A Link for the Werewolf Players
Jan. 31st, 2009 09:45 amThis PDF document contains a list of all gifts and merits you can buy - however were limited to ones from the core World of Darkness book and the Forsaken book.
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riddocksdawn community for any character background thoughts, art, game ideas, etc.
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Date: 2009-01-31 03:20 pm (UTC)Would it be a Wild West Werewolf?? lol
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Date: 2009-01-31 03:22 pm (UTC)no subject
Date: 2009-01-31 03:59 pm (UTC)no subject
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Date: 2009-01-31 09:33 pm (UTC)no subject
Date: 2009-01-31 10:03 pm (UTC)no subject
Date: 2009-01-31 10:17 pm (UTC)"On the plus side, all the practice
Moment is in the game, you see.
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Date: 2009-01-31 10:18 pm (UTC)no subject
Date: 2009-01-31 05:53 pm (UTC)When I glanced at it I didn't found it grabbed me by the guts the way the old Werewolf did but I haven't really given it a proper examination yet.
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Date: 2009-01-31 09:33 pm (UTC)Now, then, as to my impressions of Werewolf: The Forsaken... it does not grab me as strongly as the first edition did, back in 1992, even with all the references to page “xx”. My friend Bill had picked up Vampire: The Masquerade earlier that year, and we intended to run parallel campaigns. This plan never worked out, and later another friend would purchase Mage, and that became our primary game throughout university.
I did not like what I perceived as the amorality of Vampire, and I had a serious antipathy toward Vampires in general because of my innate resentment of anything popular. Mage confused me. Partly, this was because the GM was a misanthrope who refused to tell us anything about the setting, or who was simply unable to explain it properly. Partly, it was also very unlike anything I'd read before. At the time, I fear I also labored under a kind of knee-jerk anti-intellectualism of the “plain talk and objective truth” sort. All this stuff about “paradigms” and “paradox” actually just sort of went over my head, mostly because I refused to engage the effort needed to appreciate it.
Werewolf had a sort of simple viscerality that appealed to me. There was right, there was wrong, and the best way to deal with wrong was to bite it really, really hard. It was more like the black and white RPGs I was used to. Sure, there was a lot of moral ambiguity as well, but diligent mayhem always seemed like the surest path to victory.
Now then, roll on 16 years. The new edition has removed the easy hook of “Wyld vs. Wyrm” and replaced it with a general struggle against the spirit world. The setting does not grip me at all, though it seems fairly well put together. However, what I'm wondering is this – Would the 18-year-old Pyat have liked this game? Is the reason I don't find it as gripping just that I'm older? It has the same “too cool for school” sample characters and urban angst and the like – so am I not just as interested in that these days? I mean, I still find it fun, but it strikes me as fun in the same way as escapist action movie is fun. There would no longer be as much of an emotional investment in the setting.
Or, maybe it's just because it's new. I'm not sure. I really liked the new World of Darkness core rules.