It's been busy around here. At work we're moving almost a thousand parts from downstairs to the second floor and this requires someone to do the moves in the system while someone else physically does the moves. Thankfully I'm one of the few left who knows how to do the system stuff so the slave labor went to others. On the other hand, it means I've already started working on the weekends again so my reading, painting, gaming and most importantly, drinking, have all suffered.
Nontheless, I have managed to finish the first book in the Witch Hunter trilogy of Mathias Thulman by C. L. Werner. If you're looking for a good read that's set in the Warhammer setting and is loyal to the setting with some strong character archetypes, it fits the bill.
For gaming, I didn't write down as much this time for a few reasons, the first being that I lost my stupid transparent bookmarkers. Argh. Anyway, quotes are taken from the trade trilogy edition.
Character Knowledge Default
While on a wagon, the witch hunter, his hencman, and others are taken to a ruin of Slyvania. For those who are familiar with the Warhammer setting, this is a vampire kingdom plagued by the undead. Mathias, the start of the series, knows what it is.
Sometimes GMs are so intent on focusing on making everything new and wonderful and unique for the players, that they forget some of them are experienced old hands or more importantly, that their characters are and common knowledge and lore, even uncommon bits of information, may already be in their possession. When possible, allow the players to take the lead in sharing that information with the other players so that it showcases the breath and depth of those characters. Not everyone is a farmer that can only shoot big rats with impressive accuracy. Some are already seasoned knights.
Resource Management
During their encounters with ghouls in the ruins of the dead, one of the characters Mathias has met, a dwarf, reveals that he has explosives in the wagon they've left behind. Not explicitly mentioned earlier, it reminded me of a game I played, which I believe is Trail of Cthulhu, where you can make resource rolls to see if you have specific equipment need to overcome challenges as they crop up. Instead of following all recommended guidelines in the game in terms of magic items and abilities, think about allowing the players to pull out extras in exchange for giving up parcel drops. It will add a lot more random elements and creativity to the game then allowing them to pay for bonus fortune cards.
Signature Items
Mathias has a slver blade blessed by the highest source of religious power in the land. This blade serves him well in many instances. However, he didn't get it from an ancient tome. He didn't travel the planes to prevent someone else from getting it. He didn't pull it from a stone. It's part and parcel of his job essentially. Not every weapon has to be Stormbringer or Caliburn to be potent. Sometimes having friends in the right places and times can make all the difference.
Change it Up
If there was an annoyance with reading the first book, it was that every time Mathias spoke, the author described it as silky. Pay attention to how you talk and how you describe things. If you find yourself going over and over the same material time and time again, get a thesaurus. Try out different catch phrases. Watch different movies. Do something to shake yourself out of repeating yourself over and over again.
Family Matters
In the first novel, Mathias is charged with finding out about varous murders in a land ruled by a retired Witch Hunter. C. L. Werner introduces the retired witch hunter, his wife, two sons, and the history of witch hunting that spans some odd five hundred years. The characters in the faimly are different and unique in their ways and this helps the exploration of Mathias into the history complelling and drives the reader forward. If the GM can showcase that the settings are populated by people, he can try to engage the characters with these people for both good and bad consquences. The more rich and diverse the cast of NPCs are, the larger their list of contacts are, the more the characters will feel that they are engaging a real setting as opposed to a point and click event.
C. L. Werner does a good job of brining Mathias to life and those looking to expand their lore of Witch Hunters in the Warhammer setting should pick up the omnibus.
Showing posts with label Witch Hunter. Show all posts
Showing posts with label Witch Hunter. Show all posts
Sunday, January 9, 2011
Monday, January 3, 2011
Witch Hunter by C. L. Werner
Started reading the old Witch Hunter. The prose style is easy to read and the Warhammer world is well described here. The book falls under my 'popcorn' reading. Below are some quotes taken from the first short story in the book so beware of spoilers for those who detest such things.
On The Use of Holidays:
"The Festival of Wilhelmsag brought many travellers to Kleinsdorf... Gustav again sipped at his wine, silently toasting Wilhelm Hoess and the minotaur lord which had been kind enough to let itself and its horde of Chaos spawn by slaughtered in the streets of Kleinsdorf two centures passed." (pg 18 of the Witch Hunter Omnibus)
With the recent passing of Thanksgiving, Christmas, and of course New Year, I've mentioned a few times that creating holidays, holy dates, and festivity days can be an important part of world building. One thing I didn't hit on, which C. L. Werner does here, is that the scope of the holidays do not have to be all emcompassing. In the dark and standard fantasy settings most D&D style games takep lace in, a lone village that defends itself from an advancing army is going to celebrate that victory.
In terms of connecting it to the campaign, make it not an army of goblins or orcs, but an army of invaders from a nearby neighboring lord that wanted the resources of the land. Beaten back, every year those intruders have to hear of the victory dances and celebrations held one town over. Perhaps they eventually decide to do something about it...
Where Ever You Go, There You Are
"It was Gerhardt Knauf...He was afraid you had come.. seeking him." (pg. 28).
I've mentioned it before, but adventure, action, or events, happen where the characters are because of who the characters are. When a Witch Hunter comes into town, those not prepared for it may panic and do things that normally they'd be more cool-headed and avoid. Same thing for bounty hunters or press gangs or military come recruiting.
Whatever the players make and how they interact with the world, they may be known by things as simple as their garb, choice of weapons, or holy symbols. And when you need to kick start an adventure, just decide that someone where they're going doesn't particularly like that.
