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	<id>https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=How_to_Run%3AHunter</id>
	<title>How to Run:Hunter - Revision history</title>
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	<updated>2026-05-18T15:59:20Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=14005&amp;oldid=prev</id>
		<title>Knockwood: changed some emphasis to italics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=14005&amp;oldid=prev"/>
		<updated>2005-11-17T07:18:37Z</updated>

		<summary type="html">&lt;p&gt;changed some emphasis to italics&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:18, 17 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Part Two:&amp;#039;&amp;#039;&amp;#039; Metaphors&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Part Two:&amp;#039;&amp;#039;&amp;#039; Metaphors&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An absolutely critical step to getting the most out of a Hunter the Reckoning game is to root the scariness in the world around the PCs, and then use that contextualisation transform the monsters into metaphors. A vampire or werewolf should never &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_just_ &lt;/del&gt;be a vampire or werewolf, running around preying on people without any reason. It&#039;s important to the feel of the game that the creatures live and act in the same world as the PCs, and that they take on metaphorical roles as embodiments of problems and struggles (social, moral, religious, whatever) that the PCs would confront in their ordinary lives.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An absolutely critical step to getting the most out of a Hunter the Reckoning game is to root the scariness in the world around the PCs, and then use that contextualisation transform the monsters into metaphors. A vampire or werewolf should never &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;just&#039;&#039; &lt;/ins&gt;be a vampire or werewolf, running around preying on people without any reason. It&#039;s important to the feel of the game that the creatures live and act in the same world as the PCs, and that they take on metaphorical roles as embodiments of problems and struggles (social, moral, religious, whatever) that the PCs would confront in their ordinary lives.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vampires prey on people for self-gain - make them the embodiment of parasitic social structures, as politicians, businessmen, controllers of society. Ghouls collaborate with them - they represent the morally blind who co-operate with evil so as to prosper. They are the supernatural equivalent of the police and military. Werewolves represent marginalised groups driven to radicalism and violence. Mages are all technocrats (small-t), the skilled elite who wish to dominate and steer society, against whom the common man is helpless.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vampires prey on people for self-gain - make them the embodiment of parasitic social structures, as politicians, businessmen, controllers of society. Ghouls collaborate with them - they represent the morally blind who co-operate with evil so as to prosper. They are the supernatural equivalent of the police and military. Werewolves represent marginalised groups driven to radicalism and violence. Mages are all technocrats (small-t), the skilled elite who wish to dominate and steer society, against whom the common man is helpless.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Part Three:&amp;#039;&amp;#039;&amp;#039; Consequences&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Part Three:&amp;#039;&amp;#039;&amp;#039; Consequences&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hunter is a game where the consequences of one&#039;s actions matter. PCs should be forced to make choices that are important, choices where there is not necessarily a right answer, and choices where they must live with the consequences even when those are not roses and sunshine. It may be a choice between losing one&#039;s family or stopping a monster from killing hundreds of people. It might be losing one&#039;s friends, or sacrificing one&#039;s self to stop a monster. It might be killing a monster you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_think_ &lt;/del&gt;is evil, even though you can&#039;t be sure. Making PCs actions matter, making consequences, well, consequential, allows you to disempower them within the game&#039;s mechanics - keeping them away from assault weapons, barring them from attaing level 5 edges and the like - while still making them feel as if their characters are able to do worthwhile and valuable things.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hunter is a game where the consequences of one&#039;s actions matter. PCs should be forced to make choices that are important, choices where there is not necessarily a right answer, and choices where they must live with the consequences even when those are not roses and sunshine. It may be a choice between losing one&#039;s family or stopping a monster from killing hundreds of people. It might be losing one&#039;s friends, or sacrificing one&#039;s self to stop a monster. It might be killing a monster you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;think&#039;&#039; &lt;/ins&gt;is evil, even though you can&#039;t be sure. Making PCs actions matter, making consequences, well, consequential, allows you to disempower them within the game&#039;s mechanics - keeping them away from assault weapons, barring them from attaing level 5 edges and the like - while still making them feel as if their characters are able to do worthwhile and valuable things.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Knockwood</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=14003&amp;oldid=prev</id>
