Better Games aka Spacegamer.com
Teaser Beta Demon Hunter 1705
Message:
Massachusetts Bay Company
In 1693, Cotton Mather published “Wonders of the Invisible World,”
in which he contended that witchcraft and demons were real; further
these covens threaten mankind. He was mocked and celebrated. Decide for
yourself, perhaps, but the darkness of the primeval forests of Colonial
America teem with the strange and creepy. The whole of ancient world
civilizations remain mysterious and strike deals with forces undeniably
evil. Venture forth, if you dare, consecrated and empowered by God and
his earthly bankers to uncover the sources of these dark satanic forces
and to slay them indiscriminately.
The campaign starts in 1705, before the United States was formed or
even suggested. The group of players will be based in Boston, taking
passage often to purge evil upon the seas and ashore in the four corners
of the world. This is a time of European dominance and prejudice,
expect little to be whitewashed, but each Referee must temper his play
to the sensibility of his players. The goal is not to offend nor truly
recreate, but each player should embrace this much different era, one
with a stilted set of values. Yes, we save the harlot’s soul by burning
her. Lord be praised (with malice to none but dripping with arrogance).
This is just a fantasy rpg, so lighten up; it’s not like what we do is
real or criminal, sheeze. Enjoy with a heavy slathering of bombast or if
you enjoy flit into parody.
The game is a study of religious zeal and shameless opportunists
joined together when confronted by the supernatural, something none of
the player characters will understand nor ever control. Unless his
character seeks the occult, forsaking his vows of fellowship and
embracing the very sin he once slaughtered. Or, each character might
drop from play foiled by the Simple Lie that the devil is a hoax; the
player character might then become convinced that science will explain
everything, and the goals of the party are false. Demonic phenomenon is
folly?!? Tell that to the blood-stained demigods at each climax.
The only true way to find the demonic is to trust your senses,
because evil insults these gifts. A mixture of fantasy and piracy, the
goal is to create a horror version of Crimson Cutlass. In that game, the
supernatural exists as only misunderstanding fostering utter terror.
Here, in Demon Hunters 1705, as the name implies, the players will be
experiencing more than hyper imagined foes. Werewolf, Vampire, Banshee,
Mermaid, Siren, Gryphon, Dragon, Succubus, Hobgoblin, Fae…the Demons,
Devils, Feeding Horrors, Ghosts, Goblins, Slug Gods, Raw Evil, Tainted
Mortals, Spirits, Zombies of the free-style horror game, Where Fools
Dare to Tread, have been specialized and adapted to event driven combat.
Is this Farce to the Characters?
The characters need not all be dour. Certainly, the game lends
itself to parody. The event narratives will read stilted, melodrama for
effect. As modern readers all of this can seem a tad puerile in and out
of character. The only way to prove otherwise may be killing a laggard.
Yet, I don’t think humor detracts from setting a mood. Sure, play the
whole of Demon Hunters 1705 as silly fun. Protect the trollops and keep
pumping the arm to raise tankards of ale. In contrast, none of this was
written to mock honest theological zealotry. I hate demons, even if I’m
not sure any exist (anymore). In 1705, supernatural evidence was
admissible in court. People were hung as witches. Perhaps rightly so, I
wasn’t there.
Keep telling yourself, it’s only a game.
Your Character
This is free-style, not free-form. The players do not control
everything, every action, every part of their evolving story. You begin
as one of six archetypes.
Tact
First select your priorities and consider these three questions posed:
A. I, Protect the Innocent: Is self sacrifice necessary for the greater good?
B. I, Slay Demons: Does the end justify the means?
C. I, Stay Alive (to Fight Another Day): Must we keep from becoming evil ourselves?
Order these three objectives. e.g. is your character’s priority ABC or BCA?
Here’s the result:
ABC – Paladin, Swagger Mystic
ACB – Lawman, Swagger Marksman
BAC – Zealot, Swagger Brawler
BCA – Pragmatist, Swagger Duelist
CAB – Observer, Swagger Retainers
CBA – Profiteer, Swagger Rogue
There are no Traits, like other free-style games. There are no
application of Trait to absorb a wound or start with the Catbird Seat
advantage. These tactical benefits could occur when the players acquire
Divine Weaponry. The introduction of these special objects happens
within the tables and as prizes presented by the Referee to his own
taste. I tend to be Monty Hall and give away the store to see the nifty
stuff in action.
Alignment, Perhaps
All six Tact will have positive and negative influences in the
combat tables. Certain characters, like Pragmatists and Observers might
flee more often. While Zealots and Lawmen tend to deliver wounds to
friend and enemy alike, provided there’s a higher chance for injury upon
the demonic. Paladins and Profiteers often share common tactics even if
their end goals vary.
Divine Weaponry
There are two lists of gear which enter play. The first is rather
practical and the second is strangely acquired. Choose and protect your
equipment wisely. This is not just the ordinary gear of camping. That
nonsense, like a sleeping bag, is there by presumption. The character’s
hat, on the other hand, has a more flamboyant role often to play.
very interesting.