LostSoul
Adventurer
LostSoul, that was really, really good, thank you. I am sold that a werewolf curse is an interesting element to add to D&D (if done well). Which leaves me to agree with the majority of your post, and moreso with some interesting ideas that hadn't occured to me. I'm still not sold on this part...
As I mentioned upthread, you have werewolf stories of a wolf in sheep's clothing, and then you have viking tales of berserkers in wolf's pelts. I think these are 2 incongruous elements put together Frankenstein-like to create the 4E werewolf curse. I think the very essence of werewolf stories is the fear and mystery of a hidden irrational bloodlust lurking inside men in secret until the full moon.
Thanks. I agree with you; I don't think that the werewolf curse is particularly interesting at the moment-to-moment level in play. I think it does some interesting things at the strategic level, which is why I like it, but I'd rather something... that grabs you.
I think it'd be hard to do in 4E.
I agree, except that:
1) as I think would be done in earlier editions, allowing the player to roleplay the berserk reaction is not taking control away at all, in fact, it's empowering the player to roleplay the werewolf role
2) Book of Vile Darkness' solution is not a gripping compelling fiction that gets me to buy into the New Werewolf. On the contrary, the New Werewolf has developed a sort of completely predictable Patellar reflex. For me, that is such a sin to treat a PC like a videogame character, it completely overshadows any good intentions or tactical options
The reason why I think it'd be hard to do in 4E comes down to two points: 1) the player's responsibility while playing and 2) the social contract of 4E play.
1) The reason why I think you can't just ask a player to role-play his PC as a werewolf in 4E is because you're creating a conflict of interest: advocate for your PC or role-play as a werewolf. These two responsibilities won't always conflict, but it's easy to see how they could, and that's something you don't want in a game.
In a game like FATE, where advocating for your PC means sometimes playing up the bad aspects of the curse, it works; in 4E, you don't have the FATE-point economy to help you along. A potential solution to this problem would be to give the PC a Quest that's something like, "When your PC gets into trouble - as defined by the DM - you are awarded with XP". Action Points might work out better. However, there's still a problem with that:
2) 4E is heavily built on the assumption of team play. A party that works well together is much more effective than one that doesn't. Giving players reasons to work against the team can pull the rug out from the other players who, generally, won't expect it because that kind of mechanic isn't present throughout the system. Including a mechanic that rewards individual play over team play isn't part of the standard 4E social contract.
The werewolf's curse is already a big change to expected game play, in that 4E generally assumes that a player will be able to create and play whatever PC he wants; this starts from point buy at character creation and follows through the choice of available Feats, Powers, Paragon Paths, or Epic Destinies. There are no mechanical limitations that describe how your Elven Fighter is going to change over time. Changing a PC by giving them this curse is a pretty big deal for a system, because suddenly you are no longer playing the PC you envisioned.
Getting back to the OP, here's how the New Werewolf might be roleplayed 'out of bounds':
1) player says 'screw this rule, can I roleplay out Stage 2 and 3?
2) the DM and the game system assumes it might trust the player to roleplay manually/freeform (at least in an advanced/mature game)
3) use random die rolls to help the player roleplay the berserkness ("I'm sorry I attacked you Bob, but I failed the Will save")
And perhaps this is just or more important...
4) if the other players cannot feel safe with the knowledge of the Stage 3 rule, if there isn't a predictable trigger condition, if it cannot be predicted and thus manipulated at the metagame level, then:
a) the afflicted PC can act 'out of bounds', thus being genuinely unpredictable and scary and thrilling
b) the other players' actions will likely be more in line with what the characters would do under those circumstances
That playstyle might not be for everyone, but that is the 'out of bounds' playstyle that appeals very much to me (and I think what Monte was referring to when appealing to earlier editions of D&D).
EDIT: Just confirming that Stage 2 and 3 refers to the 'knee jerk' reaction, and not Stage 4 which I agree the DM should probably more or less control the PC as an NPC on the full moon behind the scenes.
Can you go into more detail about the kinds of mechanics you're thinking about here? (Specifically, step 1) & 2)'s "roleplay manually/freeform" combined with step 3)'s "random die rolls".) I like where you end up in step 4), but I'm not sure how you get there.