@crusader said:
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 not sure why this should make me feel inclined to continue to converse with you.
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?
On a mush? Where there are 57 players and 6 and 7 packs? That gets tricky. I don't think that's a realistic expectation for a mush. The players have brought their totem to life. STs can however use the totem for plots and to bring their sphere to life. Not being able to individually scene each totem doesn't mean we should erase all totems. Totems are a big deal for werewolf. That being said, they were held to the bans and banes in my experience. Which is why the bane and bane had to be something noticeable and something in their rp.
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).
Everyone acknowledges the loci on the reach are broken...except for head staff (Liz). Thenomain said they were broken, I said they were broken, Alamut said they were broken, I as a coder staff said they were broken, Feral staff said they were broken, random players said they were broken. So trust me, everyone knows they're broken. That being said, there were plots designed to go around the predation, however it wasn't allowed. A small subset of players would get mad. It was deemed to be not worth it. I have however seen games play up that aspect well. So in terms of numbers, i would say 4 story tellers I guess. Not counting myself.
How many times have you RPd a scene, where you had to hunt down a spirit for its essence?
Me? Never. However, I don't think you understand how that works either. How do you envision this working? The werewolf hunts the spirit down, kills it, gains the essence? That's not how that works.
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.
If by few highly specific ways you mean quite a few ways sure. Loci, Spirits can gift essence, staying in hisil. IF your players are never topped up, what are they doing? It's not that hard. Are they all PU 10 or some shit?
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?
I've never desired to learn a gift outside my auspice/tribe and occasionally lodge gift set. That being said, I did oversee one ran.
Instead of speaking in broad terms, do you have any realistic or pragmatic experience with a werewolf sphere's Renown issues?
Yes, as I processed them for a good couple years. It wasn't anything like your describe. There were always those few players, but there will always be those few players. We always encouraged people to come to us first and discuss their raises after a certain point. It made it easier. That worked.
Do you acknowledge that Harmony is completely overdone in Forsaken 2.0?
No more than I acknowledge that any other humanity stat is outdone in 2.0. If you play the right type of PC you can literally roll once a minute. If your ST is particularly an asshole, you can find nit picky reasons to force breaking points almost everywhere. This is not a new thing and werewolf is not unique.
Do you not acknowledge that on many games, perceived unfairness in Morality check demands often makes for +job drama?
No. I've never experienced that at all. Sorry to say.