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@Crusader
It's interesting that people are so attached to certain things. The Shadow is not as core to the werewolf thematic experience, as fire is to a vampire, or ghost is to a geist.
The bit you quoted was not specifically about the Shadow. You leading with it was simply the most glaring example of what I was talking about. The removal of Auspices and Tribes as anything meaningful, cutting out forms, virtually everything on your list are symptoms of the same because your arguments for all of them amount to someone wanting to play Twilight-style vampires because when was the last time you really saw sunlight present an actual threat, motivator, or its absence as any kind of real loss to vampire PCs?
While you can probably come up with anectdotal evidence, it's pretty clear that others can do the same for why your claims about Werewolf are pretty much nonsense.
That said, you're missing the point of the quoted bit, which is that you're getting the negative reaction you are because you're presenting this as "Werewolf 2.0's Nine Design Flaws And How I Would Fix Them." which is pretty fucking trollacious when what you really mean is "How To Play American Werewolf In London In WoD." The point was that someone could create a list of 'hacks' to turn Vampire: The Requiem into Twilight in the same sweeping ways you've done here, and if they titled it "Vampire 2.0's Nine Design Flaws And How I Would Fix Them." instead of "How To Play Twilight In WoD."
What's your attachment to Auspices? The Pure don't have them, and I found the lack of Auspices made pack forming easier and more natural. People gravitated to what they wanted to do and not what they felt like they had to. Auspices were only included as a way to make chargen easier for some people, and function like classes. I've only had a chance to see Pure packs form on a mush a couple times, but both times seemed less stressful without deciding who got stuck as the Elodoth, etc.
It's almost as if your anectdotal evidence were not representative of everyone's experiences. Huh. I wonder how that happens.
Auspieces were not only included as a way to make chargen easier for some people. They are a heavily thematic element that ties werewolves to the moon. While it's true that in nwod WW insisted on a dreadfully mechanical homogeneity between its races and their base type (Clan, Auspice, Path, etc), Auspices predate that uniformity. Fighting against or finding harmony with your Auspice, both internally and in the views and expectations of others, is part of being one of the Forsaken. That isn't a bug, it's a feature, and you presenting "Well the Pure don't have them and it's fine." as an argument only further emphasizes that you not only don't get, but were never really interested in getting or playing Werewolf: The Forsaken.
And for the umpteenth time, that's fucking fine. You don't have to get it, or want to get it, or want to play it. But for the love of god, stop getting your panties in a bunch over people objecting to you presenting your ideas as hacks on how to 'fix Werewolf: The Forsaken' and just move on with the fact that what you want to do is build your own Werewolf game that bears only the most superficial resemblance to it. You're not 'fixing' anything, you're not creating 'hacks' to make it a better game, you're trying to create something wholly different, but which also includes people who are lycanthropes.
Notice that earlier while you chose to talk about 'fire' being a more thematic threat to vampires, you were replying to me talking about 'sunlight'. You could strip out the effects sunlight has on vampires completely and odds are it would have absolutely zero effect on the day to day roleplay that takes place on most MU*'s as far as that being a problem for vampires go. It's always night time for vampires IC. At worst you would expand their ability to roleplay with non-vampires. As a 'hack' you could say that they lose the ability to pump their attributes, or use blood to heal, and have lessened access to their Disciplines (-3, minimum 1, maybe) during the day. Vampires have the at night reputation of myth because they prefer not to go out during the day because they're weaker.
You could do this pretty easily, without even disrupting how things work on a MU*, it would be better for players, fit with several 'modern vampire fiction' stories more or less. Outside of roleplaying about how much they miss watching the sun rise or whatever other bullshit vampires wax poetic about, it serves virtually no purpose except to enforce a theme on people playing vampire.
Which is entirely the fucking point.
If you do that, you're taking a big step away from Vampire: The Requiem. If you strip Auspices of their meaning, make them labels applied to behavior instead of roles set down by ties to the spirit of the moon, you're taking a big step away from Werewolf: The Forsaken. Getting rid of spirits entirely, when the spirit mythology of why werewolves exist and why they're the Forsaken in the first place, and a chunk of what their entire purpose is, is another big step. Almost every one of your nine 'hacks' is another step, and what you're left with is not Werewolf.
