Sunday, November 11, 2018

Blast From The Past: Hunter: The Reckoning

Before the Chronicles of Darkness, there was a World of Darkness...



If you were a social outcast in the 90's (like many gamers were in those days), you probably heard of, and probably played, Vampire: The Masquerade. Or maybe you played Werewolf: The Apocalypse, or maybe Mage: The Awakening. Those were the “big three” of White Wolf's games. I played Vampire but didn't like it very much. Why? Because I wanted to play a vampire hunter. I looked over Werewolf, but found it pretty depressing and couldn't really find a fit for myself. I did own a copy of Mage for a while, but never played it as it didn't work for me. I did play a game of Changeling: The Dreaming, because a friend of mine loved it, and had a bit of fun with it. However, it wasn't very popular. Neither was Wraith: The Oblivion, because it was “Depression: The Existential Crisis” game and I never played it but did read about it. My friend had Kuei-jin, which was the “Eastern” type of vampires. Interesting but not engaging. And Basset, which was were-cats, which I couldn't bring myself to play. Interestingly, there were also supplements for were-bears, sharks, and even spiders. That one was too terrifying to me to even look at... I did pick up one supplement for the old World of Darkness (oWoD) as the setting was called that I did like: Project Twilight. But, it was mostly useless. It was about the government projects to locate and deal with the paranormal. Of course, it mostly hunted werewolves because the vampires controlled the government and the werewolves were all about wrecking stuff, as they were furry ecoterrorists. So, I knew something about all of the games, but never really enjoyed playing them.

That was until around the year 2000.
That was when I found Hunter: The Reckoning.

As I figured, White Wolf was getting ready to end their world. In the lore of the big games, there was an apocalypse myth. And not just the werewolves. So, they did a great job of laying the groundwork from the very beginning for this game. I don't know if they were planning that, but if so, it was masterfully done. When I saw Hunter, then read the back, I bought the game then and there. Which was no easy feat for a broke high school student. After I read it, I knew this was the White Wolf game for me. Finally, there was a game for hitting back at the things that were using humanity. Even the werewolves, who didn't feed on humans (usually) weren't really our allies. The mages had some battle that I didn't care about, but they were so far from humanity in terms of what they were dealing with, they didn't seem to care much about what they had come from. Even the Fae of Changeling were feeding off of the very creativity of humanity. Sure, each race had a reason for being apart from humanity. Each game stressed the depressing or horrifying parts of being these things. But, I never really felt it. As a brief aside, I think the monsters should revel in being monsters, not being sad and depressed about it. You have powers that we can only dream of. Enjoy what you can.

One look at how Hunter worked and I was all for it. Unlike all of the other games, you weren't picked by some ancient and wise Sire who would guide you into the life of the immortal. You weren't from a special bloodline or have some “spark” that made you different. No, you were just a normal person... Until you weren't.



In Hunter, every character would go through an event known as the Imbuing. Each one was different and they usually happened one at a time. Your character would be living his or her life, a normal day, when suddenly... You receive a message. The beings that give you this message are aptly called The Messengers (sometimes called the Heralds, which is also fitting). A typical Imbuing would go something like this:

You're walking home at night. It's dark, but not too dark. To save time, you cut through a local park and enjoy the quiet night. As you're walking, you notice something is off. As you round a corner, you see a woman being harassed by two men. They're moving closer to her as she backs away. One grabs her arm and pulls her forward.
As you're standing there, the stench of rotting flesh forces its way into your nostrils, almost making you gag. As you slump forward, you hear a clear and loud voice in your head.

THEY HUNGER FOR LIFE

As you blink, trying to figure out who spoke to you, you look at the two men. Now, there's something wrong about them. They seem paler, thinner, unhealthy. As one of them pull the woman closer and opens his mouth and presses it to her exposed neck while the other one holds her.

What do you do?

