Apr 15, 2015, 4:41 AM

@Miss-Demeanor said:

To me, it does seem like you want a more American Werewolf in London game than a WoD Werewolf game. Everything you've taken out or changed is specific to the WoD Werewolf. Everything that's left can be found in any other Werewolf trope anywhere. I do like the part about the Gifts, I've had concepts fall apart because I couldn't take Gifts from specific trees... but in the overall that seems relatively minor compared to the sweeping changes you're suggesting.

Mind, I'm not saying that you're doing anything wrong. Play to suit the game your players want. But with all those changes, you're no longer playing WoD Werewolf, be it Classic, New, or 2.0. You're playing a general Werewolf themed game that could be plucked from nearly any horror movie.

I guess it depends on one's interpretation. There were a series of PDFs released by the Werewolf: Forsaken writers a year or two ago, called 'Chronicles', which dealt with various lore and mechanic hacks. Some of them were much more radical than I have suggested, and some anticipated the changes made in Werewolf 2.0 (such as werewolf sex no longer being a 'bad thing' which was also a holdover from owod metis stuff). They thought they were still playing nwod werewolf. Nwod as a setting doesn't even mention the Shadow until the Forsaken supplement. And ghosts/spirits/demons have never interacted very logically.

In my nine points, I've got one radical point - the removal of the Shadow - which very few people display an adequate grasp of, and the rest is basically streamlining what is currently poorly managed or handwaved in current games.

But answer me this...In what ways is nwod Vampire markedly different from any other vampire horror movie? It basically toes the line of our popular culture interpretation of such creatures.