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<blockquote data-quote="Nareau" data-source="post: 1206879" data-attributes="member: 969"><p>I'd start here:</p><p><a href="http://www.wizards.com/default.asp?x=dnd/sp/20031010a" target="_blank">http://www.wizards.com/default.asp?x=dnd/sp/20031010a</a></p><p>and here:</p><p><a href="http://www.wizards.com/default.asp?x=dnd/sp/20030912a" target="_blank">http://www.wizards.com/default.asp?x=dnd/sp/20030912a</a></p><p></p><p>The werewolf myth centers around a frightening loss of control. It focuses on the beast within all people, and how terrible that beast can be once it is free from our social and mental constraints. It is Dr. Jeckyl and Mr. Hyde, Bruce Banner and the Hulk. Sometimes it is about the terror of a cunning beast; sometimes it's about the horror of a violent madman.</p><p></p><p>All that said, gaming is (for me) largely about control. I love to take control of a totally different person and explore who they are, how they act, and what they think in fantastic situations. If that control is taken away from me, I don't have much fun.</p><p></p><p>So you might want to consider what you want to accomplish by introducing werecreatures into your game. Do you want to bestow an unusual power-boost to one of the characters? Do you want to do it purely as a plot-device? Do you want to explore any of the aforementioned themes? Or do you want to re-write the standard werewolf myth into something new and interesting? You may even consider talking it over with the target player, and see if it's something they're ok dealing with. </p><p></p><p>Further, you may want to think about changing the rules of lycanthropy in your game. At higher levels, curing it can be a very simple thing. And experienced players might have a hard time firewalling bewtween character and player knowledge.</p><p></p><p>I've been playing a LG cleric who was infected by a wererat, and while there are some interesting things going on with it, it has often been a frustrating and demoralizing struggle.</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 1206879, member: 969"] I'd start here: [url]http://www.wizards.com/default.asp?x=dnd/sp/20031010a[/url] and here: [url]http://www.wizards.com/default.asp?x=dnd/sp/20030912a[/url] The werewolf myth centers around a frightening loss of control. It focuses on the beast within all people, and how terrible that beast can be once it is free from our social and mental constraints. It is Dr. Jeckyl and Mr. Hyde, Bruce Banner and the Hulk. Sometimes it is about the terror of a cunning beast; sometimes it's about the horror of a violent madman. All that said, gaming is (for me) largely about control. I love to take control of a totally different person and explore who they are, how they act, and what they think in fantastic situations. If that control is taken away from me, I don't have much fun. So you might want to consider what you want to accomplish by introducing werecreatures into your game. Do you want to bestow an unusual power-boost to one of the characters? Do you want to do it purely as a plot-device? Do you want to explore any of the aforementioned themes? Or do you want to re-write the standard werewolf myth into something new and interesting? You may even consider talking it over with the target player, and see if it's something they're ok dealing with. Further, you may want to think about changing the rules of lycanthropy in your game. At higher levels, curing it can be a very simple thing. And experienced players might have a hard time firewalling bewtween character and player knowledge. I've been playing a LG cleric who was infected by a wererat, and while there are some interesting things going on with it, it has often been a frustrating and demoralizing struggle. Spider [/QUOTE]
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