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[Non-d20] Witch Hunter: Invisible World - my impressions
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4325236" data-attributes="member: 43283"><p>Well, I'm no fancy reviewer like Crothian <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />D) but here's my take:</p><p></p><p>The book is about... say 265 pages after dumping the ToC, Character Sheet in the back, etc.</p><p></p><p>As I make it out, there's a solid 77 pages of "pure" fluff.</p><p></p><p>They've done a pretty good job of mixing the fluff in with the mechanics, so it can be sorta hard to separate out the pure mechanical bits.</p><p></p><p>For example, Chapter 5 is "The Three Circles of Sorcery." It's speaking pretty directly to how magic works in the world as well as what it looks like, and the kinds of effects it has. So it's really a blend of mechanics and fluff. It's worth 16 pages.</p><p></p><p>Chapter 8 is Grimoires and Relics. It's another fluff/mechanic combo, covering forbidden texts and other knick-knacks kicking around. It's worth 18 pages.</p><p></p><p>So depending on you you count it, you might wind up with an additional 34 pages of at least somewhat useful fluff.</p><p></p><p>Chapter 9 is advice to the GM for trying to pace things, set the mood, and so forth. That's 7 pages.</p><p></p><p>They've really done their best to make the game "completely playable" with just the one book, whether you're a player or trying to run the game. As the guy trying to run it, I think they've done a pretty good job, but it does mean that they've got the mechanical bits kicking around: how to build mooks, a bestiary section in the back, and so forth.</p><p></p><p>They've only recently released a second book, which is all about foes the Witch Hunters face, including at least one "society". So there's going to be at least some fluff with that, although I think that books is much more optional. I won't know until sometime next year though when I can actually get it.</p><p></p><p>Does that help any?</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4325236, member: 43283"] Well, I'm no fancy reviewer like Crothian (:D) but here's my take: The book is about... say 265 pages after dumping the ToC, Character Sheet in the back, etc. As I make it out, there's a solid 77 pages of "pure" fluff. They've done a pretty good job of mixing the fluff in with the mechanics, so it can be sorta hard to separate out the pure mechanical bits. For example, Chapter 5 is "The Three Circles of Sorcery." It's speaking pretty directly to how magic works in the world as well as what it looks like, and the kinds of effects it has. So it's really a blend of mechanics and fluff. It's worth 16 pages. Chapter 8 is Grimoires and Relics. It's another fluff/mechanic combo, covering forbidden texts and other knick-knacks kicking around. It's worth 18 pages. So depending on you you count it, you might wind up with an additional 34 pages of at least somewhat useful fluff. Chapter 9 is advice to the GM for trying to pace things, set the mood, and so forth. That's 7 pages. They've really done their best to make the game "completely playable" with just the one book, whether you're a player or trying to run the game. As the guy trying to run it, I think they've done a pretty good job, but it does mean that they've got the mechanical bits kicking around: how to build mooks, a bestiary section in the back, and so forth. They've only recently released a second book, which is all about foes the Witch Hunters face, including at least one "society". So there's going to be at least some fluff with that, although I think that books is much more optional. I won't know until sometime next year though when I can actually get it. Does that help any? [/QUOTE]
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[Non-d20] Witch Hunter: Invisible World - my impressions
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