NitRant Time! Werewolf: The Forsaken
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- White Haven
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'Fixed in the patch' is all well and good, but the fact that something that massively broken actually got into a full retail release in the FIRST PLACE doesn't speak too well of the level of thought and energy put into the game in the first place.
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That's odd. I saw quite a few people joining my rant of 'So.. Where's the setting?' and 'You know, lots of interesting ideas, but I wanted a game' on RPG.net. But apparently this was glossed over.Tzeentch wrote:The NWOD isn't intended to be a new idea, but instead an old one done cleanly and well. The response I've seen in other forums, particualry rpg.net, (I'm not a big WW gamer, so I don't have a strong personal view) has been mostly positive; it seems like a lot of the complaints voiced in this thread are more along the lines of "they changed this thing I liked" or "this new system doesn't let me run werewolf in the same way I did before," rather than "this part of wtf is stupid, independant of wta."
Oh, moving away from the Triat isn't a bad idea. Moving away from having actual character motivation beyond 'Grrr, you're angry for no discernable reason' is a profoundly stupid idea. Turning Werewolf into Vampires With Fur is a profoundly stupid idea. But from the looks of it, you haven't read the new setting, just decided that if several RPG.netters think it was a positive change, it must be good and we must be whining throwbacks.F'rinstance, the general focus has apparently shifted from ecoterrorism to ghost-hunting and internecine strife. I can understand how that might annoy someone who particularly liked the gaia/weaver/wyrm angle, but to me it sounds like a positive change, and certainly not an inherently bad idea.
Frankly, any game which is trying to focus on the 'balance between man and wolf' in the character yet ditched the Lupus, is asking to be lambasted.
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Two cents time.
I did buy Mage when it came out origional and my older brother W:tA. Both settings completely blew my mind and I ended up buying supplements to both for the plot mostly. But from what I hear, it seems like WW is trying to pull an AFMbE. To those who don't have it, its pretty much the rules for Unisystem plus a detailed chapter on making zombies and meshing them into a setting. I know that sounds like I'm jumping the gun, but the fact that WoD Evil beasty book uses Aspects to create beasties for your troupe to fight really clinched it for me. What happened to the origionality at White Wolf?
I did buy Mage when it came out origional and my older brother W:tA. Both settings completely blew my mind and I ended up buying supplements to both for the plot mostly. But from what I hear, it seems like WW is trying to pull an AFMbE. To those who don't have it, its pretty much the rules for Unisystem plus a detailed chapter on making zombies and meshing them into a setting. I know that sounds like I'm jumping the gun, but the fact that WoD Evil beasty book uses Aspects to create beasties for your troupe to fight really clinched it for me. What happened to the origionality at White Wolf?
I've committed the greatest sin, worse than anything done here today. I sold half my soul to the devil. -Ivan Isaac, the Half Souled Knight
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Well, this is WW we're talking about. I heard a rumor that the original Mummy book was kicked out over a massive drunken weekend. Of course, that rumor might have come from the fact that the adventure that came with the book started out with a bunch of mummies getting drunk together, as I recall.White Haven wrote:'Fixed in the patch' is all well and good, but the fact that something that massively broken actually got into a full retail release in the FIRST PLACE doesn't speak too well of the level of thought and energy put into the game in the first place.
I'm a big metaplot junkie, myself. That's the main reason for my interest in the old World of Darkness, Warhammer 40k, and Lovecraft's mythos. I'm personally disappointed that White Wolf is dropping that element from the new setting. The old setting had its flaws, but it was delightfully energetic.
The other shifters are gone now too, and the developers have stated that they have no intention of letting them back in. I don't like it but I can understand why. The game is called Werewolf, they want it to be about werewolves. I think fera could be made to work, but it looks like they'll have to be made with houserules if you want them at all.
They kept the old way for werewolves to get more, which I personally don't agree with. Older folklore has werewolves become what they are on purpose, and the bitten wolf of modern cinema was also an acquired condition. Genetic lycanthropy doesn't agree with me.
The last thing I dislike about the new werewolf is just the way White Wolf does things. I don't like Tribes and Auspices or Gifts. That's just too much like character class and spells. They do the same thing with every game they make. I don't like vampire clans and the way disciplines work either. I'd prefer for disciplines to be less like a list of superpowers, the clans to be removed as a universal presence and game mechanic in favor of Covenants but keeping around some bloodlines for when that sort of thing is appropriate. Likewise in Werewolf I'd like to see tribes and auspice gone; what shapes your ideology and role is determined by you and your pack alone, not the phase of the moon and heredity. I think Gift powers are just silly and distracting from the main idea of you being a werewolf.
Gee, this is really wandering. Basically I have an idea of what I want in a werewolf and other supernaturals game, and World of Darkness isn't it.
The other shifters are gone now too, and the developers have stated that they have no intention of letting them back in. I don't like it but I can understand why. The game is called Werewolf, they want it to be about werewolves. I think fera could be made to work, but it looks like they'll have to be made with houserules if you want them at all.
They kept the old way for werewolves to get more, which I personally don't agree with. Older folklore has werewolves become what they are on purpose, and the bitten wolf of modern cinema was also an acquired condition. Genetic lycanthropy doesn't agree with me.
The last thing I dislike about the new werewolf is just the way White Wolf does things. I don't like Tribes and Auspices or Gifts. That's just too much like character class and spells. They do the same thing with every game they make. I don't like vampire clans and the way disciplines work either. I'd prefer for disciplines to be less like a list of superpowers, the clans to be removed as a universal presence and game mechanic in favor of Covenants but keeping around some bloodlines for when that sort of thing is appropriate. Likewise in Werewolf I'd like to see tribes and auspice gone; what shapes your ideology and role is determined by you and your pack alone, not the phase of the moon and heredity. I think Gift powers are just silly and distracting from the main idea of you being a werewolf.
Gee, this is really wandering. Basically I have an idea of what I want in a werewolf and other supernaturals game, and World of Darkness isn't it.
I prepared Explosive Runes today.