Friday, October 2, 2020

Let's Review: Zona Alfa

 What is it?:

Zona Alfa is a 25mm scale miniatures game published by Osprey Games, inspired by things like S.T.A.L.K.E.R. And Roadside Picnic.

 

The setting:

While slightly vague about the exact location, it's clearly suppose to be the Chernobyl Exclusion Zone (like STALKER) in Eastern Europe in territory of what was once the United Soviet Socialist Republics. Also known as the USSR or CCCP.

This Zone is very fucked up. There's zombies, ghouls, hordes of vermin and wild dogs. To make things even worse, there's Anomalies. These warp reality and cause all sorts of crazy shit. If you've played STALKER, you know the basics.

The Zone is contained by a military force that should be keeping people out, but seem to be either easily bribed or evaded. Probably a bit of both. Inside the Zone, there's a half dozen groups operating inside, looting and pillaging whatever they can get away with for a variety of reasons. These groups can work together, ignore each other, or fight whenever they come into contact.

Inside the zone is a very dangerous place, so don't think that it's a place for the faint of heart. Only the hard, or the insane, are able to survive long enough to make enough money to retire.

 


The system:

The game uses both d10s and d6s, but most of the rolls you're going to need to make uses d10s. One interesting thing is that the game is a throw back in that you want to roll low, not high, and there's critical hits and failures.

Before I go much further, I'd like to point out the very Warhammer 40k vibe that comes off of this thing. The game also uses the classic WYSIWIG: What You See Is What You Get. That means that all weapons and equipment must me represented on the model. Or at least something someone can reasonably guess is that it is. That means a pistol is a pistol, not an SMG. Nor is an Assault Rifle an SMG.

Building your gang is rather interesting compared to most other games I've read. Rather than using points to build your force, you go by the experience level of the models. Sure, it's actually called Khrabrost' but it's just a way to get a balanced force. You get 12 Khrabrost' to spend on your group, however your leader has to a Veteran that costs 3k Khrabrost', you really only get 9k. And each level of experience (Rookie, Hardened, Veteran) costs 1k and is also the total number of actions the model gets, as well as how much equipment it can carry. If you want to make a horde, just roll with a bunch of Rookies and have at. If you want an elite force, roll with Veterans.

Another thing you want to figure out is what Faction your crew is a part of. There's the military, scientists, traders, and independent operators. There's also bandits and cultists that seem to worship the Zone. Each faction relates to the others differently. What that means is that you could end up in a mission where the other player's crew is an ally, meaning that you have to make a roll to fight them. The good thing is you'll split the rewards if you don't attack each other. Even if you're not best buds, you might not want to attack the other crew.

The models have a few stats, beyond their number of actions. They also have Combat Ability (which seems to be what is rolled when in a fight), movement (which should be obvious), and Will (which is rolled to get back into the fight and survive stuff). Weapons have Range, Firepower, and Damage. There's a lot of weapons. Not just melee weapons and guns, but RPGs, grenade launchers, crew serviced weapons like mortars and heavy machine guns, and thrown grenades, as well as so much more. I'm really happy to see all of this, especially with the WYSIWIG rule in effect. It also means that I'm probably going to be using my old Imperial Guard to build my crew. Or maybe Inquisitors or even some metal Sisters of Battle.

Models, with enough experience, get skills. There's not a lot of them but they do give each model its focus.

When it comes to playing the game, the rules are very much like most other skirmish games that I've played. Each model gets a set amount of actions based on their experience as I mentioned, so you have to be very careful when building that group. If you're going to go with a horde, you won't be able to shoot as much, even if you have a bunch of them. Because it's alternating activation, you might get screwed because you can never see the other crew, as they're able to stay in cover.

Models get to equipment based on their experience, so you have to keep that in mind, too. If you want to have a model that heals others, you probably want to have a more experienced model in that roll. Not only because of the number of actions they can take, as well as having skills that can help, but the ability to carry enough kits to do what needs to be done.

Speaking of healing, this is where things can get weird. When your model gets hit by a ranged attack, it can either miss, hit the armor, or actually do some damage. When an attack hits, but doesn't do damage, the model becomes pinned. Which you have to slowly remove with actions. Most models can take only one damage, but do remain on the table so they can be healed. They just lay there until someone kills them outright or the game ends.

Remember how I mentioned how much this reminds me of Warhammer 40k? Well, that's because it uses the old blast markers and flamer template. Thankfully, I have several left over from when I played. However, it doesn't use the old scatter die, instead you use the direction the “top” of the d10 is pointing when using blast markers.

