Not signed in (Sign In)

Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

Welcome Guest!
Want to take part in these discussions? If you have an account, sign in now.
If you don't have an account, apply for one now.
    • CommentAuthordyjoots
    • CommentTimeJun 20th 2007
     # 1
    I picked up Beast Hunters because it seemed like it would be an excellent game to play with my wife; two-person, more or less competitive, and with a simple to pick up premise. After reading through the game, I must say that I'm impressed. It looks like exactly what I was expecting.

    But... I was surprised to find that the rules included a way to play for more than two. In fact, there is at least one Beast that requires there be multiple hunter characters in play. Not that this is a bad thing, far from it; it's cool to see that the game is actually more useful than I had initially believed.

    Anyway, I was wondering if anyone here has actually used the game in this way (i.e. with multiple hunters). If you did, how did it go? How does it compare to the two-player set-up?
  1.  # 2
    Hey there :)

    Glad you like the game! I playtested it with four Hunters, and ran demos with two. Some of those players hang out here, if you want to ask them more questions about how that went. I'll also run it for several Hunters at Go Play NW this Saturday, so there'll be more reports coming up.

    I don't know if anyone else has done that yet. I'd love to hear about it!
    • CommentAuthordyjoots
    • CommentTimeJun 20th 2007
     # 3
    I'll be eagerly awaiting the AP reports. Beast Hunters has a lot of potential, and I would love to see what other people have done with it.
  2.  # 4
    Hey Chris,

    I ran it twice with four Hunters each on Saturday. Some initial impressions are in the Go Play NW Hotness thread.

    I'll let you know if/when see more detailed AP reports.
    •  
      CommentAuthorjohnzo
    • CommentTimeJun 25th 2007
     # 5
    This is an uninformed opinion, because I've never played 2-player Beast Hunters, but can't imagine it being better than the multiplayer version.

    Here's why I think multiplayer rocks:

    • You can be an audience. You get to make gruff barbarian noises when other people do cool stuff.
    • You get an audience. People will make gruff barbarian noises when you do cool stuff. That is so rewarding!
    • You get fuel for your own narrations from the stuff that other people narrate. I was stymied a couple times as the rotation round towards me, and then something would happen that totally lit my fuse -- like when (being careful with names now) Ryan put a sudden spirit-fueled rainstorm into the game. Suddenly I knew that I had to drown my opponent in some standing water. I think that riffs like that can really weld the game together into a unity.
    • Teamwork, really really pays off. Playing one-on-one, it can take a long time to wear down a big baddie. But with a buddy at your side, you can commence with some serious hurting.
    • You don't have to be "on" all the time, and you've got a nice thinking space between moves. I'm a better contemplator than an improviser, so this was helpful to me.
  3.  # 6
    Thanks for that feedback, John. I actually quite agree, as you can see from the hotness thread :)

    I'm a better contemplator than an improviser

    Honestly, you could have fooled me.
  4.  # 7
    I second everything that John said. I'll add one criticism: at the end when it was the four of us versus one threat, I was more interested in helping John than doing something against the threat on my own, mainly because John was doing some awesome stuff and I didn't want to steal his thunder. I contemplated saying "pass" to get the action back to John, but I felt that would have robbed the game some and betrayed my character because she sure wouldn't stand around doing nothing.

    But that's really the only criticism of multi-hunter. I think when I run it, I'll try allowing multiple aids, but with diminishing returns. That aside (and it was a really small issue), the game freakin' rocked.
    • CommentAuthordyjoots
    • CommentTimeJun 25th 2007
     # 8
    Posted By: johnzoThis is an uninformed opinion, because I've never played 2-player Beast Hunters, but can't imagine it being better than the multiplayer version.


    That's a surprising assessment, but I definitely get why. One of the reasons I'm looking forward to moving back home is that I will be able to play RPGs with more than just my wife, for most of the same reasons you stated.

    Let me ask about Teamwork - does it make a huge difference in effectiveness? I mean, I haven't had a chance to try it, but I wonder how much easier it makes big boss challenges... I've had an issue with how tough it can be for a single Hunter to take on challanges all by himself, and I've adjusted the Strike rules accordingly (I'm dyjoots on RPGnet, Christian), but I wonder if that would make a group of Hunters far too effective.

    It's cool to see how excited people get about the game. I figure there is a lot of creative description going on... I like the encouragement to "stunt" (stealing a mainstream RPG term). For the GPNW players (or Christian, whoever really), how much over-the-top action/narration was there?
    •  
      CommentAuthorjohnzo
    • CommentTimeJun 25th 2007
     # 9
    I second everything that John said. I'll add one criticism: at the end when it was the four of us versus one threat, I was more interested in helping John than doing something against the threat on my own, mainly because John was doing some awesome stuff and I didn't want to steal his thunder.

    Thanks, Ryan. :)

    Something like that happened to me in T&T last night. When Clinton and John H. really got going, I shifted into audience mode. There was serious flow in that game, people were really achieving awesomeosis, and I didn't want to screw it up. I kicked in a vorpal spell to JH, and that was pretty much my contribution to the whole game, and yet I still had a bitchin' time.

    I have a question for Matt -- in our Beast Hunters endgame, when you helped me in my last two or three actions, how satisfying was that? Did you get to have fun narration in there, or roll dice or anything? Or were you just gifting me your +3 for me to do stuff with? I can't remember really what happened.

    The Beast Hunters multiplayer rules have an option for one Hunter to transfer advantage points to another Hunter, which requires either a convincing narration or a successful roll, but trait lending appears to just require that one player buy into another's action, no narration required.

    but I wonder if that would make a group of Hunters far too effective.

