As the first point of order I’d like to apologise about the length of this post, it’s a bloody essay. Still context is all important in regards to the point I’m trying to get across.
So, Werewolf as a roleplay game in the WoD (both classic and new). I don’t quite get it. At the same time, I know there is SOMETHING in this game that keeps me wanting to try and get it. Its kinda like a chipped nail or tooth, I can’t help but get snagged on it every time I’m reminded about it.
This feeling I get about the game I think is partially due to the general like I have for the WoD. The NWoD has not got a single game I dislike. I have issues with several of the lines (Werewolf, Changeling, Mage) and God knows I have my favourites (Vampire, Promethean, Mummy, Demon) but I don’t actively dislike any of them.
To focus this in a bit more on Werewolf I need to run through some contextual stuff about my history with the concept of a game about Werewolves:
Werewolf the Apocalypse:
So I started playing WoD games back in about 2004 on and off. Back then I was neck deep in Masquerade stuff. Found a ST that had been playing Masquerade since it started in the early 90’s. He likewise was basically pure Masquerade focused and was frankly disparaging of a lot of the other Classic World of Darkness game lines.
I think we are all shaped to a certain extent by our first ST in a system and game line. We grow beyond those initial views as we grow older, but in general they stick with us on some level. I certainly think this is true in my case on at least some level.
So in general this ST had little time for the other lines in the Classic World of Darkness past Masquerade. He liked bits of Mage, which is why I think I still have a curiosity about Ascension (only recently indulged during the M20 Kickstarter) and he liked bits of Demon the Fallen. Other than that he was pretty scornful of Wraith, Changeling (especially Changeling) and Mummy. Weirdly he gave Kindred of the East a sorta free pass, likely because it was a Masquerade add-on.
Anyway, he liked exactly one thing about Apocalypse, which was the whole Wyld, Wyver, Wyrm thing. So that bit of fluff came up in his games sometimes. Apart from that, he openly disliked the game. I was kinda indifferent about it and never really read up on it. Till this day I still giggle whenever anyone mentions Weresharks. I kinda give the weirder stuff a free pass as Classic World of Darkness was pretty “out-there” in some ways anyway.
Other than that, the whole general theme of “raging” against something just seemed kinda…immature to me (in the “Oh so mature mindset” of a 16 year old). Likewise, the whole “eco-warrior” vibe fell flat. I suspect having an ST talking about “furry superhero wolf-men” did not help. In general on that note, I have nothing against the furry subculture, but for a long time I had the Werewolf games painted as pretty much pandering to that subculture. Obviously I see in hindsight how irrational such an idea is, but it’s something I honestly believed for a few years.
This is the background I came from going into the NWoD.
Werewolf the Forsaken:
Unsurprisingly given my RP background I kinda missed Forsaken for a long time.
I did not even look at the NWoD (another thing my old ST was very negative about) until 2007. I got Requiem and was one of the few people who instantly liked it. Likewise, by this time I’d moved and met a whole new group of roleplayers. I got clued onto Mage the Awakening when an ST I know ran a year- long campaign I joined from the start.
Still Werewolf was kinda non-entity for me. They were creatures to keep Vampires in cities and give Spirit Mages a hard time that was about it.
Finally in 2010 I pick up the Forsaken book, largely as procrastination at the time to avoid working on my research degree. Finally some front line exposure to Werewolf, no more second-hand knowledge or other peoples opinion colouring my intake.
I found it bland, like “dry white toast” bland (and I’m a guy that found a lot of flavour in the 1.0 version of Requiem, that most people write off for being “bland”). After I got over the initial “new game” shine (and god do I fall to the “new game” shine often) I found the game instantly forgettable. Certain aspects appealed to me sure, the Mother Luna stuff fluff was all really interesting. I could take or leave the whole “father wolf on prehistoric earth” thing, but the Moon related stuff was interesting. The Hosts were interesting antagonists.
Other stuff, I just did not get.