		<title>24.18.236.10 at 04:39, 17 November 2005</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=14003&amp;oldid=prev"/>
		<updated>2005-11-17T04:39:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:39, 17 November 2005&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==How to run Hunter: the Reckoning==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==How to run Hunter: the Reckoning==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Part One: It&#039;s a disempowerment fantasy&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Part One:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;It&#039;s a disempowerment fantasy&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You and your players should be able to wrap your heads around the idea that Hunter the Reckoning is a disempowerment fantasy. It&amp;#039;s not about playing people who are greater than one&amp;#039;s self in a fantasy world, but rather about playing people who are exactly like yourselves, in a world that&amp;#039;s far larger and scarier than our own.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You and your players should be able to wrap your heads around the idea that Hunter the Reckoning is a disempowerment fantasy. It&amp;#039;s not about playing people who are greater than one&amp;#039;s self in a fantasy world, but rather about playing people who are exactly like yourselves, in a world that&amp;#039;s far larger and scarier than our own.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Part Two: Metaphors&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Part Two:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;Metaphors&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An absolutely critical step to getting the most out of a Hunter the Reckoning game is to root the scariness in the world around the PCs, and then use that contextualisation transform the monsters into metaphors. A vampire or werewolf should never _just_ be a vampire or werewolf, running around preying on people without any reason. It&amp;#039;s important to the feel of the game that the creatures live and act in the same world as the PCs, and that they take on metaphorical roles as embodiments of problems and struggles (social, moral, religious, whatever) that the PCs would confront in their ordinary lives.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;An absolutely critical step to getting the most out of a Hunter the Reckoning game is to root the scariness in the world around the PCs, and then use that contextualisation transform the monsters into metaphors. A vampire or werewolf should never _just_ be a vampire or werewolf, running around preying on people without any reason. It&amp;#039;s important to the feel of the game that the creatures live and act in the same world as the PCs, and that they take on metaphorical roles as embodiments of problems and struggles (social, moral, religious, whatever) that the PCs would confront in their ordinary lives.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vampires prey on people for self-gain - make them the embodiment of parasitic social structures, as politicians, businessmen, controllers of society. Ghouls collaborate with them - they represent the morally blind who co-operate with evil so as to prosper. They are the supernatural equivalent of the police and military. Werewolves represent marginalised groups driven to radicalism and violence. Mages are all technocrats (small-t), the skilled elite who wish to dominate and steer society, against whom the common man is helpless.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Vampires prey on people for self-gain - make them the embodiment of parasitic social structures, as politicians, businessmen, controllers of society. Ghouls collaborate with them - they represent the morally blind who co-operate with evil so as to prosper. They are the supernatural equivalent of the police and military. Werewolves represent marginalised groups driven to radicalism and violence. Mages are all technocrats (small-t), the skilled elite who wish to dominate and steer society, against whom the common man is helpless.