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?
The other cadre are those that have come directly from the Detroit thread. If your idea of a good theme and good lore, is how werewolf there is handled...then clearly, we have no constructive common ground. But since this is my thread, you can probably do me the courtesy that I did the Detroit thread, and tip my hat and fuck off.
Hardly anyone in this thread seems to understand Werewolf: The Forsaken theme.
People seem to have an idea of it in their head, but not what the writers themselves have actually written as the most important concepts. Let's open it up to the first page, to see what the writers claim is the foundational concepts of the splat:
- Werewolf is a game of savage violence and bloody horror.
- Werewolf is about dominance and violence, about a world divided into "us" and "them" It's about hunting and being hunted in turn. It's about how far you would go for one of your own.
- Werewolf is about finding prey and running it to the ground, hearing it roar or defiance or beg for mercy, then crushing its throat in your jaws. It's about enjoying violence and dominance in a way you won't otherwise admit to.
- Werewolf is a game about the thrill of the hunt, and the fear of being hunted.
That's the first paragraph of the introduction. The Shadow and spirits aren't even mentioned.
The Inspirational Media has only four selections. They are 'American Werewolf in London', 'Dog Soldiers', 'Ginger Snaps' and 'Murcheston:: The Wolf's Tale'.
Non-werewolf media is given as 'Boyz n the Hood', 'The Shield', and 'Sons of Anarchy'. Where is the Native American cosmology rip-off in that? I don't see 'Dances with Wolves' listed. Like it or not, the original theme and core design of Werewolf is closer to my vision than yours. If you'd ever read the pdf, you'd know that already.
The design flaw in Werewolf is setting out these themes and inspirations, and then doing a 180 into entirely different, owod-esque pseudo Native American cosmology that doesn't significantly impact the core werewolf game. This is a holdover from owod, just like the werewolf sex was a holdover taboo from metis.
In that sense, my 'fixes' do make Werewolf more New World of Darkness, and less Old World of Darkness.
If you disagree with me, fine. But don't just talk out of your ass. At least have an understanding of werewolf. At least have read the new 2.0 pdf so you have any basis for engagement. Don't just be here with an axe to grind for something I disagreed with you about in another thread. Because all I'm seeing here is a whole lot of condescending ignorance about the game they're professing to defend.
And again. If you don't care about werewolf. If you don't care about storytelling it, or running a game based on it in a more sensible online fashion, then why are you even here? All I've seen is a lot of trolling about the same ad nauseum issue, which isn't even correct to begin with, as the games own writers would have it. It's like all you can see is the old White Wolf paradigm of choosing your character like you would an MMO character, by slotting it into some Auspice/Tribe version of classes. That's not the core werewolf experience. That's just a character creation White Wolf trope.
So please, tell me some more how my ideas aren't true to Werewolf. If this post comes off as a bit harsh, then it's because it's hard to stay courteous when I've got three people from the Detroit thread trolling me.