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Hunter the Vigil (Hunter)
 
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Hunter the Vigil (Hunter) [Hardcover]

White Wolf
4.0 out of 5 stars  See all reviews (3 customer reviews)

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Product details

  • Hardcover: 370 pages
  • Publisher: White Wolf Publishing (13 Aug 2008)
  • Language English
  • ISBN-10: 158846718X
  • ISBN-13: 978-1588467188
  • Product Dimensions: 27.7 x 21.6 x 2.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 387,886 in Books (See Top 100 in Books)

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2 of 2 people found the following review helpful
Format:Hardcover
In brief:

- Well-written and presented
- Atmospheric; the book does a fine job of drawing you into the mindset of a Hunter
- Special Storyteller System rules explained well with adequate detail given
- Great standard of artwork throughout
- Rich in lore and provides many, different examples of the concepts presented in the book
- Each chapter is preceded by one part of a bigger story, relevant to chapter from which you are reading, which is a very useful aid to readers who aren't natural storytellers or may be stuck for ideas for campaigns and scenarios
- One of the most -- if not, the most -- accessible Gamebooks in New World of Darkness series that caters for action-minded and chronicle-minded Storytellers alike

To note:

- This Gamebook assumes you have read the Corebook for the most part so please be aware of this before buying this book if you wish to be the Storyteller of your own Hunter game (in other words, if you want to be the host)!
- This is not a book for young readers and parents who are looking to buy this book for their child should take this into consideration as it deals with adult themes, topics and some of the artwork is explicit and gruesome

5/5 -- An essential purchase for your New World of Darkness collection
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2 of 2 people found the following review helpful
Format:Hardcover
I ran Hunter: The Vigil for my local gaming group as a 'gateway' game. Few of them had played a World of Darkness game before, and rather than explain the often complex social hierarchies and detailed history of one of the other supernatural core books, such as Werewolf, Changeling or Vampire to them, I opted for Hunter: The Vigil.
During character creation, one of the players, whilst reading the description of the Long Night Compact, exclaimed "Actually, this is really well written!" I'm used to players not knowing what they want to play when creating a character for a new game, but not usually because they're spoilt for choice. Normally there's one or maybe two character options that make a player sit up and pay attention. I found that my group wanted to play everything, which is great.
The game itself does a good job of re-presenting the World of Darkness setting from the perspective of hunters, and introduces two 'new' antagonist types into the game world - Slashers - the classic horror movie tropes, and Demons - which are hardly 'new', but had not been given specific treatment in the 'new' WoD. I personally think they did an excellent job with the Slashers. See the separate World of Darkness: Slashers book published to support them.

The game offers three modes, or 'tiers', of play; normal Joe's fighting back against the dark, members of larger hunter organisations, or Compacts, or members of ancient sects or massive organisations that grant their members access to powers that blur the lines between human and monster.
This almost makes Hunter: The Vigil three games in one, as each tier differs greatly.
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3 of 4 people found the following review helpful
Format:Hardcover
The core rule book for Hunter: The Vigil has gathered dust in my bookshelf for about a year now, well in my girlfriends shelf anyway. It would probably still be standing there gathering dust if my Kindle hadn't broken down the day before my vacation.

Hunter: The reckoning had in my opinion many flaws. It made the hunters to much like just another brand of supernatural creature fighting their favorite enemy. In the new version hunters are just normal, with a tidbit of extra juice through some special willpower rules. I like this part. Then they start ranting on about this organization of hunters and that organization. Most of them are not particularly innovation. Each organization had its own special brand of juice. Some has special equipment, others rituals or magic. Which brings us back to the feeling from reckoning that hunters are just another brand of supernatural creature.

If you want to run a game with large organization hunting supernatural creature, this is a book for you. If you just want a game of a small group of hunters doing their very best to survive against the horror of the nights this book doesn't give you a lot of help. Stick with the core rule book for world of darkness and a book or two about monsters and you'll do fine.

The only area where I think this book can be really useful (aside from filling the bookshelf) is if your running a different supernatural game and need some hunter antagonists. In such a game I can see how a big organization of hunters might be both scary and worthwhile for the story.
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