In addition to all the rules to make your crew, there's rules for a campaign and leveling up your crew. You get points, and cash, from completing missions and getting salvage (oh, we're going to have a talk about the missions). You can use the cash to buy the stuff you need, including more models, or you can save it. Saving it is the name of the name, you see. During a campaign, your goal is to hit 10,000 in Zone Script (ZS) and retire. Of course, that might be easier said than done. When you select a faction, they give you discounts for buying gear or guys, but at the cost of 10% of the take during a mission. What happens if you don't bring home the bacon? They take 10% of your savings instead, so if you're almost to retirement, you will lose a lot of cash. There are some suggested ways of changing the end game but you'd have to discuss them with the other player(s) first.

So... Missions. Runs. What you do to actually play the game... Yeah. This is where things start to fall apart. There's no real rules for deployment. I saw some in the little campaign they have at the end of the book but no hard and fast rules, at least that I could see. They also say that the game can be played on a 3'x3' board, but with the weapon ranges they list, you're going to get smashed on the first turn if you didn't deploy in the right way. Not that you would know how to do that... If you really what to play the game, be ready to play on a 4'x4' board absolutely covered in terrain.

In each game, there's a “threat level” so to speak. The deeper you go into the Zone, the more Hot Spots you encounter. Roughly two per level with three levels. But there's no real rules on where to place these Hot Spots on the board. Plus, each Hot Spot and objective has a threat inside them. There's vermin swarms, zombies, ghouls, bandits, and mutants, with rules, but no real description of what they are or how big they should be. I don't know what the difference is between zombies and ghouls, as our modern version of zombies are more ghouls than traditional zombies. And these threats will move no more than 12” away from the Hot Spot and objective, so placement should be important. Also, Hot Spots are where you get Artifacts, which are very powerful, and therefore, very important. Since the game has a turn limit, you'll have to rush to these things, beat the monsters (and possibly opponent), and then make a roll to collect the Artifact. And then you'll have to roll to see what it does.

As for objectives, and mission types, there's a little table for What/Where/Why, which is cool but again, no rules for how that effects the mission. I'm not sure exactly what happened here but it just... Bothers me. Happily, there's only one objective per game so when you combine up the tables, you'll get a lot of different games out of it. Once you figure out what they all mean.

 


Is it worth it?:

I hate to say it, but... No, it's not worth $20. It's not a complete game. It's only ¾ of a game, which is a real shame. There's so much flavor text and atmosphere in the book, but it seems to be at the cost of basic rules you need to play it. I'm not sure if Osprey has an editor for these games but it looks like they need one. When I was reading over the game again for this review, I got the sense that the creator just ran out of room for the last few things the game needed and just assumed that players would figure it out. I think that might be because the creator is of the “old school” way of thinking where it's “your game, do what works for you.” There's nothing wrong with that, it just work for a lot of people.

However, I only paid about $12 for my physical and digital copies each, and if you're willing to do the work, it's not that bad at that price. I love the concept of the game and I think it has really good mechanics and setting, but I have to caution you if you're expecting a complete product.

My final note is that the book has a ton of fantastic art and great favor text that really gets you into the world of Zona Alfa. If they gave this book the “Hardback Treatment”, (like Gaslands) with rule fixes and expanded mission stuff, I'd buy it in a heartbeat, even at $30+.

Friday, September 25, 2020

Battle Report: Last Days - The Screw You Gang VS Jay's Crew

Are you ready for some zombies? Because I finally got a real game of Last Days in, with another person, and boy was it wild. Buckle up!

The Crews:

For this game, I brought my Screw You Gang: (which was featured in my first solo game).

Velma (Leader) armed with a chainsaw and magnum

Daphne (Survivalist) armed with a SAW and a knife

Fred (Tough Guy) armed with a semi-auto and heavy blade

Shaggy (Tough Guy) armed with a pump action shotgun and heavy club

Scary Doo (Dog)

 

And Jay's Crew:

I don't completely remember what all he had, but I do remember that his boss had a shotgun, Sarge was a Sarge character with a High Powered Rifle, he also had a Dog, two Gang Members he called the Safety Twins (one of with had a shotgun), and one other guy. Sorry, but he didn't email me his list.

 


Set-Up and Deployment:

For this game, Jay brought a lot of terrain and I provided a little bit. We had two building that we could enter and set them up across from each other with a bunch of barricades and vehicles in between them, as well as my little pond.

