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Witch Hunter: Are you playing? Yes? No? Why?
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<blockquote data-quote="BluSponge" data-source="post: 4387059" data-attributes="member: 916"><p>It isn't extremely alt. The Dutch still control New Amsterdam, the Spanish are still fighting the Aztecs, things like that. But the door is open, and seeing as it is expressed that nearly every culture has some witch hunter organization, it would make sense to have a couple of African oriented ones. I really like Imaro's idea of a voudon-oriented order. Easily done given the core rules, you'd just want to dress it up a bit with a few personalized powers.</p><p></p><p>I think this is also a good place to point out that nothing PRECLUDES a GM from doing any of these things mentioned, only that Paradigm Concepts haven't gotten around to rolling that out. While the current state of the milieu is euro-centric, it leaves the door WIDE open for Witch Hunters of nearly every stripe. You'll just have to do a bit of work -- and isn't that half the fun of the game?</p><p></p><p></p><p></p><p>I want to take exception to that a bit. Female characters in a historically accurate Victorian setting are hardly unplayable, just as a free African immigrant in colonial America is very playable. They just lend themselves to certain types of stories and are harder to incorporate into the troupe-style play that is the standard for RPG parties. And those stories may not appeal to all groups. Every era has repressive rules regarding SOMEONE! The middle ages and Renaissance (the defacto-period setting for most DnD campaigns) were no exception to this. I think you do yourself a disservice when you dismiss certain periods of history because they present inherent challenges. Likewise, I won't disparage anyone who avoids them because their group finds them unappealing. (I know a guy who finds any period beyond the invention of gunpowder unappealing...except for Star Wars.) </p><p></p><p></p><p></p><p>Hell and no. Witch Hunter doesn't have a lot of crunch. Like I said, a voudon-oriented order of witch hunters would fit right into the setting with minimal fuss. At worse, you'd have to create a unique Tradition of Sorcery (Voudon). This would constitute around 6 Basic Rites (spells), 4 Greater Rites, and 2 Heroic Rites. The easy way out would be to examine the other six traditions and pick and choose those that fit with your vision of the power, then tweak the fluff regarding those rites to give them the appropriate feel (off the top of my head, I would say Animism and some of the more benign Necromancy rites would do it).</p><p></p><p>If the character wasn't planning to be a spellcaster, though, it's no muss, no fuss. Just dress him up, give him an appropriate accent and backstory, and he's ready to go out and kick some Adversary a@#. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 4387059, member: 916"] It isn't extremely alt. The Dutch still control New Amsterdam, the Spanish are still fighting the Aztecs, things like that. But the door is open, and seeing as it is expressed that nearly every culture has some witch hunter organization, it would make sense to have a couple of African oriented ones. I really like Imaro's idea of a voudon-oriented order. Easily done given the core rules, you'd just want to dress it up a bit with a few personalized powers. I think this is also a good place to point out that nothing PRECLUDES a GM from doing any of these things mentioned, only that Paradigm Concepts haven't gotten around to rolling that out. While the current state of the milieu is euro-centric, it leaves the door WIDE open for Witch Hunters of nearly every stripe. You'll just have to do a bit of work -- and isn't that half the fun of the game? I want to take exception to that a bit. Female characters in a historically accurate Victorian setting are hardly unplayable, just as a free African immigrant in colonial America is very playable. They just lend themselves to certain types of stories and are harder to incorporate into the troupe-style play that is the standard for RPG parties. And those stories may not appeal to all groups. Every era has repressive rules regarding SOMEONE! The middle ages and Renaissance (the defacto-period setting for most DnD campaigns) were no exception to this. I think you do yourself a disservice when you dismiss certain periods of history because they present inherent challenges. Likewise, I won't disparage anyone who avoids them because their group finds them unappealing. (I know a guy who finds any period beyond the invention of gunpowder unappealing...except for Star Wars.) Hell and no. Witch Hunter doesn't have a lot of crunch. Like I said, a voudon-oriented order of witch hunters would fit right into the setting with minimal fuss. At worse, you'd have to create a unique Tradition of Sorcery (Voudon). This would constitute around 6 Basic Rites (spells), 4 Greater Rites, and 2 Heroic Rites. The easy way out would be to examine the other six traditions and pick and choose those that fit with your vision of the power, then tweak the fluff regarding those rites to give them the appropriate feel (off the top of my head, I would say Animism and some of the more benign Necromancy rites would do it). If the character wasn't planning to be a spellcaster, though, it's no muss, no fuss. Just dress him up, give him an appropriate accent and backstory, and he's ready to go out and kick some Adversary a@#. :) Tom [/QUOTE]
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