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For me all the WW games kinda got away from their "core" aspects abit.
Vampire became less about "A beast I am, lest a beast I become" and turned
into more of an exerise in political moves. And to me one of the elements at
the core of Werewolf that I liked was the fact that they know they were
doomed but they they were chose to fight on despite that. It really was a
manner of how they were going to live....on their knees or on their feet.
Another thing many of the people I gamed with and talked about over werewolf
with is the mood and back drop of the stories. Werewolf is not just about
the spirits and the fighting, it about people fighting in a war. Each Garou
character should face one simple question during their life span. "How far
will I go?" Do you sink to the level of your enemy or somewhere under him?
By doing that you have just become your own worst enemy and let the enemy
win an even bigger battle.
It also been my experence and my belief that not all Garou are "tree
hugging Hippies". The Garou I believe were created to help maintain a level
of balance. If the Wyld grow to powerful, they would work to check it power,
The same applies for the Weaver and the Wyrm.And the Garou made mistakes,
really big ones. The imperium, the War of Rage, and becoming fixated solely
on fighting the Wyrm.
"Shane Graves" <lobsterhut@earthlink.net> wrote in message
news:9fXhc.5413$eZ5.3306@newsread1.news.pas.earthlink.net...
> "Tyler Dion"
>
> > Okay, so here and elsewhere I've seen some remarks expressing people's
> > wishes that either the old Werewolf or the new one would/will cleave(d)
> > more closely to the idea of werewolves as people afflicted with a curse,
> > rather than the shamanistic warriors of WtA.
>
> > And I'm wondering...why? There must be dozens of games where you can
> > play werewolves of the more typical stripes. WitchCraft and M&M are two
> > that spring to mind. I bet there's a d20 supplement on the subject, too.
> > Why is it so important to have yet another?
>
> > Myself, I like the WW take because, among other reasons, it's very
> > unique. I've never seen the basic concept of werewolves taken in that
> > direction before. I hope Ethan Skemp and his crew get to explore it
> > further.
>
> I disliked the eco-terrorists in fur/shamanism aspect of the game. It
made
> it "too big" for me in some sense, yet didn't really seem to budge. "You
> kill and kill and kill all manner of spirits as you're told to do by your
> spirit ancestors, but the world still falls into destruction...oh how the
> spirit lands suffer!" I really felt by the end that Werewolf had nothing
> else to do, much like Vampire, and unlike Mage. All the bases got
covered,
> we got a pretty clear picture of the world. The only thing left was to
> either play the final game and move the setting on, or to invent some new
> horrible thing to come out of the woodwork. Personally, I'm glad they
opted
> for "Final Battle" instead of "New Bad Guys".
>
> That, and I didn't care for the amount of combat that seemed to be built
> into the game.
>
> It's just a personal preference: I think if White Wolf made a game about
> the more traditional werewolf mythology (read: non-eco-guardians), they
> could do something really incredible with it. If it's just a new version
of
> Werewolf: the Apocalypse with a clean slate, that's fine, but I probably
> won't be too interested in it. That's all.
>
>
>