With that done, we put the Salvage Tokens out like you're suppose to, with one ending up in the house.

After that, I we did deployment. I know, we kind of messed that up. So, I set up in cover, as I didn't want to get shot off the board in the first turn. I, once again, split up with Daphne and Fred behind the diner and Shaggy, Velma, and Scary behind the APC. Jay deployed his group with Sarge and this boss behind the house and the rest of his force kind of spread out along the edge, mostly in view.

Once we got set up, we then put out the zombies. We learned something with that, let me tell you.

 

The Game:

During the first Menace Phase, Jay was getting stared down by the zombies. They didn't reach him right away but he had to focus on them right quick. Meanwhile, I won initiative and chose to be the Aggressor. I started slowly moving my group up to the diner and around the APC, and Jay started moving into the house and towards some of the Salvage Tokens. After that, Jay took some potshots at some zombies while I decided to hold off of firing.


During the next Menace phase, Jay gets swarmed. He gets a few from Noise Tokens and the ones that are already out there are getting in his face. I won initiative again (I'll keep doing this through out the game) and again chose to be the Aggressor. I start having Daphne climb up the diner, Fred comes out from behind the diner, Shaggy, Velma, and Scary come out into the open. Meanwhile, Jay has gotten Sarge up into the attic of the house and continues to zip around, moving his dog in front of the diner. During the shooting phase, I find out Sarge is armed with a high powered rifle. I mean, find out the fun way...

 

After this, things get a little hazy, so you'll have to bear with me. Sarge takes out Shaggy, in one shot, and goes Locked And Loaded later. Velma ends up taking out Sarge with her Magnum, ending that threat. Most of Jay's crew is stuck not far from his deployment zone, trying to break off from the zombies, and collects a Salvage Token. Jay's dog engages Fred and takes out a bite. Next turn, Fred rolls a 6 for damage and makes him into dog meat.

What changed the whole game was Daphne. She gets up to the roof of the diner and gets close to the edge. And then starts the hail of bullets. With her position and the terrain, she's got almost the whole board locked down. Jay now had to work around her and I was able to press him. Fred got taken out, as did Scary. For Jay, I took out two of his other goons and it was getting hard for him to do anything. He lost his Salvage Token because I took out the guy who was carrying it, right by the board edge. His leader had to kick a zombie off of him and then fell back into the house. While Daphne could see him, I decided to give him a break and agreed that he couldn't be shot.



And then we got to the Break rolls... 

 


Results:

With both of us down by three members, and him having one more than I, it was really close. But, he Broke and I didn't. I ended up winning and collecting all of the tokens. Thankfully, this was just a one-off game so it won't matter in the long run. It was really a chance to learn about the game.

 


What did we learn? Well, we weren't putting out enough Noise Tokens, and as such, there weren't nearly enough zombies. One thing that made a huge difference was us screwing up the climbing rules. In most of the other games I've played, your models can “hang out” between turns and complete a climb as long as it takes. If we had been doing everything right, I wouldn't have been able to get on top of the diner. However, I'm going to be making some ladders... There were a few other minor things (forgetting when to roll Courage/Horror checks, etc) but we did a pretty good job of getting the rules down.

 


While I do like winning, it was a very close game. If I hadn't taken out Sarge as quickly as I did, I would have been screwed. If I had rolled poorly with my Noise Tokens, I could have been easily swarmed by zombies. If Jay had rolled better in the Shooting phases, he wouldn't have been as slowed down and able to get more tokens. Until the last turn or two, it really felt like it could have gone either way. 


Jay and I have agreed to try playing some more one-off games before starting a campaign. And after that campaign, we might run a Seasons campaign. So, stay tuned.


 

Friday, September 18, 2020

In Depth: Hunter: The Reckoning

 

A while back, I wrote a review of for Hunter: The Reckoning. I suggest you go back and read that review so you've got the basics.

