The night is dark and full of terrors, as somebody somewhere once said. What they don't tell you is that those terrors are constantly complaining about the state of things today, about how, back in their day, cryptobibliographers didn't think twice about reading the latin phrases out loud and how teenagers these days just don't die like they used to.
I think that's a pretty good summary of the tone presented here in Demon Hunters: A Comedy of Terrors. Self-aware and yet no-less-deadly evil haunts the world and it is up to your band of misfit hunters to push back the dimness. This book provides everything you need to accomplish that goal! Using a system that reminds me of a fusion of Fate & Cortex, DH:ACoT combines rolling piles of dice from different traits with the story driven tagging-of-aspects that makes for an exelent blend of crunchy mechanics and narrative-driven gameplay. Though I think the truly fun comes into play once you get a handle on the Demon Dice trade; in which the players may make use of a pile of d6s for any of their rolls but those die immediatly go to the DM (Demon Master) for use in enemy moves or rolling on badness charts! It makes for a constant, at times deadly, temptation that adds a delishious bartering between players and DM.
Demon Hunters doesn't rely on any traditional class or job system, eshewing even the broad roles of the Powered by the Apocolypse games, allowing for character creation that seems simplistic on the surface but gains depth as you add aspects to flavor your hunters. Players in my Demon Hunters game have been anything from a time-traveling cowboy from the future, a stunt-driver fueled by a dark god and a YMCA Karate instructer who got in over their head! This game does a great job of encouraging creativity and just following your insane, monster-killing heart!
Can't reccomend it enough for newbies to the TTRPG scene or long-time veterans looking to change up their game!
[5 of 5 Stars!]