@Alzie said:
Bunch've a stuff
Some good feedback here. You sort've misread what I meant on a few points, (judging by the rebuttal to 4, 5, 6, 7 and ), but I get where you're coming from. I know what the ideal is (and you have done a very good job articulating what the ideal is).
Generally speaking, I think storytelling 'spirit content' as opposed to actually running a werewolf-focused game, doesn't provide the same exposure.
Not because this makes your opinions anymore or less valid (I find your objections perfectly valid), but because I think there are certain elements in each game or splat, that are not as readily apparent or more easily overlooked without that focus. And I don't think it merely boils down to bad staff or bad players, because it's just so common.
I'm going to pose a few questions to you. They do not align with the points above, but are a new list.
- How many storytellers have you seen ever consistently bring a pack's totem to life? Or was it mostly ignored and its existence/demands/activities handwaved, except where brought to life by one of the players?
- How many storytellers have you seen consistently play up the spirit drama, scavenging and predation around a loci? Do you acknowledge that no game has ever coded a logical loci? The Reach is a great example of completely silly and illogical loci which amass hundreds of essence points and are never needed anyways (cause of the chron).
- How many times have you RPd a scene, where you had to hunt down a spirit for its essence?
- Do you acknowledge that on most games, the whole concept of essence maintenance is more or less coded into a completely handwaved, non-issue? There's actually a few highly specific ways that werewolves gain essence, and in tabletop, players are rarely if ever topped up, but its such a bureaucratic nightmare that no known MUSH has ever done anything but set it on a chron.
- Have you ever ST'd a scene where a player tracked down a spirit to learn a gift, or had one run for you? Was it a common experience, or was it virtually always handwaved?
- Instead of speaking in broad terms, do you have any realistic or pragmatic experience with a werewolf sphere's Renown issues? It's a constant hotbed of discontent, as to who deserves what renown, and why Glory 4 was approved for Bill but not me. Keep in mind, I wouldn't remove Renown, but I would treat it more like a focus than earned from merit.
- Kingsmouth is a vampire only game, and Humanity at least, is a very clear cut theme. Do you acknowledge that Harmony is completely overdone in Forsaken 2.0? There's literally a potential for dozens of rolls a night, and it's extremely easy to return to the 'optimal' baseline of 4-6 (such as simply by having intercourse with a human, or not shifting for a bit, etc).
- Do you not acknowledge that on many games, perceived unfairness in Morality check demands often makes for +job drama? It makes many players feel that their agency is being taken away from them or enforced arbitrarily. It often devolves into rules lawyerings as to what people can get away, and is often either pushed for little things, or ignored when it should've been a huge deal. There's no consistency.
It's true that a lot of these points can be answered with a hypothetical ideal staff or player substituted, but you have to be realistic about what bar the majority of staff is capable of meeting. If something vital in the books is mostly handwaved or ignored on a MUSH, or done extremely inconsistently, it might be doing more harm than good.
Lastly, re Primal Urge. That really wasn't what I was talking about at all, but perhaps it was more my fault at not conveying it very well. I love drawbacks, and I don't know how you got the impression that I didn't like Primal Urge's drawbacks. I just didn't like players being too obsessed about the power stat, and wanted them to see it as something they needed to raise to remain competitive, but as more of a roleplaying decision.
Other things, are less worth hashing over. But I thought I'd clarify that. (I still think if anyone actually liked werewolf, played werewolf, and ST'd werewolf, they'd see an improvement in the game's dynamic by focusing on three forms rather than 5, but there's not much more to be said on that).