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Games that didn't survive first contact. . .
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<blockquote data-quote="Dykstrav" data-source="post: 4455995" data-attributes="member: 40522"><p>It's definitely not everyone's cup of tea. It does happen to be mine. I <em>love</em> ghost stories, and in alot of ways, <strong>Wraith</strong> seemed like it was tailored exactly to my play style and aesthetics when it came out. Every time I can get a group together for it, I rejoice.</p><p> </p><p>Now that I've had a bit more time to think about it, I've never played a game of <strong>Werewolf: the Apocalypse</strong> beyond the first session either. I did play in a LARP game that allowed vampires, ghouls, normal humans and werewolves and I played a vampire, if that counts. I've had my character concept shot down by storytellers (beause I'd want to play a hippie-peacenick Child of Gaia that focused on social skills and hated violence, or a Shadow Lord who favored himself a Machiavelli and never sullied his own hands with blood when minions could do it). </p><p> </p><p>Other players actually stopped and stared icily at me when I tried to talk to NPCs. In three of the five <strong>Werewolf</strong> games that I tried to talk to NPCs, I was literally told to, "Just cast detect wyrm, that'll tell you if you can kill it or not." Storytellers would call for Empathy rolls when I tried talking to NPCs, and then tell me, "You realize that you should use sense wyrm." The <strong>Werewolf</strong> games I saw were gore-choked abattoirs where you needed a State-level CSI unit to conduct the body counts and identify the victims. </p><p> </p><p>This was extremely jarring to me--I came in from <strong>Vampire</strong> at first, and every other World of Darkness game I played focused more on social interaction than murdering monsters. The last straw on <strong>Werewolf</strong> for me was when I had a character object to killing some normal humans and the characters asked me why. I began reciting portions of the Litany, and the game ground to a halt for half an hour as the storyteller and I explained the Litany to the "experienced" <strong>Werewolf</strong> players (in a chronicle that had been going for almost four years). The players got huffy at me that I'd "resort to legal tactics to advance my agenda," convinced that I really didn't understand <strong>Werewolf</strong> at all because I didn'y just murder everything I came across.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 4455995, member: 40522"] It's definitely not everyone's cup of tea. It does happen to be mine. I [I]love[/I] ghost stories, and in alot of ways, [B]Wraith[/B] seemed like it was tailored exactly to my play style and aesthetics when it came out. Every time I can get a group together for it, I rejoice. Now that I've had a bit more time to think about it, I've never played a game of [B]Werewolf: the Apocalypse[/B] beyond the first session either. I did play in a LARP game that allowed vampires, ghouls, normal humans and werewolves and I played a vampire, if that counts. I've had my character concept shot down by storytellers (beause I'd want to play a hippie-peacenick Child of Gaia that focused on social skills and hated violence, or a Shadow Lord who favored himself a Machiavelli and never sullied his own hands with blood when minions could do it). Other players actually stopped and stared icily at me when I tried to talk to NPCs. In three of the five [B]Werewolf[/B] games that I tried to talk to NPCs, I was literally told to, "Just cast detect wyrm, that'll tell you if you can kill it or not." Storytellers would call for Empathy rolls when I tried talking to NPCs, and then tell me, "You realize that you should use sense wyrm." The [B]Werewolf[/B] games I saw were gore-choked abattoirs where you needed a State-level CSI unit to conduct the body counts and identify the victims. This was extremely jarring to me--I came in from [B]Vampire[/B] at first, and every other World of Darkness game I played focused more on social interaction than murdering monsters. The last straw on [B]Werewolf[/B] for me was when I had a character object to killing some normal humans and the characters asked me why. I began reciting portions of the Litany, and the game ground to a halt for half an hour as the storyteller and I explained the Litany to the "experienced" [B]Werewolf[/B] players (in a chronicle that had been going for almost four years). The players got huffy at me that I'd "resort to legal tactics to advance my agenda," convinced that I really didn't understand [B]Werewolf[/B] at all because I didn'y just murder everything I came across. [/QUOTE]
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