Sure there are large Spiritual entities at their foundation but the Tribes being global institutions? Really? Honestly the idea of a large scale "structure" of Werewolves just does not in general work for me. I think it makes sense for Vampires, its got a precedent in fiction if nothing else. I can't recall any stories about multi-millionaire sauvé businessmen that are Werewolves, I can think of at least three that are Vampires. For me Werewolves are inherently a symbol of something so primal and chaotic that trying to apply a structure (beyond pack at least) to such a thing inherently damages its thematic resonance.
Gifts struck me as well…odd. Half the things they do I’ve seen basically no evidence for in pre-existing Werewolf mythology. In comparison to say Requiem were the core Disciplines are all pretty much doing something that Vampires do in mythology or fiction. Honestly, some of the power just seemed kinda present because they could be, I did not feel they added anything to the theme or tone of "Werewolf".
In general though, overall assessment was bland. I read a couple of the splat books on and off and that was about it.
Idigam Chronicles:
So when this got announced I was less then amazed. The Idigam were one of the less interesting parts of the Werewolf splat fluff that game out. The general idea of Luna’s mutant babies that got banished to the moon and hitched a ride back with Neil Armstrong did not really excite me. Likewise, when mentioned to my local roleplay group we all came the conclusion of Werewolves fighting Idigam on the dark side of the moon IN SPACE! (I blame the third Transformers movie).
Likewise, I’d moved again in the time between reading the old Forsaken core and the announcement of the Idigam Chronicles. So my local roleplay group had changed again. These guys had actually played about two separate long running Forsaken games in a LARP system. They’d had a mixed bag of experiences and come away a little negative about the game so say the least.
They found it all a bit to “hack and slash” for WoD and the idea of 9/10 feet tall wolf people slinging around great swords was a little too weird for them in the context of NWoD (our world darkly). Likewise, the general complaint that Werewolf is not really a game about Werewolves, but Shaman spirit cops has been voiced. Not to mention that old Harmony was a little too similar to the “path of do what I want” morally for some of them. Plus their ST was kinda blunt with his Spirit plot, meaning Spirit plot in general is kinda looked down upon as "lazy" or "polarizing" (either you can deal with Spirits or you can't and if you can't Spirit plot is not much fun) in our group.
To be fair I personally hold issue with how in tune with traditional Werewolf themes Forsaken is and how much “Werewolf” is in Forsaken as is. It seems to miss the anger/control issues (yes I know the game makes an effort in this regard, but I never felt it got the theme across adiquately) and body issues that are inherent underpinnings of the myth. Plus the idea of a fundamentally "primitive" or "primordial" acting out within a modern ordered civilization. Did not feel any of these themes were particularly present or resonant in Forsaken.
However, the previews start five weeks back and I decide to kill some time reading the articles. The first one does nothing for me beyond giving me an idea of a stronger central tone to the game. Basically the same move Blood and Smoke made for Vampire. Then the Harmony article happened and I got interested. Wolf-Blooded happened and I was impressed at that tonal shift and base alteration. Packs this week gave me hope that whole Totem thing would not such a baseline mechanical process (not to mention about as interesting as Wallpaper paste drying).
So yeah, despite all my misgivings and bad-experiences by proxy it’s got me interested.
The Point:
With all that history out of the way I can finally come to the point of this post/thread.
Namely that considering how “other” Werewolf has as a game been throughout both its runs to me as a player and ST I am what other people find so appealing, good, right and loveable about the game?
What is it about this game that makes it “click” for you?
More over what is it about the Idigam Chronicles (despite the limited information we have) that gives you hope that the game will continue to “work for” you?
Basically I’m curious to see what point’s people pull out in regards to their thoughts and experiences with the game. As I’m sure there will be many that have never occurred to me.
The closest someone's ever come to putting a different spin on Werewolf for me is looking at it through stories that having nothing to do with Werewolves. One person suggested looking at Tv shows like Sons or Anarchy or the Walking Dead and look at the groups there as "packs". I kinda got it better from that point of view. Only the regard to placing an emphasis in Werewolf on "In groups" and "out-groups". Though without the motorcycle gang motif (which I find a tired and dull sterotype) or zombies (though I do think Werewolf works excellently as a post-apocalyptic game, arguably better then a "modern" game).
