Welcome, brave souls, to the wild, wacky, and wonderfully weird world of the Demon Hunters Role Playing Game (RPG). If you’ve ever dreamed of battling supernatural baddies with a mix of action, horror, and off the wall humour, this game is your ticket to glory or at least a good laugh while you’re getting mauled by a werebadger. Published in 2008 by Margaret Weis Productions in collaboration with Dead Gentlemen Productions, Demon Hunters is a table top RPG that’s equal parts spooky, silly, and spectacular. In this blog post, we’ll dive deep into the game’s origins, mechanics, setting, and why it’s a must play for fans of comedy horror and creative chaos. So, grab your polyhedral dice, a questionable tattoo, and a sense of humour let’s hunt some demons!
Table of Contents
The Origins: From Cult Films to Tabletop Triumph
Before we roll initiative, let’s set the stage with the game’s cinematic roots. Demon Hunters is based on two cult hit films by Dead Gentlemen Productions: Demon Hunters and its sequel, Demon Hunters: Dead Camper Lake. If you’re unfamiliar with Dead Gentlemen, they’re the masterminds behind The Gamers and The Gamers: Dorkness Rising, films that lovingly poke fun at tabletop RPG culture with razor-sharp wit. The Demon Hunters films follow the Brotherhood of the Celestial Torch, a secret organization tasked with thwarting the forces of evil, from demons to the aforementioned syphilitic ninja vampires (yes, that’s a thing). These movies lean heavily into horror comedy, blending slapstick gags with supernatural shenanigans.
In 2008, Dead Gentlemen teamed up with Margaret Weis Productions known for their work on the Serenity and Battlestar Galactica RPGs to bring this quirky universe to the table top. The result was a game that captures the films’ irreverent tone while giving players the freedom to create their own demon slaying adventures. The corebook, written by a talented team including Jamie Chambers, Brian Clements, and Matt Vancil, is a 174 page love letter to fans of the films and RPGs alike. It even comes with a DVD featuring a 30 minute “Brotherhood Training Video” (also available on YouTube), which is both a hilarious orientation for new players and a delightful bonus for collectors.
The Setting: A World of Absurd Evil and Heroic Misfits
Picture a modern day world where the forces of evil are as diverse as they are ridiculous. Demons? Sure. Werebadgers? Naturally. Syphilitic ninja vampires? You bet your cursed katana. In Demon Hunters, players take on the roles of members of the Brotherhood of the Celestial Torch, an ancient order founded by Heaven to keep the mortal plane from becoming a demonic playground. The Brotherhood isn’t your typical band of chiseled heroes; they’re more like a ragtag group of misfits who somehow manage to save the world between botched missions and bad decisions.
The game’s setting is a delightful blend of urban fantasy and absurd humour. It’s set just before the events of the original Demon Hunters film, giving players a sandbox where they can fight evil in modern cities, creepy forests, or even other planes of existence. The tone is tongue in cheek, encouraging players to embrace the ridiculousness of their missions. Want to infiltrate a demon worshipping cult disguised as a community theater troupe? Go for it. Need to exorcise a possessed vending machine? Roll those dice. The game’s world is flexible enough to support both one shot adventures and sprawling campaigns, making it perfect for groups who love improvisation and storytelling.
The Cortex System: Fast, Flexible, and Fun
At its core, Demon Hunters uses the Classic Cortex System, a ruleset also seen in Margaret Weis Productions’ Serenity and Supernatural RPGs. If you’re new to Cortex, think of it as a streamlined, narrative-driven system that prioritizes fun over crunch. The mechanics are simple: every action boils down to rolling two dice one for an attribute (like Agility or Willpower) and one for a skill (like Combat or Lore) adding the results, and comparing them to a target difficulty. Beat the number, and you succeed. Flub it, and you might end up with a demon chewing on your leg.
Character creation is where the game’s flexibility shines. Players can craft anything from a vanilla human to a supernatural oddity, like a half demon hacker or a psychic barista. The system is open ended, limited only by your imagination (and maybe your GM’s patience). The corebook provides example characters inspired by the films, which is a godsend for new players or those who want to jump in without spending hours on character sheets. One reviewer on Amazon noted that character creation is “reasonably simple” and praised the game’s accessibility, especially for fans of Dead Gentlemen’s humour.
The Cortex System’s speed is a big selling point. Combat and skill checks resolve quickly, keeping the focus on storytelling and shenanigans. For example, if you’re trying to convince a demon to leave a possessed toaster, you might roll Willpower + Influence. The GM sets a difficulty (say, 10), and your dice decide whether you’re a silver-tongued exorcist or a babbling fool. The system also encourages roleplay through “Plot Points,” which players can spend to tweak outcomes or add dramatic flair. It’s a perfect fit for a game where the line between heroics and hilarity is razor-thin.
A Comedy of Terrors: The 2014 Reboot
Fast forward to 2014, and Dead Gentlemen Productions decided to give Demon Hunters a fresh coat of paint with Demon Hunters: A Comedy of Terrors. This standalone RPG, funded by a successful Kickstarter campaign, swaps the Cortex System for a modified version of the Fate Accelerated and Fate Core rules. Written by award winning designers Cam Banks and Amanda Valentine, with contributions from Don Early, Jimmy McMichael, and Nathan Rockwood, this version leans even harder into the comedy horror vibe.
