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Posted: Thu Feb 26, 2009 10:39 am
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Posted: Thu Feb 26, 2009 10:59 am
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Posted: Thu Feb 26, 2009 12:50 pm
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Posted: Thu Feb 26, 2009 12:58 pm
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Posted: Thu Feb 26, 2009 7:38 pm
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Heh, I don't actually understand why nobody likes "Forsaken" it's not that bad a game. I mean all games, even White Wolf games are fixable. I didn't like the setting much in Forsaken; I really dislike the dystopian overtone, and the leather-clad sex, and the gritty street mentality of the World of Darkness, so naturally, I use the rules set, but change the setting to something more adventurey. The one and only game of Werewolf I ever GMed was set during the civil-war in the deep south.
One thing I don't like about most of the WoD and it's predecessors is the fact that the games tend to be more location-centric. I suppose that I'm just too tuned in to the specific nature of D&D, where you go new places and do new things, therein building experience; White Wolf tends to make you bring the adventure to your players, which just seems impractical on a majority of levels.
I knew a little about the different werecreatures, I spotted "Bunyip" on that list, which looks kind of foreign. Exalted Lunars though don't have types or kinds; they have a totem animal which is their primary changeling form, and then can take the form of anything else that they have hunted down, and devoured the heart of, which gives them a great deal of power; they can use that power to kill, and then disguise themselves as a person in power, for instance, or become a gargantuan, fire-breathing dinosaur and wipe out an army of mortals.
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Posted: Thu Feb 26, 2009 8:04 pm
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Posted: Thu Feb 26, 2009 9:46 pm
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I can't say that I know much about any of the differences between the older edition and WoD, but I think one of the major reasons they changed things up was to make everything slicker, and easier to put in terms with their other games. Mages, vampire, changlings, werewolves, and the plethora of other supernatural beings they had all have sort of disjointed worlds that layer and contradict one another.
Scrapping, and rewriting may have made fans of the games bitter, but it also allowed for them to create a more comprehensive world where everything has it's place, and still fits in with everything else not unlike a puzzle piece. Suddenly the kami-like spirit-world from the Werewolf game overlapped and met on levels with some of the tower-paths that Mages see in their dreams when they awaken.
Also, all of this nonsense is generally why I stay away from White Wolf games, because many people view their lore as completely inflexible, and are unwilling to change or drop parts to make the game more tolerable. After all, it is only a game, a medium of entertainment. If you only played D&D out of the players handbook you'd never actually get anywhere...
In Forsaken, I like the everything-has-a-spirit system, and I liked the totemic, shamanic, Native American feel to the Werewolves communing with a gas pump, or a grove or trees, or the ground they stand on. That's the major concept that I wanted to use from the game, most of the rest didn't matter, so I just dropped it; tribe and all that I kept, but only because it was important to the gameplay. But honestly it's still just a game.
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Posted: Fri Feb 27, 2009 8:52 am
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Posted: Sun Mar 01, 2009 12:11 pm
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I concur. My pet game has always been Mage: The Ascension, which was also pretty terribly mangled in the new editions. The only game that was improved, was Vampire, which I always thought was pretty terrible originally. Mage though, was dumbed down to the point that it's almost unrecognizable, and all of the ART of the game was removed. It was made more like vampire, which is the same thing that happened to Werewolf in the rewrites. That being said, my friends and I just continue to play Mage: the Ascension, though I do have interest in a Vampire: The Requiem or Changeling: The Lost, as I've heard good things about both, and I've actually read the VtR books and am very intrigued.
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Posted: Mon Mar 02, 2009 1:00 am
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The one WW RPG I play on any regular basis is Exalted. My friends just don't like the grit and angst that comes with the setting of most of their other games. Although one of my friends is really into the Dark Ages series, which makes since because he's a history major; sometimes I think he only GMs them as a means to show off his knowledge of old customs, languages, and architecture, but even so it's fun to be the rambunctious werewolf in a party of no-nonsense vampires trying to survive the dark ages.
Another friend recently picked up Scion, which is apparently like the current culmination of the White Wolf rules set. It's got stuff from WoD, and Exalted mixed to make a more efficient d10 system. I like that one cause it's creative, a lot of the powers and artifacts are left up to the player and GM to decide. It doesn't just give you everything ever, and expect everyone at the table to read the entire book in order to be into the game.
If we're talking about our favorite obscure games, Deadlands has to be mine. It's exciting, it's a classic, and it incorporates just about all of my favorite things. My groups just never want to play it... it's either D&D or it's a waste of time.
Good to see you around, Milk.
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Posted: Mon Mar 02, 2009 7:39 am
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