Thanks beforehand for taking the time to read this and reply.
Hawthorn
So, Werewolf as a roleplay game in the WoD (both classic and new). I don’t quite get it. At the same time, I know there is SOMETHING in this game that keeps me wanting to try and get it. Its kinda like a chipped nail or tooth, I can’t help but get snagged on it every time I’m reminded about it.
This feeling I get about the game I think is partially due to the general like I have for the WoD. The NWoD has not got a single game I dislike. I have issues with several of the lines (Werewolf, Changeling, Mage) and God knows I have my favourites (Vampire, Promethean, Mummy, Demon) but I don’t actively dislike any of them.
To focus this in a bit more on Werewolf I need to run through some contextual stuff about my history with the concept of a game about Werewolves:
Werewolf the Apocalypse:
So I started playing WoD games back in about 2004 on and off. Back then I was neck deep in Masquerade stuff. Found a ST that had been playing Masquerade since it started in the early 90’s. He likewise was basically pure Masquerade focused and was frankly disparaging of a lot of the other Classic World of Darkness game lines.
I think we are all shaped to a certain extent by our first ST in a system and game line. We grow beyond those initial views as we grow older, but in general they stick with us on some level. I certainly think this is true in my case on at least some level.
So in general this ST had little time for the other lines in the Classic World of Darkness past Masquerade. He liked bits of Mage, which is why I think I still have a curiosity about Ascension (only recently indulged during the M20 Kickstarter) and he liked bits of Demon the Fallen. Other than that he was pretty scornful of Wraith, Changeling (especially Changeling) and Mummy. Weirdly he gave Kindred of the East a sorta free pass, likely because it was a Masquerade add-on.
Anyway, he liked exactly one thing about Apocalypse, which was the whole Wyld, Wyver, Wyrm thing. So that bit of fluff came up in his games sometimes. Apart from that, he openly disliked the game. I was kinda indifferent about it and never really read up on it. Till this day I still giggle whenever anyone mentions Weresharks. I kinda give the weirder stuff a free pass as Classic World of Darkness was pretty “out-there” in some ways anyway.
Other than that, the whole general theme of “raging” against something just seemed kinda…immature to me (in the “Oh so mature mindset” of a 16 year old). Likewise, the whole “eco-warrior” vibe fell flat. I suspect having an ST talking about “furry superhero wolf-men” did not help. In general on that note, I have nothing against the furry subculture, but for a long time I had the Werewolf games painted as pretty much pandering to that subculture. Obviously I see in hindsight how irrational such an idea is, but it’s something I honestly believed for a few years.
This is the background I came from going into the NWoD.
Werewolf the Forsaken:
Unsurprisingly given my RP background I kinda missed Forsaken for a long time.
I did not even look at the NWoD (another thing my old ST was very negative about) until 2007. I got Requiem and was one of the few people who instantly liked it. Likewise, by this time I’d moved and met a whole new group of roleplayers. I got clued onto Mage the Awakening when an ST I know ran a year- long campaign I joined from the start.
Still Werewolf was kinda non-entity for me. They were creatures to keep Vampires in cities and give Spirit Mages a hard time that was about it.
Finally in 2010 I pick up the Forsaken book, largely as procrastination at the time to avoid working on my research degree. Finally some front line exposure to Werewolf, no more second-hand knowledge or other peoples opinion colouring my intake.
I found it bland, like “dry white toast” bland (and I’m a guy that found a lot of flavour in the 1.0 version of Requiem, that most people write off for being “bland”). After I got over the initial “new game” shine (and god do I fall to the “new game” shine often) I found the game instantly forgettable. Certain aspects appealed to me sure, the Mother Luna stuff fluff was all really interesting. I could take or leave the whole “father wolf on prehistoric earth” thing, but the Moon related stuff was interesting. The Hosts were interesting antagonists.
Other stuff, I just did not get.
