Showing posts with label Hunter. Show all posts
Showing posts with label Hunter. Show all posts

Thursday, July 11, 2013

Deserted Island experiment - Hunter: The Vigil

Sometimes I see...

monsters

...and they need to be hunted down...

If you were to take the new Hunter game to a deserted island, the first question if you can only take three books is, what's core? Is the WoD rules core and the Hunter book a supplement? If I choose to include the Hunter book itself as a core book, this is my list.

  1. Mysterious Places -There are more interesting books in the new World of Darkness for doing things beyond the big lines like Vampire and Mage. I like that. This book is one of those I think you could use for many modern day games of creepy stories. The fact that it's name reminds me of the Ars Magica books Mythic Places doesn't hurt either. This is a book with some interesting locations, designed to be horrific, weird and creepy. I think they have succeeded quite well. All of them come with story suggestions and quite evocative descriptive text. I bet you could probably come up with this kind of stuff on your own, but I need to be kickstarted by a book like this.
  2. D6 Adventure Locations - I'm unsure if that D6 is part of the title or just telling us it's part of a game line. I guess you've noticed that I branched out. This is not a White Wolf book. In this book you will find maps of airports, conference centres, hotels ans other everyday locations. Add to that a paragraph of items commonly found at such a location, and you have some excellent help to make a fight scene in one of these places be just a bit more interesting, with some parts of the interior decoration to throw around. But, even though this is a very hand book, it looks bad. There are lots of clip art in it, which looks cheap. Then there's the cover illustration which I hate. What the heck is that woman wearing? It's wet suit for diving? So why does it look so flimsy over her breasts, suddenly clinging closely to the shape of them? Why does it look like it's metal polished to a high sheen, or is it just that it looks like a bad Photoshop colouring? I guess you get the point.
  3. Supressed Transmission - You know what this collection of articles is, right? I'll just summarize. Ken Hite. You need more? Ok, this is a book collecting Ken's columns from Pyramid Magazine (yet another game company, Steve Jackson Games). Here you can find lots of ideas for conspiracy and weirdness, which can conceal those you hunt, or give hints to where they have hidden throughout history. If nothing else, you'll have lots is fun reading and odd facts you can befuddle your players with, and amuse yourself with. There's even a second volume, but then this list would be too long.

As you can see my game of Hunter:The Vigil would encompass a lot. As far as I know there have not been much support material published for H:TV so why not look at other game lines for inspiration?

Would your list look different? Agree? Disagree? Feel free to say so.

For my next post in this series I'm tempted to try to limit D&D or Traveller down to three books. Can you do that to 35 years of supplements? Maybe.

Wednesday, May 26, 2010

Bad writing and a personal style in game book writing

A while ago, my oldest FLGS shut down. It was sad to see them go, but at least I got a few good deals from the shutdown sale. One of the books I bought was the WoD game Hunter. I got it for a song, which was as much as I was prepared to give. Conspiracy and horror are two themes I'd like to incorporate in my gaming, and Hunter was for me an attempt to do something remotely interesting in the moribund World of Darkness. Reading it I discovered something about the medium of game books, the text, and its qualities or lack thereof.

To put it simple, I felt the text in Hunter was badly written. Being on a conspiracy/horror trip, I also re-read some of Unknown Armies, and realized how amazingly well written that game is. It made me think of the voice of the author.

For those of you who have not read UA, I can only say that this is the game that made me scared. It didn't tell me how to run a scary conspiracy-horror game, it made me cringe. Very good stuff. Now, if you like your game to be unpersonal, and just a textbook, you will hate it. It's a game where the voice of the author is very clear.

Contrast that with DragonQuest. It's very matter of fact, even dry, and with the SPI case system it feels methodical to the point of being absurd. It's very precise, but maybe not that engaging. I think this is the style that most gamers prefer, especially in the old school camp.


Hunter was, for the lack of a better way of putting it, waffling. Many things are said over and over again. It lacks some focus and feels more like it's trying to describe a feel than either trying to evoke it or help you evoke it.

So, how do you want your game?

I know that for some people the idea of a narrative voice in a game is the first step towards the kind of game where Story is king and player initiative is stifled.

On the other hand there are indie games where the designer is very clearly present in the text and at the same time it's clear that the game is yours now, and otherwise it wouldn't work.

Reading Unknown Armies I'm beginning to feel that a strong voice in a game both helps me get excited about running the game, and it helps me connect to the rules and their intent. Slipping into the first mode of heavy handed attitude is bad writing. Maybe gamers who hate, say, White Wolf games would actually like it if bad writing weren't so common.

I'd love for more games to be like Unknown Armies, creeping me out and making me dying to give that game a spin and creep out my players.

Still, I think I will try to slog through Hunter and make something out of it, because there are good ideas buried in there.
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.