Since Hunters were the new kids on the block, they didn't have anyone to guide them. They would start finding each other via the internet on a website, Hunternet. This newness also helped them out. Since the others had been around for centuries, if not longer, they wouldn't expect such a sudden change in the status quo. But, being the “new kids on the block” hurt Hunters, too. While Hunternet was a place to connect with other Hunters, it was on the internet and we all know what the internet is like. There were myths, rumors, flame wars, and other bullshit. Hunters have to figure things out by trial and error. And errors usually mean death. They're only human... Mostly human.

Because they're human, Hunters come in a few varieties. And because this is a White Wolf game. In most White Wolf games, characters were usually divided into groups, be it Clans, Tribes, Traditions, or whatever. In Hunter, you were given seven (nine, in an expansion book) Creeds. These Creeds were under three different Virtues: Mercy, Vision, and Zeal. So, three Virtues had three Creeds each (with that aforementioned expansion). Kind of cool, right? Let's talk about the Creeds...

Under the Mercy Virtue, you had Innocents, Martyrs, and Redeemers.
Innocents are the hopeful questioners of the Creeds. They don't judge the various creatures running around based on the actions of others, but their actions as an individual. They are empathic and charismatic.
Martyrs are an interesting group. They can be aggressive as Avengers, but they give themselves completely and totally. They'll tear themselves apart to save the innocent and defeat the enemy.
Redeemers are an anomaly among the Hunters. Most of them seem to want to heal the monsters. But, that doesn't mean that they're not unwilling to kill monsters, it's just not their first impulse.

Under the Vision Virtue, you had the aptly named Visionaries. In the Player's Guide, they added Waywards and Hermits. These two “Lost Creeds” are very different from the others. These were suppose to be the people looking ahead, what was coming next. Waywards suppose to the generals of the Hunters, but seemed to have been taken to the extreme. Hermits were suppose to be something like intelligence officers, collecting information from the Heralds, the beings that caused the Imbuing.

Under Zeal, you have Avengers, Defenders, and Judges. Avengers were suppose to take the fight to the enemy and were the most combat-oriented of the Creeds. Defenders were to look after the home front and defend those without powers. Judges played an interesting role in that they would help decide which monster was the greatest threat.



A party of Hunters would be made up from a lot of different Creeds and different walks of life. The Heralds didn't seem to be very picky when they Imbued a human. The only requirements seemed to be that you didn't have any interaction before and that you had something inside you that would let you answer the call. Of course, not everyone who saw the monsters for what they were would act. These “duds” were called Bystanders. They knew the monsters existed, but couldn't really do much about it. Unlike Hunters, who all had “Second Sight” that not only allowed them to see the monsters, it also protected them from possession, mind control, and whatever else. Without these protections, Bystanders could be more of a liability than an asset. They also couldn't use any of the other powers Hunters were gifted with.
Each Creed was given a set of unique powers they could use to combat the enemy. Of course, how exacted they “combat” the enemy depends on the Creed's philosophy. Those who follow Zeal would have powers designed to take on the enemy, toe to toe. Mercy might be more inclined to talk with or communicate with, or even try to better understand, the enemy.

Before I move on, I need to talk a little bit more characters. As many of you might know, White Wolf was always very big on human stories, even if the character you were playing wasn't exactly human anymore. And Hunter was no exception. But, you got a twist. With Hunter, you could easily play a character from any walk of life. In fact, it seemed to let itself to the “lower classes” of society. Mechanics, criminals, service workers, and all kinds of blue collar folks. The middle class could also be played pretty easy and give you the kind of problems you wanted. Soccer moms, college students, office drones, and all of that could have very different types of stories. As you play the game, characters start to sacrifice more and more to the hunt. First time, then money, and finally friends, family, and perhaps even their sanity...




Now, let's talk about the enemy. In Hunter, the characters usually fight the undead. Not always vampires, but zombies of different types and ghosts. In the Storyteller's Companion, they list them as 50% of enemies encountered. Next up are vampires. In the World of Darkness, there are different clans and two major groups engaged in a war. Hunters could care less. In fact, it's much more likely that they'll never know about them. Bloodsuckers are bloodsuckers, who gives a damn about their politics and schemes? After vampires are werewolves. They also have a their own machinations and conflicts. Of all the enemies, werewolves are probably the most inclined to help Hunters in their war against the others, but many Hunters will view them as just another enemy preying on humanity. The last two, and probably the least common are mages and the fae. Both are involved in things very different from the others and are engaged in conflicts that most people, much less Hunters, are able to comprehend. As Hunter came out before Demon: The Fallen, these enemies weren't in the core book, but did receive a source book later on.

