You came back? really?
Okay, so I wanted to give the World of Darkness another try. My biggest complaint about previous tries was that they mainly came off as D&D adventures in the modern world. The only somewhat success was a Changeling chronicle. I say, somewhat, because the Storyteller nailed the political aspect of the game, but no horror really (besides, much of Changeling can be interpreted as D&D adventures in the modern world).
I said to myself, “Self, what kind of horror game can you play with a group of gamers who are used to walking up to evil and pounding it into something that resembles pulped tomatoes and ground meat?” Werewolves immediately came to mind. The pack could substitute for the adventuring party. The often noble and heroic goals of fantasy heroes could be seen in the defense of the territory. I felt that Werewolf:the Forsaken would be a good transition game into the World of Darkness.
One of my major goals is to push the players into the grey area of things. The Uratha make hard choices to protect their territory. Their purpose is to protect the balance between the spirit world and the physical world. This may mean that to force a spirit back across the Gauntlet, they may have to kill the poor innocent the spirit was possessing.
A second goal is to create a more in-depth setting. Confined to their territory, the characters have a chance to develop strong relationships with its populace. They can see the place as a home worth fighting for (of course, this also creates oppurtunity for horror).
My biggest concern is that the players will just hunt down and destroy any obstacle. I would like to have them try and negotiate with spirits once in a while.

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