Before we get too much further, I hate to admit that I don't have too much experience with running Hunter games. One of the main problems with White Wolf games is that they can be very intense and requires tons of preparation from the Storyteller. I don't know how to explain how much work you have to do before you even begin to have players creating your characters. This goes double for a Hunter game. Unlike a game of Werewolf or Vampire, which included several built-in villains and enemies, Hunter uses every other White Wolf game as antagonists and enemies. In the Hunter core book, they mention vampires, werewolves, wizards, ghosts and zombies, and fae. In the core books of each of those games, there's usually the “good guys” that the players are part of and then the “Bad Guys” that oppose the organization that the players are part of. The most classic example is from Vampire: The Masquerade with the Camarilla and the Sabbat. When you do Hunter, there's no difference between these two groups, not to mention the various vampire clans. In Hunter, vampires are vampires. Of course, if you really wanted to, you could have your Hunter group exploring the subtly of vampire politics. But, I think you should just play Vampire if you want to play that. Or pick up the pre-Hunter hunter books.

This brings me to another important point: The level of detail in the old World of Darkness. By the time Hunter came on to the scene, the WoD had been around for some time with tons of source books and lore. Because the old WoD is now gone, you can't find a lot of source books anymore. Even when they were in production, there were so many to read. These days, with the World of Darkness Wiki, you can look up just about anything you might need. Assuming someone has taken the time to type out the details. Of course, it is your game and you can make up whatever you want or need. I would dread playing a Hunter game with an experienced Vampire or Werewolf player... If you get a detail wrong, you'd have to deal with it and I hate that sort of thing. Unless it's an honest mistake. I freely admit I like the lore and cannon of games and don't change it lightly. And with the Old World of Darkness having so much lore and history...

 

Hunter Source Books -

I'm not going to talk about the core book, as you need it to play, and you should probably review it on your own. Instead, I'm going to take some time to explore the books I've read and what I think about them.

The Player's Guide:

This is an important book for both the players and the Storyteller. Not only does it add Flaws and Merits to the game, it does add a lot of stuff about making your character. The most important thing is the addition of the two “lost” Creeds (the Hermit and the Wayward), but also Bystanders (that I mentioned in my review). The book gives you options for gaining new Edges and even on changing your character's Creed. I'd like to point out that changing something like a Creed is almost unheard of in other White Wolf games, and having it in Hunter shows just how human the characters are.

The Storyteller's Handbook:

This book provides almost no rules information, but it's critical for a Storyteller. It helps you build better monsters. It helps you navigate the World of Darkness and gives you tips on how to run the game in depth. It even gives suggestions for how to run a game for characters in prison. It also gives you some tips on how to use the Messengers and what exactly they are. While that might seem disappointing for people looking to expand on the monsters, there are other books for that, as I'll discuss below. All in all, the book is a very good resource for people trying to figure out how to start a campaign of Hunter and keep it going.

The Storyteller's Companion:

This is one of the books I just mentioned. The book gives you more rules and abilities for the monsters. It changes the mechanics for the monsters from the core book back to their own systems, which is a little weird. While it provides a wealth of new powers, the book is very thin, only 64 pages long. I think it's the smallest Hunter source book out there. However, it was coupled with the Storyteller's Screen, which may explain why.

If you're going to pick up the Enemy Books, you're going to need this book. All of the powers from this point on are adapted to their systems.

The Creed Books:

As there are nine Creeds (when you add in the two Lost ones), that means there's nine of these books. I don't want to break down each one (I might in a Sources Say, if there's enough interest), so I'm going to give you a summary of them as whole. I own all of them and I've noticed they are laid out almost exactly the same. Each book begins with a series of Hunternet posts (or Creed website) trying to explain who and what Hunters are and what each Creed is. From there, it has a series of additional Hunternet posts, journal entries, or something similar, that come in three different “Voices” or characters. Each of these characters we follow are our way of seeing the three different “camps” or philosophies of the Creed. They are almost universally the Conservative camp, the Moderate camp, and the Liberal camp. Keep in mind that all of this is just flavor and setting, no rules, and takes up roughly two thirds of the book. After that, you get new Natures, Demeanors, Edges, and each Creed's “super power.” Every Creed now gets a power unique to them that reflects their aspect in the war. After that, there's a brief bit with the profiles of the characters you've been reading about in books.

In the end, I think these books are worth having. They can help players understand their Creeds and give them new options to explore. For the Storyteller, there's new Derangements to give to characters based on their Creeds and some potential antagonists for the troupe to encounter in the form of other Hunters.

The Enemy Books:

Again, I'm just going to give a quick summary of each book for now. I will do a full review of each book in Sources Say in the future.

