@Wizz said:
So how is that really different from nChangeling, where True Fae/Privateers and Clarity loss can and do interrupt your barrista's every day life and drag them back into the weirdness?
Werewolf v2's is codified; you cannot escape it any more than you can escape not having a "Cast Fireball" ability as a thief in D&D. It's encoded as what your character is.
Changeling's is a decision of the GM or the players based upon what part of the setting they want to engage. You're not penalized—in fact, you're rewarded—for not engaging in the weirdness. This should tell the GM: All Weirdness, All the Time, but it's a decision of the table, not of the game.
In a bit I'll explain some of where the game doesn't particularly care.
There's nothing forcing you to participate in Uratha society other than mutual protection and strength, which is really the same idea behind Freeholds and Courts, right?
Theoretically. The number of times I've read the Changeling book, the whole Freeholds & Courts idea lives in a duality, ideas hidden in larger sections. Others obviously needed edited out but never were.
Did you know that where trods lead to the real world is where glamour tends to pool? Which should immediately set off alarm bells, as this has nothing to do with how glamour works, but this artifact is still in the fluff text about Freeholds.
Did you know that you could tell which Court's territory you're in by the psychotropic nature of the part of the Hedge that you're in? If you went "buh, what?", then you're right. This, plus the way the Fealty Pledge is written, and you can tell that the game at one point was a tweaking, not a re-writing, of oChangeling.
nChangeling also suffers a lot of telling-but-not-showing. Privateers and Madmen! They are briefly talked about, supported by one Entitlement, and Madmen themselves are pretty much ignored in the Autumn Nightmares book, the one about antagonists.
What I'm saying here is that, more than the other books, Changeling needs read with a grain of salt. If you distill down the engagable parts (not the parts we engage, but the parts that we even can), and the "Freehold = Protection" is a boogyman, Courts are either purely social or a mix of social and metaphysical, and there doesn't seem anything in particular to fear or fight.
It's not until one of the last books written, Lords of Summer, before we're given a clear idea of why Freeholds, and even that's mostly to help us write our own settings, to give us ideas what they intended.
That it took over three years for them to say anything about that, well, I love Changeling but I don't think it's well-written as a rulebook.