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Horror Recognition Guide (Hunter: The Vigil)
 
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Horror Recognition Guide (Hunter: The Vigil) [Paperback]

Matt McFarland (Author), Stew Wilson (Author), Malcolm Sheppard (Author), Rick Chillot (Author), Stephen Di Pesa (Author), Howard Wood Ingham (Author), Chuck Wendig (Editor)
4.2 out of 5 stars  See all reviews (5 customer reviews)

Price: $19.99 & eligible for FREE Super Saver Shipping on orders over $25. Details
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Book Description

February 18, 2009
Connects with the Hunter: The Vigil corebook and its supplements by reintroducing and revisiting ideas, locations and characters

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Horror Recognition Guide (Hunter: The Vigil) + Hunter Night Stalkers (Vampire: The Requiem (White Wolf)) + Hunter Spirit Slayers
Price For All Three: $72.20

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Product Details

  • Paperback: 330 pages
  • Publisher: White Wolf Publishing (February 18, 2009)
  • Language: English
  • ISBN-10: 1588463559
  • ISBN-13: 978-1588463555
  • Product Dimensions: 9 x 6.5 x 0.8 inches
  • Shipping Weight: 1.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #882,274 in Books (See Top 100 in Books)

 

Customer Reviews

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Average Customer Review
4.2 out of 5 stars (5 customer reviews)
 
 
 
 
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7 of 8 people found the following review helpful:
3.0 out of 5 stars Not a guide, April 3, 2009
This review is from: Horror Recognition Guide (Hunter: The Vigil) (Paperback)
The Horror Recognition Guide, besides having a neat alliterative name, isn't much of a guide--it certainly won't help you with recognition of said horrors.

I purchased this book for its use as a potential prop in my existing conspiracy game. Although I'm familiar with the World of Darkness and the Hunter setting, I'm not running a Hunter game. I took the marketing text describing the book at face value: "Can be used as a prop in any Hunter: The Vigil game, or can be used by Storytellers and players as a resource from which to draw new encounter and story ideas."

The book contains a series of faux documents: hand-written diary pages, pictures, typed case files, and printouts of email correspondence. Collectively they each tell a tale of a Philadelphia Hunter cell and their encounters with the supernatural. These horrors range from your bog-standard bloodsucker to creepy cats that possess old ladies to alien doctors to something that may or may not be an ogre. In other words, standard World of Darkness stuff: werewolves, vampires, Frankenstein's monsters, dark faeries, mages, and some other weirdness.

As fiction, the stories range from entertaining to tedious. Although the Guide is supposed to be a series of documents collected to tell a story, the various pieces often read as if they were verbatim fiction--which they are. The journals are a little too coherent and verbose. Still, this is all about crafting a story from multiple sources and the premise holds up across the stories.

A few entries stand out. Blood Dolls is about vampires, which at this point have been so thoroughly covered that it's difficult to write anything new and interesting about them. Fortunately, the author gets this and shifts gears from fiction to one of the better pieces in the book--a how-to guide on capturing an inanimate vampire. Unfortunately, the only other place an official document appears dealing with horrors is Gnosopharm, which actually makes mages (if I'm interpreting the story correctly) scary.

Ten Photos, on the other hand, works because it's so utterly unhinged from the tidy hierarchy of horrors in the World of Darkness. The pictures are bizarre and disturbing. Because it's so vague, Storytellers have a lot of leeway to invent the stories behind each photo.

As a role-playing supplement, the Guide is far less successful. Many of the tales are actually resolved by the hunters, leaving a prospective Storyteller without an easy hook to work with. Others are so frustratingly vague as to be of no use - you could just as easily pick up a random weird story from the Internet and use that instead.

Since it's a non-standard size with a wide binding, photocopying the book is problematic. The alternative is to just hand the players the book, which seems a bit overwhelming given that any particular scenario is likely to focus only on one chapter. As an electronic .PDF, the Guide is a much more flexible prop. As a printed book, not so much.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Horror Recognition Guide - A Hunter's Finest, May 3, 2009
This review is from: Horror Recognition Guide (Hunter: The Vigil) (Paperback)
I was leery about purchasing the Hunter Horror Recognition Guide because artifact products for RPGs are always a mixed bag of tricks. Sometimes they work and sometimes they do not. So I waited until my curiosity got the best of me and I ordered this book. I was not disappointed. The book appears to be the recovered case files of a semi-successful Hunter cell (semi-successful because they disappeared and left all this evidence behind, right?). The cell investigated several cases and their reports provide us with dozens and dozens of story seeds for the game. In the end, this book is a great purchase and one of the better examples of how cool artifact products can be.
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4.0 out of 5 stars Solid book of short stories., July 1, 2009
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This review is from: Horror Recognition Guide (Hunter: The Vigil) (Paperback)
Overall: a fun collection of short stories loosely based around White Wolf's Hunter: the Vigil game.

The other reviews complain about the marketing for this, and I guess it wouldn't be ideal for an in-game artifact. When flipping through it, though, it is soon clear that it's really organized as a short story collection, and it does well in that role. It seems useful for inspiring storytellers or players, but I think readers with minimal knowledge of the World of Darkness could still enjoy most of the stories.

For those that have read the Hunter rulebook inside and out, there are some nice nods to the characters there.

As for the stories themselves, they introduce a creepy mood, offer some resolution, and move on to the next creepy moment. "City of Ghosts," "Cat lady," "Gnosopharm," and "The Thing from the Depths" all hit the right notes for me and are the best in the book. Only one story was a real clunker for me ("Shy's kill") which is honestly pretty rare for a short story collection. The rest fall somewhere in between but are generally good.

Recommended, but realize it's more short stories than anything likely to relate directly to your game - but they're slick, enjoyable stories and the art is excellent.
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