You want to play Lycanthrope: The Wolfman. Saying it's a 'fix' for mistakes made in Werewolf: The Forsaken is like saying a car is a fix for a motorcycle's 'design flaw' of not including room for four people. What you want is something completely different, even if they both fall under the umbrella of 'vehicles' or 'machines with wheels' and 'travel on roads'.
Not to harp on the Shadow aspect specifically, just using it as an example of how this could have gone:
You: Spiritual aspects aren't really relevant to what I want from playing Lycanthrope: The Wolfman, so we'll strip all of that out and make accomodations for where it intersects with the system. I'd like to make a game about the visceral struggle between feral instinct and humanity, not SPIRIT COPS.
Everyone Else: Interesting, tell us more.
Instead you went:
You: Werewolf: The Forsaken makes a bunch of mistakes, like all the stupid spirit stuff that nobody cares about, and auspices and tribes are really dumb and/or unrealistic, also LOL NATIVE AMERICAN STUFF. Here's how you fix all of that if you want to play Werewolf: The Forsaken the way it should really be played. Also this is what I do for tabletop but it's totally a fix for all the MU* problems.
Everyone Else: What the fuck? That's not even... what? O_O
You: You guys just don't get it! White Wolf writers! Chronicles! I WAS HEADSTAFF BEFORE YHWH MADE IT COOL!
Nobody gives two fucks if you want to make a game that isn't Werewolf: The Forsaken, but uses bibs and bobs from Werewolf for its mechanics. But even someone like me, who dislikes Werewolf, thinks your presentation and assertion that you're just 'fixing' things is absolute shit.
I'd like you to be honest with yourself, Raptor. And consider this for a moment in a serious voice, and not a jokey voice.
In all of your time playing, have you ever thought that staff really handled a pack's totem spirits, territory, Renown (oh, the various shitstorms about Renown) or Morality checks particularly well? Or has it mostly been either ignored, arbitrary or often disputed?
Yeah, back when sphere staff were actually responsible for and took time to run plots and stories for their spheres. Not morality checks (or their owod equivalents) quite so much, but that's a larger system issue.
But like Sunny, I know you're only here because of the Detroit thread.
For reference, I don't give a fuck about the Detroit thread or whatever it is you're yammering on about, and I'm also tired of watching you repeat yourself over and over about how some shit was in a mini-semi-official-online-only-chronicle-pdf and thus we should totally not mock you for thinking it's a good idea. There's a bunch of alternate-reality style suggestions for the game lines, some officially published, some semi-official pdf things, and guess what? Some of them are absolute shit that would not at all support what people are interested in. I think there's one for vampire where all vampires are just roaming packs of violent blood hungry monsters, but to most people that's not Vampire: The Requiem.
It's funny how those that disagree with me seem to eventually preface their posts with 'I don't care about werewolf'. Okay, so why are you even here? How are you even invested in storytelling or running a werewolf sphere for the majority of people who aren't knowledgeable veterans?
I may not like to play werewolf, but I've enjoyed playing with werewolves, even staffed for them at one time or another.
That's the first paragraph of the introduction. The Shadow and spirits aren't even mentioned.
I guess griping about the Shadow stuff isn't as played out as you claimed, enh? Maybe the whole problem here is that you only read the first paragraph of any given section? I can see how you'd get to where you are from that. If you keep reading the introduction, you'll find under 'Duality and Edges' (the second bolded title under 'THEMES' after The Wolf Must Hunt), you find another of those pesky paragraphs you have so much trouble with:
W2.0, pg8:
You’re born to the world of Flesh, the world of meat and stone. You’re an inheritor of the world of Spirit, a land of animism and ephemera. The two don’t mix — at least, they really shouldn’t. Flesh should cleave to flesh, and spirit should cleave to spirit. If only it were that easy. Humans cross to the Shadow by accident or stolen knowledge. Spirits cross to the physical world to bolster their power or hide from other spirits. You can step between both worlds, so you can return your prey to its proper place.
Gee, right there in the introduction, under themes, it mentions the Shadow and spirits.
So before you claim that people claim that you are taking the game in a non-nwod werewolf direction...You should really read the nwod werewolf 2.0 book.