The Walking Dead gives details about ghosts and zombies. Almost all of the book is Hunter-net posts that include arguing, bickering, and a flame war or two. While it does provide some information about what other Hunters have encountered, I felt cheated. The last part of the book provides a few more rules, including rules for Mediums, I don't feel like it's enough. Okay, it does offer some details about what's going on in the spirit world and some advice for running the undead, it just doesn't feel like enough. I feel like there's too much information for players compared to what the Storyteller gets. It's like, is this book for players or Storytellers? If it's an “enemy” book, shouldn't it provide more information to a Storyteller than the players?

The Moonstruck details werewolves and other shape-shifters. That's right, now you have stats to you for the other shape changers out there. Including werecrows, which I didn't even know about. It also gives them some very powerful rituals that can really hurt your troupe if they rub these creatures the wrong way.

The Nocturnal gets into the vampires in Hunter games. There's a lot to vampires that just gets a mention in this book. If you don't know, there's two big groups of vampires in oWoD and they're very different. However, looking at them from the outside, I don't know how obvious those differences would be. The book does a fair job of giving you different perspectives and encounters between hunters and vampires in the first two thirds for the book, which should help you if you're a veteran VtM player. The last third of the book gets into the powers and personalities of the vampires, which is worth the cost.

The Spellbound fills you in on the Mages in the World of Darkness. Of all the enemies Hunters face, I think Mages are quite possibly the hardest to use. They look human but they aren't. They don't exist in the same reality of us. To them, reality is mutable. And that is something really hard to nail down in a game. Again, the first two thirds of the book are about how Hunters and Mages interact. And, again, there's two different groups at play that have radically different goals. The last third gives more powers, as always, but does its best to help you understand the “human on the outside, completely not on the inside” element of Mages.

The Infernal is a unique book in that there's nothing about the Demonic in the earlier books. At least, not directly. You see, after White Wolf did Hunter, they made Demon: The Fallen. Yep. Full Edge Lord Mode Engaged. However, the demonic does make for a unique and interesting antagonist for the Hunters. They're new, they're different, and they are very, very powerful, if left alone for too long. The first two thirds gives you different groups of Hunters to follow and different kinds of Demons they're up against. One of them is very, very tragic, so be warned. There's a lot to learn about these foes, so be very careful about including them in a game, especially if you have players or characters of a religious bent.

Survival Guide:

This book is misnamed. It's a “World Tour” of the World of Darkness, as seen by a handful of Hunters. Each continent is covered by one person, giving only their experiences in some areas. However, it is very well written and contains quite a bit of information from just those small entries. It's all good to see how the Imbued are a global phenomena. As this was written in late 1999, it isn't accurate to the world today, but the basics are probably still good. It's also good to see them looking beyond America, even if it's just bits and pieces.

Unlike The Walking Dead, I think having this book contain almost nothing but stories and player information as forum posts works well. Part of that is because the book is very focused and doesn't get distracted. The characters, even the racists, are engaging and present the information in a captivating way (even if you want to punch them in the face). Also, they even say it's a “player's guide” and was released after the Storyteller's Companion and was the second source book for the game.

I would suggest picking this one up because of the New Dijon incident, which is referred to in other books. It's also worth it just for the stories inside.

Holy War:

You might think of this as a sequel, or companion, to the Survival Guide, as it deals with the one part of the world they didn't cover, the Middle East. Keep in mind, when the Survival Guide was written, that area of the world wasn't as important to most Americans. Then 9-11 happened, and oh boy, did we sit up and take notice. And there in lies the rub. Hunters in the Middle East get a host of different powers, are at more risk than any other Hunters because of what's happening in that area, and are much more complex than Hunters in the other parts of the world. Now, I'm not saying that they're not and this is a bad idea, I just wonder why this area is so important. Faith is a big deal in Hunter. The books are littered with biblical quotes and the Middle East is the birth place of not only the Bible, but the Torah and Quran and the faiths connected to them. Could this be the reason? If so, that's fine. I'm not sure how I feel about all this religious stuff, but I do have to say that it does fit with the metaplot they've been developing. Since this book was part of The Year of The Scarab, it's clearly an attempt to fit something related to the Middle East into the Hunter series. As they had also released Mummy: The Returned that year, I would have rather had something more related to that instead of this. Then again, it could be that the Middle Eastern Hunters were more important because the End Of The World was suppose to start in that part of the world. Who knows?

Utopia:

This is a very different source book, as it takes the game in a very different direction. The book is all about “winning” against the forces of darkness. Which is why it isn't exactly canon. Okay, it's not about a total victory, but the beginnings of one. I honestly don't know how I feel about this one. I might need to do an deeper delve into it in the future...

