@HelloRaptor said:
Is 'shapeshifting = primal horror' even a thing for werewolves, or just something you think should be a thing? A quick glance through Werewolf didn't find me any answers one way or another.
Edit: No sarcasm/mockery here, I'm interested in the answer.
In all seriousness, the books, or at least the Forsaken 2.0 pdf, goes on at some length (even more than I have!) about the need to play up the horror and the surreality between flipping the switch from 'man' to wolf, or terrifying wolf-man...with all of its attendant sensory overload and savage violence.
I'm stepping entirely outside whatever opinions I have on the matter. This is simply a sincere summary of what the book itself says.
One of the main themes discussed is that for a werewolf, half of the horror/violence is not external but internal. That the damage you can wreak on those around you should be as terrifying, in some ways, to the character/player as to those that might be on the brunt end of it. That this violence should be heightened and called attention to by the violent, bone-cracking, gut-churning contortions of their shape changing. Something so inhuman, that it drives onlookers to mindless fear. A werewolf character and its player should be equally horrified at the risk of losing self-control. (A favorite White Wolf trope).
Death Rage, which is further emphasized in Forsaken 2.0, and made even easier to slide into, and given much more consequences (and even mechanically tweaked as to make it more attractive, with many gifts that cost essence becoming free while in death rage), is the central game mechanic behind this theme. Forsaken 2.0 actually gives us two stages of death rage...the full berserk rage itself, and when you're on edge, and needing to constantly make self-control rolls or fly into it.
Again. If you think I have a tendency to repeat things ad nauseum, then you haven't read the Forsaken 2.0 pdf. They pretty much hang their hat on the conceit of in werewolf, the greatest horror being one's own terrible capacity for blind, unthinking violence.
My opinion begins below:
The primary risk of flying into death rage - provided you're not overly liberal on demanding resolve+composure rolls for every little insult - is that a player will try and eke out an extra turn of gauru form in combat. I like this way better, because the player then has no one to blame but himself. It's his agency at work, and his choices. He made the conscious decision to try and stay in his 'Wolf-Man' form longer, and the consequences ring truer for having no one to blame.
They go on mechanically at some length, to make gauru as attractive as possible. To make it a first resort. The Wolf-Man battle form in Forsaken 2.0 is vastly more powerful (on an order of exponetial magnitude) vs the Forsaken 1.0 form. You heal all non-agg damage a round. Enemies get like half their Defense. It's intense.
But it's still undercut by the inclusion of dalu/urshul who serve very little purpose in the grand scheme of things. They are 'safe' forms, with only benefits attached and no real risk of losing self control. It encourages a more blase, toolbox like approach to one's shapeshifting. It becomes banal, and rings hollow when they devote repeated paragraphs to how storytellers should play up the bone-cracking, flesh-displacing horror of changing forms, and how players should always be reminded of how bizarre and strange it is. That's hard to do when they're changing forms 20+ times a night. Ultimately, hishu and urhan lose out. The two forms that DO have immensely strong thematic components. Why be a wolf, when you can be a big strong wolf?
In the same way, I think they undercut the conceptual theme of the werewolf's true monster being themselves, by adding a bunch of even more horrific Shadow-related monsters for them to fight.
It's true that Forsaken 2.0 does mitigate this aspect of the game already. In fact, the Bone Shadows are the only tribe with a duty to hunt spirits and most werewolves will never enter the Shadow. In many ways, Bone Shadows are the Uratha of Forsaken 1.0. You can't even step over at loci anymore.
So Forsaken 2.0 already emphasizes Wolf-Man and de-emphasizes the Shadow. I pretty much just took it to a Mountain Dew-esque extreme. So as to not clutter up my player's brain bandwidth with themes that felt already half left by the wayside, and only lingering for the benefit of veterans.