    Our setup didn't really have a big bad; we had four groups of bad guys to fight. I accrued a sizable advantage on a phalanx of soldiers while some enemy commandos were activating their traits. Then the commandos attacked, and I was too busy with them to do anything to the soldiers, but Matt took them on.. Matt hurt the soldiers pretty badly and stayed fresh while I took some hits against the commandos. Later, we both did a strike and then switched off, so I could finish off the weakened soldiers and he could bring his full wound track to bear against the commandos. After the soldiers were dead, we combined to finish off the commandos. At that point the outcome was not in doubt; it was just a matter of how it would be narrated.

    For the GPNW players (or Christian, whoever really), how much over-the-top action/narration was there?

    It was all pretty much over the top. My guy pushed a temple column down on the phalanx, scattering them badly and killing them. I narrated friendly fire kills, caught javelins out of the air and used them as bludgeons in one smooth, sweeping motion, ran on the butts of upended javelins that lay embedded in the ground while decapitating the enemy on both sides, threw myself backwards into an open cellar to try to crush the woman-commando clinging to my back, and decapitated a midget general who was riding in a cupola on a giant's shoulders.
  5.  # 10
    Haha! I had forgotten about the midget, whom John just introduced to kill off in the very same narration =)

    I told the players that this would be a cinematic, 300-style game, so yes, the narration was wonderfully over-the-top. But certain players tend to go that way anyway, and that is perfectly in line with how I like to play the game, because it allows for more creative narration. For example, in one of the playtests, they were also fighting a pack of wolf-like animals, though in the course of an adventure. One of the players made a fire and rained down burning pieces on them. Then the guy who played his own version of the huge, powerful barbarian kicked up one of the burning wolves into the air, grabbed him, and bashed the other wolves with their flaming friend! (That was Nick, by the way, and I'm sure people who played with him at Go Play NW have seen his style in action :)
    •  
      CommentAuthorMummyKitty
    • CommentTimeJun 25th 2007
     # 11
    As one of the players in the four player game with Ryan, John and Matt at Go Play, I have to agree that it was pretty cool. I think the multiplayer almost brought out a competitive spirit as the warriors tried to top each other's awesome combos and action descriptions. It was almost a little flustering for me as a newer player to these kinds of games, working with some masters. :-) It took some getting used to, but I think next time I would be disembowling the elite commandos with their own weapons with the rest of the guys instead of fighting a pack of dumb war dogs!!!

    --Dan
    • CommentAuthorMatthew SB
    • CommentTimeJun 25th 2007
     # 12
    John, by that point in the game I was riding a massive high of awesomness. There was a constant stream of kick-ass narration, and I felt very fulfilled by my contributions in the game. So I felt great being able to contribute to our group goals by giving up a small amount of narration at the end. So, in my recollection, in the rounds I helped in my rolling was limited to just defense. It probably helped that I had an awesome untouchable streak going with the dice there. But really, while I didn't have as much narrative clout in the helping rounds, the transition from the solo fights to the joint efforts felt really awesome from both a tactical perspective and in terms of the story being told. It was just very cool to work together to overcome the challenges. So I'd say while my active contributions were reduced in those segments, it was still super satisfying. And if it hadn't been, I certainly wouldn't have kept doing it! Does that answer your questions, or have I gone off rambling?

    That's interesting about the rule for transferring advantage. I hadn't caught that aspect, but I can see that being a potent motivator for awesome narration.

    Dan, don't sell yourself short dude: You held your own agains those dogs, and they were damn tough once they activated some traits. In particular it was cool to see you hit your stride as the session went on. I would totally salute in with you again, man!
    •  
      CommentAuthorMummyKitty
    • CommentTimeJun 25th 2007
     # 13
    I have a bunch of the games... just haven't played them... yet!
  6.  # 14
    Posted By: jjspackleJohn, by that point in the game I was riding a massive high of awesomness.

    Totally. I was just thinking about that game, and realized that I have never in my life had that much fun with a drawn-out combat scene. For a three-hour combat to have my attention & interest the entire time is, well, something I wouldn't have thought possible.
    •  
      CommentAuthorjohnzo
    • CommentTimeJun 25th 2007 edited
     # 15
    Posted By: MummyKittyI have a bunch of the games... just haven't played them... yet!

    Dan, you local to Seattle? Maybe we can get some of those games played...Matt's just down the road, in Tacoma.
  7.  # 16
    Alright, so can I ask you guys a favor? Specifically those of you who played the game at GPNW.

    I put together the demo file, with instructions and all. I'd be really happy if you could look it over and see if it makes sense. I am especially worried that there are things that I say or do that make the demo work better that I haven't put in this document. You can find it here:

    Beast Hunters Demo 1.0

    Once I've gotten some feedback, I'll make it publicly available via the web site. You can leave comments here, in a new thread, or via email, or via smoke signals if you live in my area.

    Thanks!
    • CommentAuthorColinC
    • CommentTimeJun 28th 2007
     # 17
    First of all let me say I'm really glad you're working on making the Demo public. Now that I've played through it I feel like I have a much firmer grasp on the rules.

    I went through the PDF you've posted here and don't really see anything out of place. Looks fine to me. I'll try running it with some friends of mine when we have an off-night.

    Best,
    Colin
    • CommentAuthorMatthew SB
    • CommentTimeJun 28th 2007
     # 18
    Christian, that doc is great! I gave a copy of Beast Hunters to a friend of mine, and after GPNW and with this doc I'm all set to demo the awesome.

    One thing I recall from playing Saturday that I didn't see in the doc: When a threat’s maneuver failed, you frequently had the Hunter who had successfully defended against it narrarate the outcome.
  8.  # 19
    Ah yes, distribution of narration. I'll see if I can put some more about that in there. Thanks Matt :)