Thu, 26 March 2009 This week we give our reviews of Night Stalkers, Spirit Slayers, and the D&D Player's Handbook 2. Also speculation and news on Geist: The Sin Eaters, more Mage, and more tangents than the other episodes in Season 2 put together! Feedback, questions, and submissions can be sent to AnubisTJ@GMail.com (T.J.), MasterSoulReaper@GMail.com (Peter), and Ryeran@GMail.com (Ben). Comments[4] |
Hi, guys!
Thanks for the blurb on Geist. I checked out the WW forums, and there it was: a short intro on the book copied over from Amazon. Way to go Amazon!
4E: yeah, I'm currently running a campaing with this system, and I agree with you. Do lots of combat, then do Skill Challenges that revolve around combat-like scenes and finally move on to more combat. I don't like it, I'm wasting my time with it and I should quit. However, I don't want to stop as long as a single player is having a good time...
After purchasing HtV core and Slashers, there's a single book looking meakly at me from in my bookcase: Witch Finders. I get why books like Spirit Slayers, Witch Finders and Night Stalkers have been written, but...I already got core rule books for the Big Three! I don't know, somehow I can't get over that fact. Slasher was nice, because it seemed to give me something new to play around with, which wasn't totally useless.
Then again, I feel that like Promethean, Hunter is going to be one of those games that's just going to collect dust in my bookcase from hereon until I get bored with the nWoD and sell the lot of them. Both gamelines are nice, they have their own "thing" and do a respectable job of accomplishing what they set out to do. It's just that neither of them provide that spine gripping thrill that I get from CtL and VtR. They are great as antagonists, but geyond that I'm uncertain whether or not I'll ever actually run a HtV or PtC chronicle. I actually own all of the PtC books, because there are a lot of cool ideas in there, but I'm already done with HtV: the Core and Slashers is what I'll use, and Witch Finders can just sit there collecting dust for all I care.
Mage: the Awakening game mechanics are not that difficult. Period.
O' these "Who is Kain?" -guys do sound pretty neat. Although, it reminds me a lot of Carthian Law. Still, very cool :)
TJ: you rambble with skill. Respect!
Things got a little boring after you got well and truly into the description of what your Mage game has been going through, but I braved through it none the less.
Good podcast, guys, keep it up!
Thanks for the blurb on Geist. I checked out the WW forums, and there it was: a short intro on the book copied over from Amazon. Way to go Amazon!
4E: yeah, I'm currently running a campaing with this system, and I agree with you. Do lots of combat, then do Skill Challenges that revolve around combat-like scenes and finally move on to more combat. I don't like it, I'm wasting my time with it and I should quit. However, I don't want to stop as long as a single player is having a good time...
After purchasing HtV core and Slashers, there's a single book looking meakly at me from in my bookcase: Witch Finders. I get why books like Spirit Slayers, Witch Finders and Night Stalkers have been written, but...I already got core rule books for the Big Three! I don't know, somehow I can't get over that fact. Slasher was nice, because it seemed to give me something new to play around with, which wasn't totally useless.
Then again, I feel that like Promethean, Hunter is going to be one of those games that's just going to collect dust in my bookcase from hereon until I get bored with the nWoD and sell the lot of them. Both gamelines are nice, they have their own "thing" and do a respectable job of accomplishing what they set out to do. It's just that neither of them provide that spine gripping thrill that I get from CtL and VtR. They are great as antagonists, but geyond that I'm uncertain whether or not I'll ever actually run a HtV or PtC chronicle. I actually own all of the PtC books, because there are a lot of cool ideas in there, but I'm already done with HtV: the Core and Slashers is what I'll use, and Witch Finders can just sit there collecting dust for all I care.
Mage: the Awakening game mechanics are not that difficult. Period.
O' these "Who is Kain?" -guys do sound pretty neat. Although, it reminds me a lot of Carthian Law. Still, very cool :)
TJ: you rambble with skill. Respect!
Things got a little boring after you got well and truly into the description of what your Mage game has been going through, but I braved through it none the less.
Good podcast, guys, keep it up!
I guess it's fair to say that the Mage mechanics aren't "difficult," they're just incredibly complicated. I've owned the system over three years and have played dozens of hours, and even in our most recent system I had to be corrected about extended casting. XD There's just so much you can do that until you know it all by heart, you're doing a lot of flipping every time you want to cast anything other than a Covert Instant Rote with no advanced "metamagic" factors. I love the system, it's just really daunting for new players and STs (as opposed to most other game lines, in which the only page you need to look at to use a power is the page that power is printed on.)
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