Fall From Grace:

Oh boy... This book... This book is pretty much your “end game” book for players (not campaigns, see below). As you might remember, the powerful your Hunter gets, the more insane they become. This book gives the Storyteller options on how to handle that and tips for giving out Derangements. The major thing is that it explains what happens when the character is getting ready to get their 5-point Edge. It gets messy. You see, your character has the option of becoming a direct servant of the Messengers. Or simply forces themselves into that level of power. Or, and this is a doozy, makes a pact with a demonic being for more power. Yeah. Since Demon: The Fallen wasn't released until after Hunter, it makes sense that they had to slowly slip them in here and there. And this is one of those places. And given the biblical feelings of the Hunter line, it makes sense to have being tempting these “Chosen” and trying to corrupt them.

The beginning of the book has three stories showing different ways the hunt has effected people. Notice that these are stories, not Hunter-net posts and flame wars. And I feel the book is better for it. I've felt that the Hunter world is best presented in the form of fiction, rather than the ramblings of people online. Unfortunately, the people they got to write the tie-in novels weren't that good or couldn't make a story engaging enough for a full novel. Now, when you read the stories in this book, keep in mind that they're going to extremes. Harsh language, disturbing images and topics, all that good stuff. I do think they went a little too far, but it's not too bad.

Urban Legends:

This book is a good one for long running Hunter campaigns. Why? Because it gives the Storyteller some curve balls to throw at the group. And it expands the World of Darkness. There are rules for mutants, Mummies (who had been skipped so far), and “Anomalies” so you can cook up something even experienced players haven't seen before. There's ideas for unique monsters that they've already seen (atypical werewolves, vampires, demons, etc), there's rules for places with serious bad ju-ju, and so on. They also give some details of Fae, who never did get their own source book.

This book is best used when you've been running a game and find yourself tending to cycle through the same type of enemies over and over again. Or, you have a campaign focused on one type of enemy. This book allows you to have something different pop up and make the characters question things all over again.

First Contact:

This book deals with the other hunter organizations (see below) that exist in the World of Darkness and how to include them in a Hunter game. This is useful as one of the groups is Project Twilight (see below), who are members of law enforcement, someone that Hunters might interact with at some point. They do give you rules for making your own “Twilight Division” for law enforcement groups in whatever country you might live in.

These mortal hunter groups are also useful to have information on, and possible interactions with Hunters, if you're going to run a game that constant monster enemy. If you're going against vampires, for example, you might want to introduce the Inquisition. These human hunters could act as friends or foes in a game, depending on how things go.

The organizations presented here are each focused mostly on one particular type of enemy. The Inquisition is trying to take down vampires, Project Twilight targets werewolves (as they're eco-terrorists) and vampires, The Arcanum were a group that focused on the study of the supernatural including vampires, ghosts, and mages (and their source book is from Mage), and the Dauntain that were Fae that fought against other Fae. It's complicated. The book finishes with a handful of secret societies that seem to come from most of the other lines.

Time Of Judgment:

This is it, the end of the line. And the end of the world.

This book gives you three different scenarios for the End Of The World, each one based on the primary Virtues of the Imbued (Zeal, Mercy, Vision). This scenarios aren't about stopping the end, and doesn't really give much about how the end comes, but how to deal with things during the Last Days. Since this book also includes the conclusions for Changling, Demon, Mummy, and Kuei Jin, I suppose you could use any of those to explain the end. Personally, just from a quick check, the ones from Demon offer some pretty interesting options. It also discusses the reactions of each of the monsters from the game to the end, cutting off or empowering Hunters, and having humanity able to react normally to the supernatural. If you want to end the world, I'd suggest picking up this book and planning this out from session one...

 

Other Source Books -

The following are some books for other White Wolf books I've picked up and found useful. This isn't an exhaustive list, but you can look at it as a starting point.

Hunters Hunted (Vampire: The Masquerade):

This a very old Vampire supplement, dating all the way back to 1992, and lays the ground work for three different hunter organizations (two of which are further detailed below). The book was a chance to have your players take on the role of normal human hunters, or you could use it to create hunters of your Vampire players, and outlines several different philosophies for hunters.

While extremely dated, the book does have some good information for a modern game. As I mentioned, there's a list of philosophies for hunters, which you can use for your own Hunters or as suggestions for characters in how they think about the hunt.

The organizations covered here appear to be revisited for Hunter in the source book First Contact as well as source books for their respective game lines.

