Pyramid Review

Witch Hunter: The Invisible World

Published by Paradigm Concepts

Written by Scott Charlton, Ruch Lilavivat, Henry Lopez, M. Sean Molley, Brian Schoner, Robert J. Schwalb, and Robert Vaughn with Pedro Barrenechea, Sean Smith, and Eric Wiener

Cover by Pat Loboyko

Illustrated by Paul Carrick, Paul (Prof) Herbert, Veronica Jones, & Pat Loboyko

274-page b&w hardcover; $39.99

For a game set in Colonial America, Atlas Games' Northern Crown Adventures tops the list. Although being split across two books makes it expensive, it is a rich, meaty d20 System treatment of an alternate 17th-century New World that has not received the appreciation it deserves.

Starting off by recommending something else cannot bode well for the actual title being reviewed, Paradigm Concepts' Witch Hunter: The Invisible World. Fortunately, Witch Hunter is not completely dreadful; it's more a game with problems, mainly stemming from omissions and organizational decisions, which together hinder both learning and playing the game. This is a pity, because the game's background information is decent and the rules are sound (in part because they are incredibly similar to the The World of Darkness Storytelling System). Nonetheless, Witch Hunter: The Invisible World missed an opportunity to corner a genre pretty much ignored to date.

The setting for Witch Hunter: The Invisible World is an alternate Europe and New World of the late 17th century. The year is 1689, and Christendom is still threatened by the agents . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: January 4, 2008


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