Well, I think that's enough of a summary of Hunter: The Reckoning. In case you couldn't notice, I could go on and on about it. It was a breath of fresh air in the old World of Darkness. In allowed people to play normal people. Well, mostly normal people. You could also fight against the very same characters you'd played in another game. Like I said, it was something new, something different. And it heralded the end of the Old World of Darkness, for good or ill...

Friday, November 2, 2018

Let's Review: Rifts

Join the Coalition States Armed Forces Today!


What is it?:
Rifts is one of the more interesting RPGs produced by Palladium Books. It's one of their best known settings and has been around since 1990. If you haven't played it, you've probably heard of it.
Rifts is also part of the Palladium “Megaverse” which connects all of their games. In fact, there are rules in various books to convert stuff from their original sources to Rifts, as well as some direct connections here and there. You may come across some notes, if you look through them...

"Subtle" isn't a word the Coalition States uses...


The setting:
It's the year 2389 (or 110 P. A. meaning Post Apocalypse) and the world has changed. Some hundred years earlier, the world was much better. Fantastical technology helped bring humanity into a “Golden Age.” Humans, being humans, the Golden Age wasn't to last. For some reason, nuclear war broke out and shit got real. As the bombs went off, there was a very rare magical alignment and magic was suddenly unleashed on the world. Violently unleashed. In addition to the rifts opening and all that entails, there were also terrible storms and earthquakes. Society, as we know it, fell apart completely in most places. Some places, by either luck or sheer determination, managed to hold on and survive the initial onslaught. For those areas that weren't so lucky, some semblance of order or society has returned. But, not necessarily a good society. In North America, the Coalition States have become the largest empire, controlling parts of what was once Canada and the central United States. In Europe, the New German Republic has managed to survive. South of the Rio Grande, what was once Mexico is now the “Vampire Kingdoms.” The list goes on and on. Over the past 25+ years, there have been at least one Rifts “worldbooks” for every continent, with the exception of Antarctica, but including Atlantis. No, I'm not joking. Atlantis reappeared with the coming of the rifts.
Out of the rifts came all manner of beings. Dragons, elves, demons, monsters, dwarves, orcs, ghouls, fairies, and all sorts of odd and interesting things. Some are good, some are bad, and some are in between. Not only are these beings creatures from our myths and legend, but also from typical fantasy settings, science fiction settings, as well as horror settings. You can have chimeras, bug eyed aliens, and Lovecraftian monsters all be the villains of your adventures. Or even just one adventure. Then again, some of those things could even be some of the heroes of the piece.

The awesome cover to Rifts Worldbook #8: Japan


The system:
While there is a Savage Worlds version of the game, we're going to talk about the original system, usually called the “Palladium System.” And, I'm going to be perfectly honest, that system is a train wreck. Overly complex, clunky, and easily lending itself to power gaming, the Palladium system is just... Out there, to modern sensibilities. It uses a D20 for combat rolls and D100 for skills, making it ahead of what would be done (much) later in D&D 3.5. And, while unbalanced and clunky, the system can be fun. It's also versatile enough to handle magic AND super technology AND psionics AND magic technology. Okay. It doesn't do any of them amazingly well, but it doesn't do a terrible job with them. And it does make an attempt.



