
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