The Inquisition (Vampire: The Masquerade):

An expansion on an organization discussed in Hunters Hunted, the Inquisition gives a much more in depth history of the group and some additional powers. The Inquisition shows that not only have some people been aware of vampires and other supernatural creatures, but that they've discovered how to hurt and kill them. As vampires and the other creatures are aware that the Inquisition is still around and might give the Hunters a scapegoat for a while.

Project: Twilight (Werewolf: The Apocalypse):

I picked up a copy of this a few years before Hunter had come out and never had a chance to use it, so I sold it. Recently, I had a chance to pick up another copy for dirt cheap, so I did. Now, with Hunter out, I have a use for it.

PT covers the US Government's attempt to deal with the supernatural, covering the FBI, the NSA, and mentions the CIA. It also reveals the infiltration of the supernatural into the US government. While focused on werewolves, it does have mention of vampires and mages. 

 


Recommended Reading -

Please note that the source books each have a list of things to read and watch. I'm adding more modern media to the list here.

The Watch Series by Sergei Lukyanenko:

This is one of my all time Urban Fantasy book series. Well, the first three. The last three are okay but not as good as the first ones. I think it best shows how the World of Darkness would work, but with all of the “monsters” organized into two camps: The “Good” guys and the “Bad” guys. While these are inhuman vampires, werewolves, and mages are no longer wholly human, they still come from humanity, that have had the veil pulled from their eyes. I feel like this is perfect for not only understanding the monsters in Hunter, but the Hunters themselves. If you haven't checked out this series, I strongly recommend it. If you don't have the time for the books, there are movies for the first two books (Night Watch and Day Watch) that do an adequite job of presenting the concepts for the books. Of course, they take things in a very different direction, but they're not terrible.

 

 

Recommended Viewing -

Watchmen:

I hope you're not surprised by this selection. I've seen people compare Hunter to super heroes and that's not a bad parallel. However, I think this movie (or the comic, if you're up for it) is perfect in showing what happens to a troupe of Hunters as they continue down their paths. If you want to, try to assign Creeds to various characters. And I believe Rorschach is the path of all Hunters as presented in the books. So driven by their mission, they can't even operate in normal society anymore. Think about it while you're watching the movie.

Dog Soldiers:

Sure, this is an action horror movie, but it does show a team of soldiers going against a pack of werewolves. It's not a bad thing to watch and get ideas from. It can also show players that werewolves travel and fight in packs, something to keep in mind. Since it's a horror movie, a lot of the characters die over the course of the film.

Ghost Machine:

Another action horror movie, this time with some sci-fi elements, this one involves a ghost. There's a minor romantic angle that some people may not like, but I thought it was okay. I think it does a good job of showing the motivations of a ghost, as well as the horror of what ghosts can do.

Underworld:

You might as well called this “World of Darkness: The Movie.” Because it's not far off the mark. In fact, White Wolf sued, that's how close it is. That said, I would suggest watching the first two. The fourth and fifth movies can kind of show why the vampires have the Masquerade, but they're not the best. The third is something that some people love and some people hate. No matter what you think of them, the do a good job of showing how vampires and werewolves could operate in the modern world.

Kolchak: The Night Stalker:

There's two different versions and I'm only going to talk about the original. Sure, it's old, it's hokey, but it's got a really good Hunter vibe. You have a believer out there, finding the supernatural, and no one believes him. There's also your classic monsters; vampires, werewolves, and more than one evil cult or magician. There's curses, monsters, and one guy out there to tell the truth. Sounds like a serious drama, doesn't it? Well, it's not. It's played for laughs. It's a horror comedy and it really works for me. If nothing else, you can recycle the plots for your own troupe. Werewolves on a cruise ship? Good luck killing them!

 

Starting Your Hunter Game:

This is discussed in depth in the various books, but I thought I would offer my own ideas. What I've done is create a document that includes some disclaimers, rules and guidelines for character creation, and a couple of questionnaires.

I did the disclaimers because there's a lot, and I mean A LOT, of racism, sexism, bigotry, and all sorts of other stuff in the books. I just wanted to make it clear that I don't support those things and that people be aware of it. I did the guidelines and rules because of Twilight. Yes, I seriously say “NO VAMPIRE BOYFRIENDS!” That damn series... Anyway, I also had some other things about the characters because I had some ideas about how I wanted to run the game. I'll talk more about that in a bit.