The Little Touches
"the grimoire of a centuries-dead Bretonnian witch;p the abhorred Ninth Canticle of Tzeentch, its mad author's name lost to the ages;" (pg. 29)
I hate coming up with names for libraries but the players are always asking what the titles of the books are. Try to keep a list of book names and other useful references nearby so that when they go seeking out knowledge or come across that lich's library, you've got some space covered. And then whatever the players don't inquire about on the list, move it to a new list.
Keep The Action Moving
"The monster crashed into Thulmann sending both man and fiend plumeeting down the stairs." (pg 33)
Authors have to keep the reader's attention on the page. Despite complaints or critcism, R A Salvator has managed to keep Drizzt on the market for decades and one of the things his fans clamor about are the fight scenes. While the fight against this pink horror isn't so long, it does involve a lot of movement from room to room in the manor. Let the monster take a few attacks of opportunity as it bodily hurls the character down the stars. Let the monster take some damage from landing under the character if they make an agility test to put it on the bottom. Keep the action dynamic.
Player Restraint
"If we meet again I may not be so restrained." (pg 37)
Mathias has the opportunity to take out an enemy, but it is one driven by lose of love, not greed, chaos, or any of the other potential reasons a witch hunter might strike someone dead. Well, at least a righteous witch hunter.
Recently, Dragon magazine on the DDI, had an article basically about cripplining and maming your enemies instead of killing them. In the above instance, Mathias has not done that but he has won. think about asking the playersi f they are going for a 'fatal' blow. Allow the damage and other factors to be calculated normally but if the enemy goes down, ask them if they're out for blood. Sometimes their response may surprise you.
C. L. Werner keeps the action moving and provides the little touches that tell you this isn't the Forgotten Realms, it's the world of Warhammer.
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Wednesday, December 29, 2010
Witch Hunters
While I was at Half Priced books in Niles, I came across a Warhammer omnibus about a Witch Hunter. Now Warhammer is known for its portral of the Witch Hunter. They are religious zealots that will not suffer the abuse of magic or sorcerer and hunt down those things which use them.
Robert E. Howard was probably one of the first times I was introduced to such a concept through his character, Solomen Kane. Hell, there's even a Savage Worlds game in full color with a few supplements on him.
In short, the character concept is old and while it is often tied to Puritan views, its very existance in Warhammer tied to the man god Sigmar shows that the manner of transporting such an archetype is solid.
But what does that mean for an RPG? Well, outside of serving as an inspiration for a martial character that fights evil sorcery, consider the following:
The character is or at least practices some form of faith and often in a very narrow manner. This may lead to conflict with other party memebers. Such things are as classic as the half-orc assassin trying to adventure with the paladin who may not travel with known evil fellows from first edition though, so its not that much of a hurdle to overcome.
The character, being a member or at least knowing about the religion, may have ties to the church. The church is a massive organizaiton that generally has many small branches thoughout the land. And if Warhammer and history in general has shown us anything, it is that when the cat is away the mice will paly. Those places that are on the edge of empire or well nestled within full corruption may not actually appreciate the good work that such a witch hunter may do and actively seek to oppose him, to shield those the witch hunter would seek out. After all, what does a little necromancy matter if those who practice it still attend to the church and still donate most generously? Let these little things slide.
The character, being a hunter, is a known element and like any known element, may have his own detractors. Has the character ever killed the wrong person? Have any relatives sought to bring the character to their own version of justice? And of course, if the character has crossed paths with any of the more powerful forces, such as chaos or the undead, well, they might want to preemptive strike him so that he doesn't come after them.
The Witch Hunter is an interesting concept and I'm looking forward to digging into this Omnibus and looking over some of my Dark Horse Solomen Kane comics for further inspiration.
Robert E. Howard was probably one of the first times I was introduced to such a concept through his character, Solomen Kane. Hell, there's even a Savage Worlds game in full color with a few supplements on him.
In short, the character concept is old and while it is often tied to Puritan views, its very existance in Warhammer tied to the man god Sigmar shows that the manner of transporting such an archetype is solid.
But what does that mean for an RPG? Well, outside of serving as an inspiration for a martial character that fights evil sorcery, consider the following:
The character is or at least practices some form of faith and often in a very narrow manner. This may lead to conflict with other party memebers. Such things are as classic as the half-orc assassin trying to adventure with the paladin who may not travel with known evil fellows from first edition though, so its not that much of a hurdle to overcome.
The character, being a member or at least knowing about the religion, may have ties to the church. The church is a massive organizaiton that generally has many small branches thoughout the land. And if Warhammer and history in general has shown us anything, it is that when the cat is away the mice will paly. Those places that are on the edge of empire or well nestled within full corruption may not actually appreciate the good work that such a witch hunter may do and actively seek to oppose him, to shield those the witch hunter would seek out. After all, what does a little necromancy matter if those who practice it still attend to the church and still donate most generously? Let these little things slide.
The character, being a hunter, is a known element and like any known element, may have his own detractors. Has the character ever killed the wrong person? Have any relatives sought to bring the character to their own version of justice? And of course, if the character has crossed paths with any of the more powerful forces, such as chaos or the undead, well, they might want to preemptive strike him so that he doesn't come after them.
The Witch Hunter is an interesting concept and I'm looking forward to digging into this Omnibus and looking over some of my Dark Horse Solomen Kane comics for further inspiration.
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