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| *OP Hunter: The Reckoning | 
enlarge | Authors: Bruce Baugh, Geoff Grabowski, Angel Mccoy, Greg Stolze Publisher: White Wolf Publishing Category: Book
List Price: $29.95 Buy New: $14.99 You Save: $14.96 (50%)
New (6) Used (12) from $14.99
Avg. Customer Rating: 26 reviews Sales Rank: 177967
Media: Hardcover Number Of Items: 1 Pages: 272 Shipping Weight (lbs): 2.6 Dimensions (in): 11.2 x 8.6 x 1
ISBN: 1565047354 Dewey Decimal Number: 793 EAN: 9781565047358 ASIN: 1565047354
Publication Date: September 20, 1999 Availability: Usually ships in 1-2 business days
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| Customer Reviews: Read 21 more reviews...
By itself, interesting. Not quite compatible with other WODs December 26, 1999 15 out of 20 found this review helpful
Hunter: the Reckoning is another RPG that looks good in theory and concept, but the actual execution is flawed. Personally, I had been griping for some time that humans (read: people who don't have a WoD book named after them) are basically cannon fodder and statistics to harvest for personal gain. When I heard that an official Hunter book was going to be released (despite the botched publicity stunt at WhiteWolf's website), I thought I could finally implement something to restore some play balance and fear to the other supernaturals (who were becoming more stereotypically arrogant every time they played).What I instead found was something that might be more suited as an independant game, much like how Aberrant could not fit in a typical World of Darkness setting. The Hunters gain their abilities through a weird twist of fate in which the powers manifest. Such powers are based on a series is mindsets (martyr, avenger, etc). It presented a hunter less like the classic Von Helsing, and more like Buffy the Vampire Slayer. The "monsters" have less personality and tend to fall under the typical fodder of tv and movies. During a sample session where Hunters were introduced, the intricate plot got pushed aside for guns blazing and much skull-crunching. Definitely a departure from the plot development that I found in the other books. In summary: Don't view it as another World of Darkness book. See it more as a different gaming environment using the same mechanics. Thus, individual opinions will vary.
White Wolf's Feared and Hated Child December 1, 2001 12 out of 12 found this review helpful
When this game came out, White Wolf's forums were...less than thrilled about this game. It's a shame that people judge this book before they read it, because it has amazing depth and humanity to it.You are the Imbued, regular blue- and white-collar citizens who one day get a big cosmic message from enigmatic beings (called the Heralds) waking you up to the fact that monsters not only exist in your world, but they have been there for a while and they've inserted themselves very neatly into law enforcement, politics, media, etc. Armed with "second sight" (the ability to spot these monsters out of a crowd) and "edges" (powers given to you by the Heralds to help you out in the hunt), Hunters can either strike at the darkness, search for redemption inside monsters, or merely try to learn more about them and figure out what went wrong. But as you begin to fight the good fight, you realize that you're outnumbered, outmanned, and underpowered. To top it all off, leading the crusade against darkness ultimately alienates you from your friends, family, and society. It's gritty, tragic, but ultimately hopeful. Despite it's bad rap as a twink game, Hunters are actually fragile, panicky creatures who bleed easy and go down fast. It's a welcome change from the usual White Wolf fare (if you haven't picked up a White Wolf game yet, I recommend this first before purchasing others...knowledge about the other games ruin the mystery of the monsters somewhat)
Interesting concept, but not exactly compatible. January 13, 2000 10 out of 18 found this review helpful
What I expected when I bought this book was an interesting addition to the End Times arc, perhaps clarifying and expanding on the events contained in both Rage Across the Heavens and Time of Thin blood. What I seem to have gotten, at least in my own eyes, is somewhat different.To give credit where credit is due, the game holds up under scrutiny and it is interesting to read through. I'm sure many a novice WoD player will find this game an easier path into the angsty world of darkness, and this is good. The only problem seems to be that... well... this isn't exactly the world of darkness! Let me explain, lest someone go crazy and cancel thier order... This is an official addition to the WoD, but as the previous reviewer stated, it is better suited as a standalone game, and not as a game in the venerated series. The complex, three dimensional villains we are used to are replaced with cardboard seeming targets, lableled simply 'monsters' and fleshed out poorly. Sure, a veteran player of White Wolf games will most certainly use his own sourcebooks for guidance, but the novice is stuck with the vision of B movie grotesques. It also lacks the storyline progression we have become used to. There's nary a mention of our favorite baddies (like Pentex, one of my favorites), lack of the famous (and infamous) characters we've become used to, and overall, a lack of -involvement- in the big picture. The largest flaw is this, however: the whole purpose of playing a human, of creating a frail, relatively helpless mortal is to... well, play a frail, relatively helpless mortal. Giving them powers beyond that makes them superhuman as well, and diminishes the crucial human element. I've had many nonpositive things to say... so let me close with this: The game is not a bad game, it is just better played as standalone.
Hunter is a trophy to keep January 21, 2000 10 out of 17 found this review helpful
While White-Wolf did basicly recycle their old games' systems into Hunter, the story is a new one. For years, White-Wolf's World of Darkness has been ruled by the creatures of the night: Reality shatters at a Mage's whim; Ghosts terrorize the living; Vampires see humanity as a group of cattle; Rampaging Werewolves can tear a human apart without a second thought... and not even our dreams are safe from the Changelings. In response to this, reality seems to have begun to randomly choose champions to fight back. The Imbued, also known as hunters, are taking the war back to the doorsteps of the supernatural. As opposed to other WW games, the Hunters are ordinary people with some extraordinary abilities. This is the emphasis of the game. They are students, mothers, doctors, DJs, whatever. But they aren't all fantasticly rich super-strong martial arts instructors. This is a game about finding hope through one's actions, and giving the innocent an easier sleep at night. Also, the writing in the book is well done, and the powers and abilities are fresh as well. Where Aeon floundered, Hunter will stand firm.
VERY Overlooked April 22, 2003 10 out of 12 found this review helpful
I've played Werewolf. Hell, I've dabbled in Vampire. Both are really great games if you want to play as something that's rediculously powerful and only have a real challenge if you're fighting an older Vampire or Werewolf (in either game). Hunter is different: instead of being this ungodly-powerful monster, you're this regular Joe with a neat trick, trying to fight the aforementioned monsters. It sounds unfair, I know, but that's what makes this game beautiful. You have extraordinary powers, but they're hardly enough to stop a charging Get of Fenris or Bruja in its tracks. You're alone, and if you don't find help, either you'll die, or you'll be driven insane. That, my friend, is true fear. Yes, the story aspect is my favorite part of this game, but let's discuss the gameplay. As in most White Wolf games, the gameplay takes a backseat for story, but there's a perfectly working game here, too. Each player creates a Hunter (someone trying to fight monsters that only they can see) and assigns him/her powers.
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