Sure there are large Spiritual entities at their foundation but the Tribes being global institutions? Really? Honestly the idea of a large scale "structure" of Werewolves just does not in general work for me. I think it makes sense for Vampires, its got a precedent in fiction if nothing else. I can't recall any stories about multi-millionaire sauvé businessmen that are Werewolves, I can think of at least three that are Vampires. For me Werewolves are inherently a symbol of something so primal and chaotic that trying to apply a structure (beyond pack at least) to such a thing inherently damages its thematic resonance.
Gifts struck me as well…odd. Half the things they do I’ve seen basically no evidence for in pre-existing Werewolf mythology. In comparison to say Requiem were the core Disciplines are all pretty much doing something that Vampires do in mythology or fiction. Honestly, some of the power just seemed kinda present because they could be, I did not feel they added anything to the theme or tone of "Werewolf".
In general though, overall assessment was bland. I read a couple of the splat books on and off and that was about it.
Idigam Chronicles:
So when this got announced I was less then amazed. The Idigam were one of the less interesting parts of the Werewolf splat fluff that game out. The general idea of Luna’s mutant babies that got banished to the moon and hitched a ride back with Neil Armstrong did not really excite me. Likewise, when mentioned to my local roleplay group we all came the conclusion of Werewolves fighting Idigam on the dark side of the moon IN SPACE! (I blame the third Transformers movie).
Likewise, I’d moved again in the time between reading the old Forsaken core and the announcement of the Idigam Chronicles. So my local roleplay group had changed again. These guys had actually played about two separate long running Forsaken games in a LARP system. They’d had a mixed bag of experiences and come away a little negative about the game so say the least.
They found it all a bit to “hack and slash” for WoD and the idea of 9/10 feet tall wolf people slinging around great swords was a little too weird for them in the context of NWoD (our world darkly). Likewise, the general complaint that Werewolf is not really a game about Werewolves, but Shaman spirit cops has been voiced. Not to mention that old Harmony was a little too similar to the “path of do what I want” morally for some of them. Plus their ST was kinda blunt with his Spirit plot, meaning Spirit plot in general is kinda looked down upon as "lazy" or "polarizing" (either you can deal with Spirits or you can't and if you can't Spirit plot is not much fun) in our group.
To be fair I personally hold issue with how in tune with traditional Werewolf themes Forsaken is and how much “Werewolf” is in Forsaken as is. It seems to miss the anger/control issues (yes I know the game makes an effort in this regard, but I never felt it got the theme across adiquately) and body issues that are inherent underpinnings of the myth. Plus the idea of a fundamentally "primitive" or "primordial" acting out within a modern ordered civilization. Did not feel any of these themes were particularly present or resonant in Forsaken.
However, the previews start five weeks back and I decide to kill some time reading the articles. The first one does nothing for me beyond giving me an idea of a stronger central tone to the game. Basically the same move Blood and Smoke made for Vampire. Then the Harmony article happened and I got interested. Wolf-Blooded happened and I was impressed at that tonal shift and base alteration. Packs this week gave me hope that whole Totem thing would not such a baseline mechanical process (not to mention about as interesting as Wallpaper paste drying).
So yeah, despite all my misgivings and bad-experiences by proxy it’s got me interested.
The Point:
With all that history out of the way I can finally come to the point of this post/thread.
Namely that considering how “other” Werewolf has as a game been throughout both its runs to me as a player and ST I am what other people find so appealing, good, right and loveable about the game?
What is it about this game that makes it “click” for you?
More over what is it about the Idigam Chronicles (despite the limited information we have) that gives you hope that the game will continue to “work for” you?
Basically I’m curious to see what point’s people pull out in regards to their thoughts and experiences with the game. As I’m sure there will be many that have never occurred to me.
The closest someone's ever come to putting a different spin on Werewolf for me is looking at it through stories that having nothing to do with Werewolves. One person suggested looking at Tv shows like Sons or Anarchy or the Walking Dead and look at the groups there as "packs". I kinda got it better from that point of view. Only the regard to placing an emphasis in Werewolf on "In groups" and "out-groups". Though without the motorcycle gang motif (which I find a tired and dull sterotype) or zombies (though I do think Werewolf works excellently as a post-apocalyptic game, arguably better then a "modern" game).
Thanks beforehand for taking the time to read this and reply.
Hawthorn
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