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Witch Hunter: Are you playing? Yes? No? Why?
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<blockquote data-quote="Eloiwyn" data-source="post: 4390656" data-attributes="member: 55544"><p><strong>Love the game</strong></p><p></p><p>Witch Hunter is the only non-D&D game I've played-- it's popular in our locale, and after 25+ years of exclusive D&D play we were finally talked into trying it. I'm extremely glad we did, as we've had a blast with it.</p><p> </p><p>In many ways, the "weird" (to me) rules mechanics and d10 system has been a plus-- unlike D&D, where I can quote rules out of dozens of books and have prolonged arguments on the finer points of just about any situation, in Witch Hunter I haven't a clue, and it is strangely liberating. I say what I want to do, roll whatever dice I'm told to roll, and react to whatever happens-- in other words, I get to just play the character!</p><p> </p><p>I've also quite enjoyed the "historical" setting. Yes, it takes liberties with real history, but it's familiar enough that I can really picture the character and the environs, and can have fun with accents that are actually relevant (sure, dwarves always had Scottish accents, but I would have felt a little embarrassed putting on a thick French accent for one of my elves...)</p><p> </p><p>We've only played the organized Dark Providence version, not home campaigns, but the stories have been great-- very creepy, and every one when it's come to the big baddie I 've been really convinced that there's no way we can take it and we're all going to die horribly. </p><p> </p><p>As for the questions about minorities, it seems to work. Witch Hunters are exceptional people. They can transcend normal limitations. And, they always recognize their own. I've known folks to play Jews and Muslims-- their fellow Witch Hunters know what side they're on, and as for the locals, they can either be kept in ignorance, or the more "acceptable" Witch Hunters can run interference. And, of course, slavery is a very real element of the times, but again Witch Hunters are exceptions. You can be a freed Black slave, if that's what you want, or even a character from Africa-- there's not a lot in the core rulebook to cover it, but also nothing to prevent it, if you've got a good character concept it and role-play it well. The state of women of the time has also not stood in the way of any of us playing female characters-- I've known folks playing school marms, nuns, "grannies from hades", prissy academics, and in one case a Russian thug who was tough enough that no one was going to argue the inappropriateness of it with her. My own is a half-Indian folk healer who got sent off to be educated by nuns in Quebec. She can excuse any lapses in her French accent to the Algonquin influence, and packs enough pistols and heathen magic that the sailors don't hit on her for long.</p><p> </p><p>--Eloiwyn</p></blockquote><p></p>
[QUOTE="Eloiwyn, post: 4390656, member: 55544"] [b]Love the game[/b] Witch Hunter is the only non-D&D game I've played-- it's popular in our locale, and after 25+ years of exclusive D&D play we were finally talked into trying it. I'm extremely glad we did, as we've had a blast with it. In many ways, the "weird" (to me) rules mechanics and d10 system has been a plus-- unlike D&D, where I can quote rules out of dozens of books and have prolonged arguments on the finer points of just about any situation, in Witch Hunter I haven't a clue, and it is strangely liberating. I say what I want to do, roll whatever dice I'm told to roll, and react to whatever happens-- in other words, I get to just play the character! I've also quite enjoyed the "historical" setting. Yes, it takes liberties with real history, but it's familiar enough that I can really picture the character and the environs, and can have fun with accents that are actually relevant (sure, dwarves always had Scottish accents, but I would have felt a little embarrassed putting on a thick French accent for one of my elves...) We've only played the organized Dark Providence version, not home campaigns, but the stories have been great-- very creepy, and every one when it's come to the big baddie I 've been really convinced that there's no way we can take it and we're all going to die horribly. As for the questions about minorities, it seems to work. Witch Hunters are exceptional people. They can transcend normal limitations. And, they always recognize their own. I've known folks to play Jews and Muslims-- their fellow Witch Hunters know what side they're on, and as for the locals, they can either be kept in ignorance, or the more "acceptable" Witch Hunters can run interference. And, of course, slavery is a very real element of the times, but again Witch Hunters are exceptions. You can be a freed Black slave, if that's what you want, or even a character from Africa-- there's not a lot in the core rulebook to cover it, but also nothing to prevent it, if you've got a good character concept it and role-play it well. The state of women of the time has also not stood in the way of any of us playing female characters-- I've known folks playing school marms, nuns, "grannies from hades", prissy academics, and in one case a Russian thug who was tough enough that no one was going to argue the inappropriateness of it with her. My own is a half-Indian folk healer who got sent off to be educated by nuns in Quebec. She can excuse any lapses in her French accent to the Algonquin influence, and packs enough pistols and heathen magic that the sailors don't hit on her for long. --Eloiwyn [/QUOTE]
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