@taika said in #WIDWW pt 2 - ST, Player, or staff?:
The magic of Supernatural is that it doesn't take itself seriously. There's room to have fun and be goofy and go to those crazy, wacky places with it. But then you also have these amazing NPC's, like Pestilence, Death, and Loki. Death's entrance to the series is just... Amazing.
What I like about it is that there are no if's or but's about how the supernatural corrupts all who meddle in it, and not in adorable "sure, I'm wearing the Dire Doom Necklace so I'm kinda grumpy but I just use it to kill bad guys better" but rather in "*I'm going to end up trying to murder everyone I love within the next couple of days" kind of ways.
Also Hunters are badasses and they know shit... but they are facing things way more powerful than they are, and they don't know nearly as much as they need to, other than when they are fighting the most typical monsters. Sometimes they get lucky, else they need to hit the books and hope they find something they can use as a weapon somehow, else they are toast.
That's not because of the settings though, it's because of how we as players have traditionally set up our games. Characters are very often as or even more powerful than the antagonists they face, and they expect to know a lot (in fact, nearly everything) about what's happening through rolls. So what in a plot could have been a full arc of fact finding it's either handled in a random +job (which with Academics 3 and Intellect 3 mean you get 2 successes on average so it's basically a given), and then you just outnumber and outgun the critter to put it down.
TL;DR: It's how we implement games that's been failing us thematically, not the original systems and settings themselves.