Pyramid Review: Hunter: The Reckoning Players Guide

Pyramid Review

Hunter: The Reckoning Players Guide

Published by White Wolf Publishing

Written by Phillippe Boulle, Carl Bowen, Ann Braidwood, Deid'Re M. Brooks, Ken Clieff, Tim Dedopulos, Michael Lee, Michael Mearls, Joshua Mosqueira, Sean Riley & Adam Tinworth

276 pages; $25.95

White Wolf's Storyteller games tend to have a strange quirk for me. The base games (for me, anyways) are always playable and enjoyable. But once I've read the Players Guide, I often ask myself "how did I play the game before I got this?"

Hunter: the Reckoning's Players Guide starts off with the introduction of the two "lost" Vision creeds (Hunter's brand of splats). The Hermits have such a strong connection to the Messengers (the supernatural beings that bring the Hunters knowledge of the supernatural & tools to fight it) that they're crippled whenever they encounter any form of supernatural. When they're around supers or other hunters, they suffer from severe sensory overload.

The Waywards, on the other hand, are the most strident of the Hunters in terms of monster hunting. More aggressive than even the Avenger creed, they tend to view all supernaturals as 'the enemy' in a war, and they take no prisoners. This includes their fellow Hunters, as the introductory character fiction chillingly illuminates.

Following that, the book presents a new aspect to the game, giving rules to playing Bystanders.

Bystanders are Hunters stillborn by inaction. Like Hunters, they receive a calling from the Messengers. Unlike true . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: June 29, 2001


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