drcpunk (drcpunk) wrote,

Hot Tub 2 and Werewolf Redux

Last night, we pretty much bagged Hot Tub 2, the larp we'll be running at DexCon on Sunday. I like it better than the first because it's simpler and lower maintenance. We've been experimenting with wikis for this larp, and I think it's helped.

Meanwhile, I finished White Wolf's Werewolf: The Forsaken. I guess I'm just not WW's demographic. I read 2nd edition of Werewolf: The Apocalypse, and I liked it. Oh, I did think that there was one problem: the werewolves. I'd have called it something like Shaman, and instead of all the PCs being werewolves, have them be shamans who could shape change into some animal, not necessarily a wolf.

When Mike Holmes ran his HeroQuest demo at Origins, I said, "Oh! This is what Werewolf is trying to be." Now, this does do both games something of an injustice, but there is a kernel of truth in it.

Werewolf: The Forsaken confused me. I understood the background of the earlier game, but this one? The central conflict just made no sense to me. jlighton pointed out, correctly, that one can find real world conflicts that make about as much sense (someone will have to explain the Crimean War to me some day). But, I don't care. I want more consistency from my fiction.

Or perhaps, I want more resonance. The central conflict does not resonate with me. And the spirit world is much darker.

I found the reason for that as I read further in the book. The authors explained that Werewolf is a horror game. Ah.

Still doesn't do it for me. From that angle, Werewolf: the Forsaken is trying to be something akin to Kult, and, bluntly, Kult did it better, from the very first edition where I pegged it as what White Wolf was trying to do in general with the World of Darkness products.

Kult does have its flaws, the primary of which, for me, is that the reality behind the game world is so unpleasant that I'd rather have the illusion. That said, the game made a good source of material for Call of Cthulhu, and I liked the blunt honesty of the horror elements. No angst posing here; Kult was the real deal.

As with the earlier Werewolf game, I can find much to use in Werewolf: The Forsaken. But, as with Vampire: The Requiem, I have the "Why would I want to play this?" reaction. Worse, it's coupled with "That background makes no sense to me!" I do like the return to the basic horror element of being a werewolf, yes, but I don't like the werewolf culture.

I'm slowly reading Blood of the Wolf, a supplement for Werewolf: The Forsaken, which I picked up with a discount certificate at Borders, paying about five bucks. I can get five bucks worth of good material here, and I think it'll be more useful to me than the core game. It focuses on what a werewolf is, not on the setting. So, are your werewolves allergic to chocolate?
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