Set Sail for a New World of Horror! " Behold, I give unto you power to tread on serpents and scorpions, and over all the power of the enemy: and nothing shall by any means hurt you." Luke 10:19 The 17th Century America was a vast unknown land, peopled by cultures alien and savage to European sensibilities. All the mundane dangers this New World held paled in comparison with what lay unseen, glimpses captured only out of the corner of the eye. The old Myths and Legends were not meant to entertain, but to warn: Beware what dwells beyond or you will not live to regret it! With creatures both foul and fell, Diabolists and Necromancers leading the corrupted in an orgy of blood and death, and the countless minions of the Adversary seeking to turn the righteous away from the light what stands between them and the innocent? Only an elite few, known as Witch Hunters! Witch Hunter: The Invisible World is a role-playing game of swashbuckling adventure and colonial horror set in a land much like our 17th Century. Designed to accentuate the telling of a gripping story, Witch Hunter: The Invisible World uses an elegant and robust system that provides you with everything needed to bring the Witch Hunter world to life.
I grew up playing DnD 2nd Edition and Star Wars 2nd Edition as well as GURPS and other systems. Sometimes I find my nostalgic curiosity gets its hooks into me and I just read a gaming book for kicks. (My wife and I have recently gotten back into table top gaming)
Witch Hunter: The Invisible World is simply a delightful setting. While the stories and campaigns are only as good as the participants, there is an amazing groundwork here that goes into tremendous detail. Ever faction and idea in this book is so well rooting into the real world and the religious history of imperialism that I found myself learning about history as well as applying my past knowledge of history to enrich my idea of the setting.
The combat system is lethal, the magic system covert and under-powered, and the social/diplomacy dynamic is very flexible to meet the needs of the GM. I would say that the mythos behind the game is so steeped in history that it may be prohibitive to those uneducated in the churches' imperial domination. This I saw as a bonus, being personally delighted in employing my prior knowledge but for some it may be a deal breaker.
The book is not perfect, however. The font is a bit too small for a book that you must reference constantly on the fly, and the artwork is not consistent and feels rushed in spots.
Overall one of the best gaming settings I've encountered, and when read as something to purely enjoy it is captivating.