The thing about the system is that it's an anachronism. As the system was developed back in the days of 2nd edition AD&D, you can see how it was very much a product of it's time. These days, we have so many different ways of playing games, you can usually find something that works for you. But, in those days before the internet, when gaming cons were filled with foul smelling guys (okay, nothing but foul smelling guys), and the TV was screaming about how if you played D&D you were a Satanist or something, your choices were rather limited. You made due with what you had. And what you had wasn't much. For all those flaws, that era of gaming did lead to a lot creativity in games and with DM/GMs. Back then, if you had a problem, you solved it yourself. This was the era of “home brewing” games, usually as a way of fixing the numerous gaps a system had. As a brief aside, I think some groups have stopped doing this, and it makes me feel bad. I might even start doing a “GM's Corner” series here to address it.
Anyway, sorry for the rambling, and back to the point. The system uses skills a lot. There's dozens of them. You even use your “skill slots” (for lack of a better term) for your Weapon Proficiencies. And both improve as you level. Unfortunately, this can lead to a massive amount of book keeping, as you have keep track of what level you got the skill, what level the skill is, and then amend every skill on your character sheet. So, a little too complex, given that it's a percentile system.
When you build your character, you get eight stats. Intelligence Quotient, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty, and Speed. All of which are rolled randomly. In addition to that, you have Potential Psychic Energy (used for powering magic spells) and Inner Strength Points (used for powering Psionics). Humans get 3D6 in each stat, but other races can get different amounts of dice for different stats. Which can make character creation more complicated and makes it so some races are clearly better suited for some classes.
Speaking of classes, they have tons in Rifts. They're broken down into Men At Arms (martial classes, including cyborgs, giant robot pilots, and people improved by chemicals and implants), Adventurers and Scholars (including scientists, doctors, mechanics, and rogue type characters), Practitioners of Magic (of which there are several different types), and Psychic Characters (which has a few different types as well). In addition to these Occupational Character Classes (O.C.C.), there's also Racial Character Classes (R.C.C.). When you take an R.C.C., you're leveling up as part of your race, not your class. The one in the core book is the infamous Dragon Hatchling. That's right, you can play a dragon right out the gate. If you choose a R.C.C., you don't get an O.C.C. And there doesn't seem to be any rules for multiclassing. Oh, those old games...

"Magic, motherfuckers!"


The final quirk in this system is the Mega-Damage System. That's right. Mega-Damage. Most normal beings, like humans, get Hit Points and Structural Damage Capacity (SDC). But, since there's giant robots and laser weapons, they upped the ante and created MDC. 100 SDC damage equals one MDC. But, it doesn't quite work in reverse. If you get hit with one MDC, you get vaporized. Misted is the term the Coalition State soldiers used. Thankfully, there's plenty of MDC armor out there. And many of the monsters and demons out there are made up of MDC points, so you can use your rail gun on them and give them a fighting chance. On the flip side of that coin, they deal MDC damage, too. Get caught without your armor and you get Misted... So, life can be very short and very brutal for characters. And this is one of the problems people have with the system. Which I completely understand.

Is it worth it?:
Yes.
No.
Maybe?
Let's be honest: The original system is something of a mess. I haven't played it since they released the Ultimate Edition (I haven't played it since probably 2002 or so), which seems to have done a lot to straighten things out. But, this is still the original system that's been in use since 1990. That's almost 30 years without a major update. And if there were flaws in the original system, there's nothing really to be done about it without a major update. Which hasn't happened yet. And might not happen. Ever.
When you get down to it, I think there's a chance you can have fun with this game. It's crazy, usually in a good way. It still is an original and fascinating setting. As one of my friends put it “Buy the books for the world, not the system.” And I can see his point. The system has serious flaws. But, one of the things that Kevin Siembieda (the creator of the game) says a lot in the Ultimate Edition is this: It's YOUR game. Change what doesn't work for you. If you don't think the O.C.C. Fits your campaign, ban it.
While this makes it that much harder for the GM, it does make it clear that the GM is in control of the game. Something I feel is lacking in some modern systems. Of course, modern systems have a different sensibility in terms of the GM/PC relationship. Mind you, neither one is right and neither one is wrong. It's all about the game you all want to play as a group.

Like I said, the Coalition States aren't subtle...


In conclusion, Rifts was amazing when it came out. The setting, all the craziness of it, is worth the read. However, the original system has gone some serious problems. If you really like the idea of the setting, but don't want to deal with an old, clunky system, try the Savage Worlds version they have out and then convert stuff from the various setting books.
I still think that you should give the original system a chance, even if nothing more than a trip down the history of gaming and game design.