Originally posted by branford
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Something crucial people seem to be missing (or ignoring) is that the one thing that solves both sides of the issue is a splat that specifically tasks the character with doing good, but leaves it up to them to determine what is good.
That is the key difference between this theoretical splat and all others. All other splats have other concerns first. Can they do good? Absolutely. However, doing good is not actually the main, core theme of the any of the current splats. Even Hunter is more about "what are you going to do about the supernatural?" over "what do you think is good?" (obligatory disclaimer: Hunter is great, I love Hunter, I don't want it to change, etc.). Geist is "what are you going to do with your second chance?", Changeling is "how are you going to find your way back home?", and so on. While all those games have absolutely every potential for heroism and altruism, there isn't a major splat where such a thing is the core foundation upon which everything else is built. There isn't a splat that asks you to craft your own version of good and then asks you to try and uphold it, throwing you challenges and difficult choices, bittersweet-gray outcomes, and all that interesting stuff.
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