(Psi)SeveredHead
Adventurer
buzz said:I don't think that's fair. V:tM had just one thing—vampires—and it put WW in the #2 spot. Again, I see no inherrent problem with the UrA concept. The book just wasn't very inspiring. Frankly, I loved stuff like sending spells via email and enchanted ID cards. Lots of fun things to do.
VtM is a game where the PCs are usually ... Vampires. However, they get to do lots of things. They don't always have to (for an example) follow plot threads that involve smashing 4th generation elders and Antidiluvians.
Pretty much every supplement for Savage Worlds has followed this model. Ghostwalk for D&D was similar, as well as Ruins of Intrigue for AE. It seems to be a newer concept, but, IMO, it's a damn good one.
I missed all of those. I guess I miss a lot

Buffy and Angel work exactly like Shadow. Everyday people see thigns and their brain, unable to deal with the idea of a werewolf, sees a big rabid dog.
Did this big rabid dog walk on its hind legs and talk? Because that's a pretty good hint that there's something wrong there. People aren't actually that stupid. If the werewolf simply remained in wolf form and didn't do anything to reveal its intelligence, it's easy to see how someone could mistake it for a big rabid dog.
IMO, the problem with Shadow was that it was so ill-defined. Other than "it's what brings fantasy creatures here" and "it's what keeps normal people from freaking out", the book kept Shadow incredibly vague. As I said earlier, I really wanted a setting, not a toolkit.
I still think it's stupid that, if people see an ogre, they think it's a hairy drunk. It just seemed like a heavy-handed plot device to ensure only the players could solve problems, and keep cops and the military out of it. Same thing with the "shadow decomposition" when a monster dies.