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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Why play Werewolf: the Apocalypse?
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<blockquote data-quote="Voneth" data-source="post: 601592" data-attributes="member: 1016"><p>While I am not a big Werewolf fan, I have played it and run some cross overs that dealt with werewolves. Here are some "street-level" observations from experiences.</p><p></p><p>At the simpliest level, Werewolf is the WW game that has some simlarities to most DnD type games. Clear cut bad guys, good guys, lots of combat where you get to be the combat god of your dreams and lots of cool toys. (Changeling has more in common thematicaly with DnD, but it never caught on. My personal guess is that it spread itself to thin trying to be everything to everyone and thus lost too much energy going in circles). So from an introductionary viewpoint, its an easy transisiton.</p><p></p><p>To delve more into my own experiences, making magic items was fun since it boiled down to role playing how to haggle with the spirit that would fuel the item. One also had to decide which spirit would do the job best and find said spirit in the spirit world. Unless a DnD DM does a lot of his own background world in the synergies of magic, DnD magic is just about math - even in older editions- and I haven't seen many DMs go beyond that.</p><p></p><p>The mix of the ancient and naturalistic with urban and modern can make for some interesting challenges, monsters and even role playing encounters.</p><p></p><p>Some of the most twisted monsters I had to face came from Werewolf. Cursed make up bags that made women into succubi, toys that twisted children into pyschos or plauge carriers. Suddenly the "Hack n Slash" of the game had surprising depth since you had to decide how to protect the innocent ... or even deal with the guilt of sacrificing the few for the greater good. Sure you could firebomb that corrupt factory at the south of town, but that means you put your own family out of work.</p><p></p><p>Another example from my own GM experience, the pack had to find "The bird that nests udner the water." In the end, the players found an enchanted '57 red Thunderbird resting at the bottom of the lake. In mint-condiditon of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The car's power was 1.) able to roam the spirit world and 2.) never need gas. Funny enough, I think the party appreciated No. 2 more.</p><p></p><p>And even as time went on, I took some of my werewolf ideas into other WW games.</p><p></p><p>The Wyrm is a great opponet that no WW PC can really support in any real fashion if they are slightly heroic.</p><p></p><p>The ideas I kicked around as Glass Walker Theruge came back in my Son of Ether's spiritware inventions.</p><p></p><p>And my diplomocy with spirits comes in handy with my Exalted Eclipse. (Man, I wish I had that "hospitality rule" for my theruge, it would have made my life a lot easier.)</p></blockquote><p></p>
[QUOTE="Voneth, post: 601592, member: 1016"] While I am not a big Werewolf fan, I have played it and run some cross overs that dealt with werewolves. Here are some "street-level" observations from experiences. At the simpliest level, Werewolf is the WW game that has some simlarities to most DnD type games. Clear cut bad guys, good guys, lots of combat where you get to be the combat god of your dreams and lots of cool toys. (Changeling has more in common thematicaly with DnD, but it never caught on. My personal guess is that it spread itself to thin trying to be everything to everyone and thus lost too much energy going in circles). So from an introductionary viewpoint, its an easy transisiton. To delve more into my own experiences, making magic items was fun since it boiled down to role playing how to haggle with the spirit that would fuel the item. One also had to decide which spirit would do the job best and find said spirit in the spirit world. Unless a DnD DM does a lot of his own background world in the synergies of magic, DnD magic is just about math - even in older editions- and I haven't seen many DMs go beyond that. The mix of the ancient and naturalistic with urban and modern can make for some interesting challenges, monsters and even role playing encounters. Some of the most twisted monsters I had to face came from Werewolf. Cursed make up bags that made women into succubi, toys that twisted children into pyschos or plauge carriers. Suddenly the "Hack n Slash" of the game had surprising depth since you had to decide how to protect the innocent ... or even deal with the guilt of sacrificing the few for the greater good. Sure you could firebomb that corrupt factory at the south of town, but that means you put your own family out of work. Another example from my own GM experience, the pack had to find "The bird that nests udner the water." In the end, the players found an enchanted '57 red Thunderbird resting at the bottom of the lake. In mint-condiditon of course. :) The car's power was 1.) able to roam the spirit world and 2.) never need gas. Funny enough, I think the party appreciated No. 2 more. And even as time went on, I took some of my werewolf ideas into other WW games. The Wyrm is a great opponet that no WW PC can really support in any real fashion if they are slightly heroic. The ideas I kicked around as Glass Walker Theruge came back in my Son of Ether's spiritware inventions. And my diplomocy with spirits comes in handy with my Exalted Eclipse. (Man, I wish I had that "hospitality rule" for my theruge, it would have made my life a lot easier.) [/QUOTE]
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