Having reread the Discord-Q&A, this part gave me pause:
One of my fears for W5 (as a possible scenario for how it could fuck up) is that the old lore has been dumped for... nothing. And with that, I mean that the worldbuilding in W5 will be very broad and vague. Like, "The Garou Nation has been torn apart", "Gaia's dead/dying", "The Apocalypse is happening."... It's all just vibes. It’s the vaguely described status quo and that’s about it. And the same motivation that assumably (according to the previews) turned the Garou/Kin-dynamic, the Tribe-joining-process and the Umbra into mysteries Garou don't understand… following that principle W5 is giving the same treatment to things like "the state of the Garou-Nation" and the "Apocalypse". Because of that there isn’t an event or history explaining why things are so bad. It’s just about things being bad and that the Garou-Nation is partially to blame (which is why you should be against that).
In other words, the reason why Justin kept talking about "Tribes is what you do", "Auspice is how you do it" and verbs (just so many verbs...) are because W5 has no worldbuilding of its own. It's different from old WtA but that's about it. Instead, the new approach demands that people at the table are expected to fill in the blanks for what is specifically going on in the setting of the game. In one sense it gives players/STs more freedom to describe what stuff like First Change or joining a Tribe is like. On the other hand, it robs the game of any specificity. And with the WOD5E Storyteller-system being the way that it is, I don’t think removing evocative worldbuilding/metaplot from the equation is a good move. Without the evocative worldbuilding, though, what’s the appeal? There are tons of games with better premises and/or better systems out there…
Which playable Tribe has gone through the most changes?
It's less about "changes from" and more about remaining true to its own edition. No event happened in the diegetic world that made the W5 era occur, so it's better to think of it as a clean break that intends to remain consistent with itself rather than legacy editions.
It's less about "changes from" and more about remaining true to its own edition. No event happened in the diegetic world that made the W5 era occur, so it's better to think of it as a clean break that intends to remain consistent with itself rather than legacy editions.
In other words, the reason why Justin kept talking about "Tribes is what you do", "Auspice is how you do it" and verbs (just so many verbs...) are because W5 has no worldbuilding of its own. It's different from old WtA but that's about it. Instead, the new approach demands that people at the table are expected to fill in the blanks for what is specifically going on in the setting of the game. In one sense it gives players/STs more freedom to describe what stuff like First Change or joining a Tribe is like. On the other hand, it robs the game of any specificity. And with the WOD5E Storyteller-system being the way that it is, I don’t think removing evocative worldbuilding/metaplot from the equation is a good move. Without the evocative worldbuilding, though, what’s the appeal? There are tons of games with better premises and/or better systems out there…
Comment