A love letter to Werewolf: the Apocalypse

Jan 08, 2011 12:14

I loved Werewolf: the Apocalypse. I’m not ashamed to say so, but it’s funny how hard that is hard to write. I really did adore the game, but the cynicism that my generation got so good at during its collective twenties still kind of nips at me. It still feels sort of dorky to have unabashed affection for something. I admit that the game had ( Read more... )

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In counterpoint... cmdrhobbes January 9 2011, 03:57:24 UTC
I have never been a fan of White Wolf games. This is not news. Here's why I didn't like Werewolf in particular:

The standard complaint I have with White Wolf games is that the splats (tribes, clans, whatever the fuck) tend to lock you into rigid roles. A Tremere is always a conniving backstabber looking to suck on other vamps, after all. Werewolf in particular had SO MANY splats, that anyone could find a character that fit them...but then they were like EVERY OTHER CHARACTER of that type. OK, not a lot of overlap, sure. But at least (say) GURPS or HERO or other classless systems had the ability to be ridiculously open ended about your character. Not to say that GURPS was that good or bad, just that it was flexible.

My second complaint was the specific tribes. I didn't like how the tribes were so different. The Irish fuckers were to a man annoying on GarouMUSH...that may have been the players in specific, but in general I didn't like the idea. Glass Walkers were "we need werewolves who can interact with technology or else the big corporations will out-tech our rage". And so on.

This isn't to say I didn't have fun in the Werewolf games I played (which were far fewer than you...GarouMUSH and maybe one game with you). But I have had more fun in other games.

Of course, I'm going to counterpoint myself here, and say that many of the games we play now (D&D comes to mind as I'm stereotyping it WAY THE FUCK UP in your game) don't have big variation in classes. If the design is built that way, I think it works out. I don't think White Wolf's game design was built for class systems. I think it would work well as a classless system. I mean, still warty, but it wouldn't stink like D&D would classless.

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Re: In counterpoint... cmdrhobbes January 9 2011, 05:03:46 UTC
I'm not saying it is impossible, and as I point out in my last paragraph, many game systems lock you into roles more-so than WW games.

That said, I look at the character creation rules and get the "fit in this mold" vibe much more than some other systems.

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Re: In counterpoint... cmdrhobbes January 9 2011, 05:02:38 UTC
Thankee!

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