In A Comedy of Terrors, players still play Brotherhood agents, but the Fate system emphasizes narrative over mechanics. Characters are defined by “Aspects” (descriptive phrases like “Reckless Demon Slaying Rockstar”), which players can invoke to gain bonuses or complicate their lives for extra drama. The game uses standard polyhedral dice, but the Fate system’s “Fudge dice” (with plus, minus, and blank faces) add a layer of unpredictability that suits the game’s chaotic tone. The corebook is packed with scenario-generating tables, making it easy for GMs to whip up adventures on the fly. Whether you’re facing a horde of demonic squirrels or a vampire running a shady MLM scheme, the game’s tools ensure every session is both scary and side splitting.
The book’s production values are top notch, with vibrant art by Jason Engle and a writing style that’s as witty as the films. It’s designed for 3 – 8 players, ages 15 and up, and retails for around $45. The Kickstarter’s success and extensive playtesting by fans ensured a polished product, and its release under the Open Game License is a nod to the table top community’s DIY spirit. If you’re looking for a game that’s easy to pick up but deep enough for long-term play, A Comedy of Terrors is a fantastic evolution of the original.
Why It’s Fun: Humor, Horror, and Heart
So, what makes Demon Hunters stand out in a crowded RPG market? For starters, its humour is infectious. The corebook is peppered with quotes from the legendary Purple Ninja, a fan favourite character whose wisdom includes gems like, “To err is human. To wet your pants and hide under table is also human. Try not to be too human.” This playful tone carries over to gameplay, where the absurdity of the threats (looking at you, werebadgers) encourages players to get creative. One Amazon reviewer gushed, “It is one of the funnest games that I know of,” claiming it outshone their Dungeons & Dragons sessions.
The game’s horror elements are no slouch either. While the comedy takes centre stage, the supernatural threats are genuinely creepy when played right. The corebook’s “How Not to Die” chapter is a tongue in cheek survival guide that still manages to instil a sense of dread about facing demons. The mix of humour and horror creates a unique vibe think Buffy the Vampire Slayer meets Shaun of the Dead. It’s perfect for groups who want to laugh, scream, and maybe cry a little when their character gets turned into a demonic pinata.
Another strength is the game’s accessibility. Both the Cortex and Fate versions are beginner-friendly, with clear rules and plenty of examples. The included DVD (or YouTube video) is a brilliant touch, immersing players in the Brotherhood’s world without requiring them to watch the films. That said, fans of the movies will find plenty of Easter eggs, from familiar characters to in jokes about the Brotherhood’s questionable competence.
Challenges and Criticisms
No game is perfect, and Demon Hunters has its detractors. Some players, particularly those expecting a crunchy, tactical experience like Dungeons & Dragons, have found the Cortex System too light. One Amazon reviewer grumbled, “This isn’t even a game worth playing” for a modern D&D style campaign, suggesting it leans too heavily on narrative over mechanics. Similarly, the Fate system in A Comedy of Terrors might feel too abstract for players who prefer detailed stat blocks and rigid rules.
The game’s humour heavy tone can also be a double edged sword. While it’s a blast with the right group, it requires players and GMs who are comfortable with improv and silliness. If your table prefers grimdark fantasy or serious horror, Demon Hunters might feel like a mismatched Tinder date. Finally, the original 2008 corebook is out of print, though it’s available as a pay what you want PDF on DriveThruRPG. If you’re a collector, tracking down a physical copy with the DVD might require some eBay sleuthing.
Tips for Running a Demon Hunters Campaign
Ready to dive in? Here are some tips to make your Demon Hunters sessions legendary:
- Embrace the Absurd: Lean into the game’s ridiculousness. Throw in bizarre enemies like a demonic Roomba or a vampire accountant. The weirder, the better.
- Use the Tables: A Comedy of Terrors includes scenario generating charts that are a GM’s best friend. Roll a few dice, and you’ve got a plot involving a haunted laundromat and a cursed fidget spinner.
- Encourage Roleplay: Reward players for embracing their characters’ quirks. Give extra Plot Points (or Fate Points) for hilarious one liners or daring stunts.
- Mix Tones: Balance the comedy with moments of genuine tension. A well timed scare can make the laughs hit harder.
- Watch the Films: If you have time, check out Demon Hunters and Dead Camper Lake for inspiration. They’re short, funny, and available on YouTube.
Where to Get It
The 2008 Demon Hunters RPG is available as a PDF on DriveThruRPG, with a pay what you want model that’s perfect for budget conscious gamers. Physical copies are harder to find but occasionally pop up on Amazon or eBay. Demon Hunters: A Comedy of Terrors is available in print and PDF from demonhuntersrpg.com or DriveThruRPG, with character sheets and other goodies free to download. Both versions are worth checking out, depending on whether you prefer the Cortex or Fate system.
Final Thoughts: Join the Brotherhood, Save the World (Probably)
Demon Hunters Role Playing Game is a glorious mashup of action, horror, and humour that’s perfect for players who love to laugh while saving the world. Whether you’re rolling with the Classic Cortex System or the Fate driven A Comedy of Terrors, the game offers endless opportunities for creative chaos. It’s not without its flaws some may find the rules too light or the humour too niche but for the right group, it’s a riotous romp that’ll leave you quoting the Purple Ninja for years to come.
So, are you ready to join the Brotherhood of the Celestial Torch? Grab your dice, channel your inner misfit, and prepare to face the forces of evil. Just watch out for those syphilitic ninja vampires they’re a real pain in the neck. Happy hunting!
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