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Part Three: Consequences&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Part Three:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;Consequences&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hunter is a game where the consequences of one&amp;#039;s actions matter. PCs should be forced to make choices that are important, choices where there is not necessarily a right answer, and choices where they must live with the consequences even when those are not roses and sunshine. It may be a choice between losing one&amp;#039;s family or stopping a monster from killing hundreds of people. It might be losing one&amp;#039;s friends, or sacrificing one&amp;#039;s self to stop a monster. It might be killing a monster you _think_ is evil, even though you can&amp;#039;t be sure. Making PCs actions matter, making consequences, well, consequential, allows you to disempower them within the game&amp;#039;s mechanics - keeping them away from assault weapons, barring them from attaing level 5 edges and the like - while still making them feel as if their characters are able to do worthwhile and valuable things.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hunter is a game where the consequences of one&amp;#039;s actions matter. PCs should be forced to make choices that are important, choices where there is not necessarily a right answer, and choices where they must live with the consequences even when those are not roses and sunshine. It may be a choice between losing one&amp;#039;s family or stopping a monster from killing hundreds of people. It might be losing one&amp;#039;s friends, or sacrificing one&amp;#039;s self to stop a monster. It might be killing a monster you _think_ is evil, even though you can&amp;#039;t be sure. Making PCs actions matter, making consequences, well, consequential, allows you to disempower them within the game&amp;#039;s mechanics - keeping them away from assault weapons, barring them from attaing level 5 edges and the like - while still making them feel as if their characters are able to do worthwhile and valuable things.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>24.18.236.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=13399&amp;oldid=prev</id>
		<title>Knockwood: xferred Hunter advice from RPOpen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=How_to_Run:Hunter&amp;diff=13399&amp;oldid=prev"/>
		<updated>2005-10-29T03:50:12Z</updated>

		<summary type="html">&lt;p&gt;xferred Hunter advice from RPOpen&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:How_to_Run|Hunter]]&lt;br /&gt;
&amp;#039;&amp;#039;Another one from the original thread, posted by &amp;#039;&amp;#039;&amp;#039;Pseudoephedrine&amp;#039;&amp;#039;&amp;#039;.&amp;#039;&amp;#039;&lt;br /&gt;
==How to run Hunter: the Reckoning==&lt;br /&gt;
&lt;br /&gt;
Part One: It&amp;#039;s a disempowerment fantasy&lt;br /&gt;
&lt;br /&gt;
You and your players should be able to wrap your heads around the idea that Hunter the Reckoning is a disempowerment fantasy. It&amp;#039;s not about playing people who are greater than one&amp;#039;s self in a fantasy world, but rather about playing people who are exactly like yourselves, in a world that&amp;#039;s far larger and scarier than our own.&lt;br /&gt;
&lt;br /&gt;
Part Two: Metaphors&lt;br /&gt;
&lt;br /&gt;
An absolutely critical step to getting the most out of a Hunter the Reckoning game is to root the scariness in the world around the PCs, and then use that contextualisation transform the monsters into metaphors. A vampire or werewolf should never _just_ be a vampire or werewolf, running around preying on people without any reason. It&amp;#039;s important to the feel of the game that the creatures live and act in the same world as the PCs, and that they take on metaphorical roles as embodiments of problems and struggles (social, moral, religious, whatever) that the PCs would confront in their ordinary lives.&lt;br /&gt;
&lt;br /&gt;
Vampires prey on people for self-gain - make them the embodiment of parasitic social structures, as politicians, businessmen, controllers of society. Ghouls collaborate with them - they represent the morally blind who co-operate with evil so as to prosper. They are the supernatural equivalent of the police and military. Werewolves represent marginalised groups driven to radicalism and violence. Mages are all technocrats (small-t), the skilled elite who wish to dominate and steer society, against whom the common man is helpless.&lt;br /&gt;
&lt;br /&gt;
Part Three: Consequences&lt;br /&gt;
&lt;br /&gt;
Hunter is a game where the consequences of one&amp;#039;s actions matter. PCs should be forced to make choices that are important, choices where there is not necessarily a right answer, and choices where they must live with the consequences even when those are not roses and sunshine. It may be a choice between losing one&amp;#039;s family or stopping a monster from killing hundreds of people. It might be losing one&amp;#039;s friends, or sacrificing one&amp;#039;s self to stop a monster. It might be killing a monster you _think_ is evil, even though you can&amp;#039;t be sure. Making PCs actions matter, making consequences, well, consequential, allows you to disempower them within the game&amp;#039;s mechanics - keeping them away from assault weapons, barring them from attaing level 5 edges and the like - while still making them feel as if their characters are able to do worthwhile and valuable things.&lt;/div&gt;</summary>
		<author><name>Knockwood</name></author>
	</entry>
</feed>