Originally posted by Nicolas Milioni
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1) Hunter cells are just a bunch of people with the theme of trying to do a lot with little. The distinction is that these Hunters have Drive whereas the lesser hunters in the hunter-orgs don't have Drive but are part of formal organizations with access to all sorts of resources and equipment. Having Hunter-PCs be part of an organisation comparable to the hunter-orgs isn't really in the spirit of the game as it's presented.
2) Having a Hunter-PC with Ressources 4 or 5 would really highlight the discrepancies between the Backgrounds and the Edges in the game. With the barebones writeup the Resources Background got, it's way more useful than the way the Asset-Edges are written, for example.
3) One of the weirder parts of H5 that the writing says what makes the hunter-orgs so bad are their ulterior motives but strangely when you get to what Drive mechanically represents it's the Hunter-PC's ulterior motive. The only time you interact with Drive during the game is when your character is in Despair and to get out of it, the Hunter has to achieve some ulterior goal (like finding out new details about the supernatural antagonist, acquiring resources owned by the antagonist or trying to get into the supernatural antagonist's good graces) that supersedes simply getting rid of the supernatural antagonist. I guess, the difference is then more like the hunter-orgs always have ulterior motives while Hunters with Drive only sometimes have ulterior motives.
Of course, you could do something about these things with some houserules and make some changes to how H5 works. But the setup as presented by the corebook is about playing a local hunter-cell. And I mean, with W5 one of the components of its game-setup is that the group is supposed to take care of a Caern. So, being bound to that one location is a big part of W5.
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