I don't like "Roll lots of dice!" systems at the best of times. If it's much better implemented, though, it might be worth a shot.
There is actually a firm cap of 10 on the amount of dice you can amass. So you get that feeling of a nice handful of dice, but it doesn't get ridiculous.
Pal, I am barely able to put a D&D group together. I'd rather watch a marathon of a German golf tournament than try to put a non-D&D game together.
Thanks for that image.
One: never heard of it before the ENnie nominations were announced. For whatever reason, news has not reached me - and I come to both EN World and RPG.Net every day, so . . .
I am not surprised. As I said before, there has been not that much promotion for the game outside the organized play league, and the fact that its a year later that the first supplement for it is coming out also didn't help.
Two: colonial America, even with witch hunters, ain't that exciting to non-Americans in general.
Well, to be fair, the game is not exclusively about Colonial America, it just happens to pick that as its focus for the core book. There is actually a nice gazetteer section in the book that covers what is going on in the world at large in a fairly good amount of detail, enough to birth quite a few adventures or full-on campaigns. Also, the Dark Providence adventures have already gone beyond the fledgling USA to explore Quebec and environs, and in Year 2 of the campaign (starting this Gen Con) we'll see some Old World adventures as well. So, this is very much a global-scope game; it just had to start somewhere, and Colonial America was a good choice.
1) There have been no products since the core book until now because the season was off (bad time to release new books).
I figured. It's been a slow year in general since last Gen Con. They've certainly come back with a vengance!
2) Expect Blessed and the Damned and an anthology of adventures at GenCon.
With baited breath.
3) Trying to build interest outside of the organized play game.
Same here. I love what's going on with Dark Providence, but the game needs to grow beyond that group as well.
4) First region books will cover New Amsterdam and Europe. Africa, South America, and India.
Fantastic news. See, mhacdebhandia?
5) Published adventures will be playable through the Dark Providence campaign.
No surprise there; they've been doing this with Arcanis for years and it's worked great.
7) Rucht Lilavivat is "Mr. Witch Hunter." He's also a real nice guy. I sat in on a 4e demo with him.
I've spoken with Rucht a few times over email; I'm looking forward to meeting him in person.
8) There is a lot of internal discussion about how much focus needs to be on crunchy stuff for players (Blessed and Damned) and fluffy stuff for GMs (setting books, GToA). This is made more difficult since WH is not really a crunchy game.
I actually trust PCI to not overcrunch the game needlessly.
9) Response to the organized play has been good, but doesn't meet Living Arcanis numbers...yet.
Then again, Living Arcanis has been going on for 7 years (debuted Gen Con 2001 with my one adventure for it!), and if list traffic is any indication, it hasn't done too shabby since launching last year.
Looking forward to playing it at Gen Con. I'm normally not a fan of alt-history or dice pool mechanics, but Witch Hunter is intriguing.
There should be games of Dark Providence going on steady during the con, so check out with PCI for more info. I'm considering putting together an informal game with pre-gens for people who may want to try it without the organized play restrains. We'll see.
We used to play Living Death with my home group; despite the resistance of some of them to anything that's non-d20, I think they may enjoy WH.
I don't have specific names right now, but IIRC, some of the folks that used to work on Living Death moved over to Dark Providence. At least I remeber that being touted, but I need to go find a source. But hey, if it's true, you have the perfect tool for bringing your players over!