I have a question, wouldn't it by definition be not a Forsaken game? the actual term Forsaken comes form the whole murdering Father wolf thing. With out hte Shadow and spirits just way would they be known as the Forsaken?
Posts made by ThatGuyThere
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RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
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RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
OK now that I read over what you list as the important parts I can see where we disagree the most the themes you want to emphasize are the ones I find very not compelling about it.
Even the non-werewolf media you list go to my earlier refrain of gang war with fur. Now I love me the howling flicks but if someone said hey lets rp something like them I would roll my eyes and decline. , hell I even love Ginger Snaps despite it being b grade at best. What i want out of movies and what I want out of games are two entirely different things, especially in an on-line text game where most of the time spent in character is spent talking, but even for a table top if you invited me to a werewolf game then in the start of the first session explained this changed I would politely decline and head home.
What you see as design flaws are not universal as this thread proves. I might spend two hours watching boyz in the hood once in a great while but to rp it for three plus hours a week in table top or even longer online?
And speaking of Ginger Snaps at least based on what I remember from a few years ago when I watched it, wouldn't Harmony and morality loss fit that story very well? -
RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
You never answered my question, what themes are you leaving behind? Honestly I can't think of any besides fighting for territory. With out the higher purpose it seems like gang wars which doesn't particularly interesting to me. And without Harmony any mechanical teeth are taken form a personal story of degradation into a monster. I am not against changes in general, but what to you see the characters doing in this game? And why is what they do ICly important to them? These two things to me are the essential questions or any game design.
For example I avoid D-n-D games that are heavy on the dungeon crawl cause I do not like dungeon crawls. This does not make me or people that like dungeon crawls wrong but it does mean we shouldn't' be in the same d-n-d game. And that includes one of my RL best friends who I game just about anything but d-n-d with. -
RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
Wow I think we have a major disconnect as to what a major theme is. I have never found fire to be much of a theme at all in vampire, a weapon yes but not really a theme anymore then guns are a theme in most games with a modern setting. Useful tools and weapons yes but rarely more then that.
Maybe we should try a different tactic in this discussion, what are the major werewolf things you are keeping?
As far as removing the forms I would be a little disappointed cause I tended to be in Urshal a lot when playing a werewolf, but really that change would not matter much. I would just rarely be in any form but human with being a wolf occasionally. I think I was in the war form twice in playing wolves across two different games. -
RE: Shell help request: +weather text file writing
I use it a lot of the time if starting a scene that doesn't need a specific weather if the game has it I will use he +weather. If the scene need a certain weather I ignore the official and go with what helps rp. So yeah it is a neat addition, much like +time.
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RE: Stuff Done Right
When it comes to xp systems I think my favorite of the ones I have seen in action is used by Requiem for Kingsmouth, which seemed like pretty stock NWoD 2.0 xp. You could get some from scenes regardless of what they entailed and the staff worked with you on beats. Most weeks I would miss stuff like working towards a long term aspiration but from the beatsheet I filled out for other things it would get credited to me. Granted that was likely a very labor intensive process for the staffer doing it and I hope they have kept to it since the game was really growing, as I was leaving. It likely did skew towards those who were most active, but I regularly got more then one xp a week with being in 3 scenes or so on average, and since every scene counted the same there was no feeling I was hosing myself by avoiding large scenes. If it was not for my dislike of Vampire I would likely still be there.
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RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
Well what do you leave after the changes?
Basically you get big and hairy and territorial and kill things? Maybe I am over simplifying but with out the spirit world and the loci you remove the intellectual core the things my character and have deeply held feeling s about,. with out the murdering of Father wolf why do the pure and forsaken have a beef? It sounds like it becomes gang warfare fuzzy division. Again nothing wrong with that if you and your players have fun but that does not appeal to me.
To me the harmony and other morality systems is what make a lot of WoD for me. having to make hard choices on what does my character do knowing that when he acts to do what it has to it will come with a price take that away and well it just gets too d-n-d for me. Part of what draws me to WoD is the slow lose of self that dropping morality brings, and that that lose is close to inevitable.
To me your game could be fun yes but it sound very combat centered. And well for a combat centered game I would want something more robust then WoD as a rules set.
To me the draw of WoD any flavor has been the setting, While the rules keep improving I still find myself playing WoD in spite of the system rather then because of it. -
RE: Werewolf 2.0 & Nine Ways It Could Be Streamlined
Not related to the original post but very amusing to me and this is as good a place to put it as any. I find it horribly amusing that we are getting a Paul Blart Mall Cop 2 right after Werewolf: Spirit Cop version 2 came out.
Somewhat on topic with the original post, as Bobotron mentioned your "fixes' would take everything I do find fun about werewolf.
If that is what you and your group find fun that is cool, but I can't help but think if you are going to jettison the WoD ness of the game you could likely find a better system to do a non-WoD werewolf game in. -
RE: Storytelling
One thing I would like to see more of is something Penny Dreadful did:
Periodically, I think in this case it was weekly though I would thing monthly might be better, there would be an over arching theme plot, for example Zombies or whatever, and stats would be posted for the generic villains and storytellers where free to run things and use them however, then at the end of that staff would either run a wrap up or select someone to.
I liked this because while it kept plot scenes small there was still the feeling of being part of a bigger picture, which to me has always been the downside of PRPs they can be great fun but they are basically in their own little world and disconnected to the rest of the game.