Now, I put in the questionnaire from the core book for characters, with some minor changes and additions. The one they give isn't bad, but I did have a few things I wanted to ask about. The second questionnaire was one to help people figure out what Primary Virtue their character might have. I would have loved to have done a much longer one, as well as ones to figure out exactly what Creed the character would have, but I just couldn't come up with enough questions. Well, at least ones that wouldn't be too obvious.

I did all of this for the same reason you should. You need to know what kind of characters you're going to be having in the campaign. In most other games, the person behind the screen can come up with an idea and then the characters can adapt to it. White Wolf games aren't like that. They're much more focused on the characters and their motivations. And unlike other White Wolf games, you don't have a community structure to motivate or control the players and their characters. As such, it's super important to know what kind of characters people want to play.

Since you can't completely plan everything out, what do you do? What I do is pick the location we're going to play. I choose my hometown because there's a lot of fun to take what everyone is familiar with and twisting it to something darker. Also, there's a fair amount of dark history here that I can tap into. It also makes it easier to map things out.

Next, I've been doing some research into the supernatural history and seedy history of my town, as you'll find that there's usually some crossover between the two. Let's face facts, a lot of criminals die horrible deaths and those can lead to ghosts. The best part of doing this, is that you don't actually have to create too many hints or stories, you can use real ones. I strongly suggest that you be respectful, as you shouldn't be a bag of shit. But, imagine what it would be like to have your troupe finally figure out who has been haunting the old library and putting that soul to rest. Or bringing down a century old gangster and human trafficker. By using these things, you bring the terror home as well. They know these places. They've been there. And they're going to have a totally different feeling about them now. Plus, it helps with the hardest part of running a Hunter game: How to get them into the Hunter. Unlike the other World of Darkness games, with mentors and groups, Hunters don't have shit. So, if I suddenly got the power to see ghosts, I would start investigating ghost stories and do what I could.

When you need to get them out there, use the news. Drop stories about wild dogs, people vanishing in a park, a bar burning down, whatever. While your Hunters are probably going to be proactive, they'll still need something to find. You don't want them to always being on patrol and running across the Monster Of The Week, because you've got a game specifically for that (that's also named that). Instead, you're going for personal tales of horror, bringing it into their lives. If a character has kids, have them tell the character something that makes them think that there's a monster on the loose. Maybe they saw something or heard something. Make the Hunter almost crap his pants. And then throw them for a loop. They can go out looking for one thing and find something completely different.

Because there's a lot of comparisons between Hunter and super hero media, you shouldn't be afraid to borrow ideas from them. Look at low level stuff, the early days of heroes, when they had to be worried about the villains finding out who they were. Imagine having a vampire or werewolf or ghost find out where the character lives, discovering their family. If things are slowing down, feel free to throw in a past enemy (or someone connected to them) at them, by attacking or even threatening their families. Eventually, your group will come to a crossroads: either they give up the hunt or they give up their lives as they are. And that's when you'll be ready to give them their 5-point Edges...

I do have to say that there is a few things you can plan out in advance: the power players. While the dead don't seem to be very organized, most of the other monsters are. As I mentioned above, each of the oWoD games came with a built in antagonist for the players. Well, in Hunter, you have to deal with both. Not only would you have to have a good idea of who's in charge of the Camarilla faction of Vampires in your city, but you'd want to have an idea of any Sabbat and Anarch terrorists in play as well. You'd want to know who the most powerful werewolves and other lycanthropes are in the city and if Pentex is involved. And so on.

My suggestion is to figure out their places of power are, their hunting grounds, and the like. Once you've got that figured out, work on the top of the organization and then connect those places to those people. Think of it as a level in a video game, with each step up this ladder as a “boss fight” but don't frame it like that to your players. I'd suggest looking into how very mafias and criminal organizations operate and use that as a framework for the organizations. I tend to find that once you know who's in charge, it helps set the tone for the organization as a whole.

Don't feel like you have to map out all of the intrigue right away, or even expect that it's going to come up in the game, as you will want to adjust to the players and their characters. Just have a rough map and be ready for anything. Once the characters discover that vampires are real and they're bad news, I bet you're going to want to have something ready for that. Maybe they'll be happy with removing a minor player and then want to deal with something else. Or maybe you're tired of them dealing with zombies and need that change of pace. The more time you invest now, the happier you'll be in the long run. Just don't get overwhelmed. 

 

Okay, this has gone on long enough. If you want to play this game, I hope this was helpful. If you were on the fence about it, come on over and join us. I think you'll fit in just fine...