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Okay... Hunter the Reckoning 5th edition. I unfortunately have opinions not many people will be surprised about.
The game still feels like it has an identity crisis between wanting the player characters to be the everymen who said enough and started biting back against the supernatural and being very special with access to special powers. This was true in the legacy era with the Imbued and the Numina, it's still true with Edges. Now, having the characters be special - there's nothing inherently wrong with that, because special characters tend to make for natural protagonists, but it feels like the game can't decide if it wants everyman or special more and it ends up awkwardly reaching for both.
I've heard people say that just as VtM 5 took some mechanics for Chronicles' own Vampire the Requiem (which looking at both systems side-by-side is fairly obvious), so did HtR 5 do the same with Hunter the Vigil. I can't comment on it, as I've neither read through or played the Vigil, but I wouldn't be surprised if it was true. Speaking of Vampire though...
The attention to detail in places in this book is god-awful. The example presented for the Linguistics merit IS THE SAME LEBANESE VAMPIRE IN MEXICO CITY WORD-FOR-WORD. Seriously?! You couldn't even be bothered to rewrite that to fit the book it's in now? That just feels lazy.
Hunter Creeds... feel utterly pointless. The only mechanical difference between them is what you can use Desperation dice for and their fluff text all reads so similar for the most part that if you were to remove their names from text, I wouldn't be able to tell most of them apart. They feel like they only exist because the designers needed to shoehorn in some kind of character class system, because ttrpgs need to have those, right?
The Drives meanwhile are fine. Nothing much to say here, since they're primarily a narrative tool, rather than a mechanic one.
Edges! I'm very divided on these. The Asset and Aptitude Edges feel okay... until you realize that stuff like getting your hands on say... a car, a custom-made gun or explosive would fall under Allies/Contacts in other splats, but in here getting those is a special ability, implying you need that Edge to have any chance getting it. It feels very messy.
Endowment Edges on the other hand feel pretty fun! They're obviously supposed to be the choose-your-own-flavor Numina, and they feel like the best fit for representing True Faith, but you could flavor then as Hedge Sorcery or in some cases even Hypertech, as long as you accept most of these only work against the supernatural. It's not ideal, but it's probably the most fun part of this book.
Lastly, I want to talk about how HtR5 uses Chronicle Tenants. In short - it doesn't. Oh sure, it tells you to decide on them, but there's no actual mechanical consequence for breaking them. In Vampire, breaking a Chronicle Tenant usually means Stains on your Humanity, in Werewolf you have Harano... in Hunter you have nothing. Chronicle Tenants, at least to me, have always been half about setting a theme, half ideas to be challenged during play. Do you break one when doing so would be the right thing? Hunter leaves no such considerations, because when there's no consequence, does the choice even matter? Instead it treats them as closer to lines and veils for the players, which is just not what they're meant to be.
Oh, right, the orgs... meh? The returning ones like Arcanum and Saint Leopold are mostly the same as they were in legacy, only with questionable rewrites and squandered old plot threads. Also, who thought having an org who's name abbreviates to KKK was a good idea? No, they're not actually the Klan, but seriously? And yes, the choice for not letting players be a part of an org is still dumb.
I'll be honest, I'm not sure I'm going to read much more of Hunter 5. This has been a highly frustrating experience.
On one final note, I've said this before but god damn it, the actual art style of this book? The actual drawings in black and white punctuated with splashes of blaze orange? It is soooo good. I wish this was a consistent art style across the 5th edition World of Darkness with a different color for each gameline. It is simply just so striking.
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Decided to give reading Hunter the Reckoning 5th edition a shot and jesus christ, the exceptionalism dripping from the pages is unreal. Because only YOU can make a difference and if you'll lucky, YOU might run into a few other folks like YOU and the people who are supposed to be fighting mobsters are all CORRUPT. Like...
Look, Hunter never was a gameline I was overly invested in. I like to sprinkle Hunters into my stories as antagonists or even, rarely, extremely reluctant and unreliable allies. But this book gets so unbearable about how everyone is against you, even the guys who's literal job is fighting monsters, but they're not REAL HUNTERS because it's a 9-to-5 for them.
I may not be fully in tune with the themes of HtR, but this just feels... preachy and dead set on convincing you just how special Hunters are when to me, they're supposed to be the average person who stepped up. And yes, other splats are about playing monsters. No arguments here... but they also deal with the humanity of said monsters and how sometimes, the monsters can be more human than mortals themselves. This just seems to throw that consideration out of the window completely in favor of this monster-of-the-week format of stories.
I'm honestly not sure if I'll make it through this book.
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