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Post by kurtpotts on Jan 27, 2015 10:33:14 GMT -8
Can anyone recommend plot ideas or resource books around a Werewolf pack.
I haven't played any White Wolf games so nothing is to obvious.
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sbloyd
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Post by sbloyd on Jan 28, 2015 13:12:58 GMT -8
Well, Old WoD werewolves were, essentially, ecoterrorists fighting back against demon-driven ecological disaster.
Not too familiar with New WoD.
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Post by ironnikki on Feb 2, 2015 14:59:19 GMT -8
If you're playing new WoD Werewolf, there's a few themes that you can focus on while coming up with stories:
-New Werewolf is a game about balance, particularly between the primal and the human. Harmony is representative of a particular Uratha's ability to walk that thin line. During your design, consider throwing wrenches that require the players to decide whether to listen to their conscience or the beast within.
-Uratha are very tribal. Consider drawing drawn from Native American folklore. A particular example that comes to mind is a certain portion of the MMO The Secret World. I know that's kind of an obscure reference, but one of the portions of the game requires you to participate in a Native American ritual that draws your consciousness back in time to an ancestral war against dark, polluting spirits that masquerade as an opposing tribe.
-Uratha also represent the guardians of the threshold between the spirit world and the material world. You could have an entire campaign center around the spirit world, and manipulation thereof. Note that spirits and ghosts are two very different things!
Also, check out the beginning of the book, page 17. The authors include some cool reference material and suggestions for theme and mood.
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Post by kurtpotts on Feb 4, 2015 12:51:45 GMT -8
Thanks ironnikki!
I've recently been listening to the Sookie Stackhouse books which are full of werewolf stuff. One thing is born weres change into a big wolf, but bitten weres (halfies) change into wolfmen.
From what I've read WOD has multiple werewolf forms human, wolfman, big ass wolf, regular wolf what are the differences between the forms and can everyone change into all forms?
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sbloyd
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Post by sbloyd on Feb 5, 2015 15:54:14 GMT -8
Old World of Darkness - there are five forms: Homid (Human), Glabro (Near-Human, Big, musclebound, hairy guys, like the Street Wolves from Fool Moon), Crinos (The wolf-man, nine feet tall killing machines, like the Dresden Loup-Garou), Hispo (Dire wolves, basically), and Lupus (wolf). (Almost) every Garou (what the werewolves call themselves) can shift through each of the forms. Being Garou isn't something that is transmitted (normally, anyway, there is one exception), it's kind of a recessive genetic trait that will go dormant in bloodlines sometimes for generations, though the Garou cultivate familial ties with Kinfolk in whom the blood is strong - but sometimes they have to go round up some poor kid who's gone through her first change with no idea what's going on, and induct her into a tribe.
The exception to werewolves-are-born-not-made is personified in Samuel Haight, a Kinfolk who despised being second-class, and found a rite that would transform him into Garou. The ingredients included the skins of several Garou...
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Post by kurtpotts on Feb 5, 2015 16:11:01 GMT -8
Why have the dire wolf and wolf forms are there things you can only do in lupus form?
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sbloyd
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Post by sbloyd on Feb 5, 2015 19:00:12 GMT -8
Well, some are born as wolves rather than as humans, so it's their "natural" form. Your senses are also sharper than a man's.
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Post by ironnikki on Feb 6, 2015 7:57:33 GMT -8
For new WoD:
Same 5 forms as sbloyd said above, but with different names. You can only stay in wolf-man form for a limited amount of time, so it's often thought of as a last resort. Wolf form tends to be the fastest, with dire wolf being slower but stronger than wolf. Near human form is good for street fights, because it gives you a strength boost without driving people crazy. All werewolves can assume any form, but normal people witnessing any form other than human or wolf suffer Lunacy (low Willpower = lose your shit, med Willpower = forget/rationalize what you saw, high Willpower = remember it clearly).
It might help guide the discussion if you told us if you were playing old WoD (Werewolf: the Apocalypse) or new WoD (Werewolf: the Forsaken) so that we're not giving you conflicting information :-)
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sbloyd
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Post by sbloyd on Feb 6, 2015 9:24:29 GMT -8
I'm assuming this is research for his Savage Worlds werewolf game.
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Post by kurtpotts on Feb 6, 2015 14:02:15 GMT -8
Yeah I'll be using savage worlds and I'm just looking for Ideas around werewolf pc's.
I'm definetly going to pick up one of the WOD werewolf books for the fluff. Would you guys recommend oWOD or nWOD for setting and story ideas?
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Post by ironnikki on Feb 12, 2015 8:00:32 GMT -8
Sorry for my extended silence; things got hectic.
I've unfortunately never opened W:tA, but from my understanding, the theme has a lot to do with preserving nature from that which seeks to destroy it. sbloyd's description above fits in pretty well with what I've heard. I'm sure he can go into more detail about W:tA fluff if you'd like.
W:tF (I love this acronym) is less focused on the destruction of nature and more about dealing with duality. Werewolves in nWoD have to deal with their dual natures as both beast and man, as well as their dual natures of being both of spirit and flesh. In nWoD, werewolves are the only character templates that can innately enter the spirit world, which could potentially open up a handful of plot hooks. I've used the fluff of the spirit world in W:tF to inspire hooks in other games before to great effect.
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