(German only)
Wir spielen in Berlin seit einem Jahr inzwischen eine grob wöchentliche Runde Bastet, also Werkatzen. Es ist ne Pen&Paper-Runde, das heisst, wir hocken alle mit unseren Charakterbögen um einen Tisch, fressen uns mit Chips voll und geben an, und es macht ziemlich viel Spaß.
Unser Grüppchen ist allerdings ziemlich klein und könnte gut ne Erweiterung vertragen. Vorkenntnisse sind bei unserer Konstellation nicht nötig, wir haben auch zwei Leute dabei, für die es ebenfalls die erste P&P-Runde ist. Hauptsache, _nette_ Mitspieler die nicht ständig fehlen und die sich nicht all zu ernst nehmen. In so ner Gruppe muss vor allem die Chemie stimmen, der Rest kommt von selbst.
Ich bin allerdings nicht die Spielleiterin und könnte Bewerbungen höchstens sammeln und weiterleiten.
Noch am Lesen? Kayyy... dann geh ich mal etwas ins Detail.
Wer Werwolf - die Apokalypse kennt, weiß, dass das Spielthema grob gesagt Ökoterrorismus und Mystery ist, aber zu nicht geringem Anteil aus Splatterhorror besteht. Mutter Natur gab dir die Fähigkeit, dich in eine drei Meter große Kampfbestie zu verwandeln, jetzt tu halt was für sie!
Unsere kleine Werkatzengruppe hängt im stets bedrohten Amazonas-Regenwald herum und tut, was sie kann, wenn sie nicht ihre Zeit mit Streichen oder Herumalbern verbringt. Ja, wir sind in diesem Fall ziemlich casual. Aber alle nötigen Kenntnisse des Systems, um auch mal Spezialitäten anzubringen, haben wir auch.
Die bisherigen Spielercharaktere sind eine geistig verwirrte Werluchsin, eine Jaguarin, die als Tier zur Welt kam und etwa so viel Anstand hat wie eins, eine andere Werjaguarin, die im Gegensatz dazu modern und meist zynisch ist, ein riesiger Martial-Arts-Tigerwandler, ein drogendealender Werpuma und ein halbwüchsiger, diebischer Werleopard aus Italien, der zu viel Assassin's Creed gespielt hat.
Noch am Lesen? Na gut, wer es ernst meint, kann mir ja mal ne Note schicken. Darin sollte stehen, ob ihr Rollenspielerfahrung habt oder schon eine Charakteridee. Bitte auch eine kurze Vorstellung von euch selbst. Ich leite das dann weiter, aber ob und wann und wie geantwortet wird, muß ich erstmal offen lassen.
Wir spielen einmal pro Woche werktags am Abend.
Apocalypse I've played before, along with Vampire and Hunter, but I'm geared more towards Forsaken and the New WoD versus the older one. Otherwise, the premise sounds interesting, though the Bastets I'm not that well versed in.
I've never tried Forsaken but if I had the opportunity, I might try. Most of the WTA fans I know are not enthusiastic about WTF because many beloved elements are missing now. What would you say that WTF brings into play that makes it interesting to you?
On what I liked about Forsaken, the inclusion of The Pure is one point I like. The Black Spiral Dancers were OK, but given the Wyrm's influence, I'd refer to them as indoctrinated versus being fanatical like the Pure are. And the fanatical enemies I've always liked in gaming since they have a purpose they're shooting for.
Next, making the Garou form something you can't stay in indefinitely, along with the better health mechanics; shifting into stronger forms means more health boxes and sometimes faster healing, but a greater risk of passing out/raging/dying if you're not careful. The former point I always considered a crutch from what I saw and how I started in RPGs (D&D 3.5), even if shifting at will is part of the game.
Then the forms you can take. The way Forsaken sets things up with the mechanics of the game, all the forms are useful for certain reasons versus what Apocalypse did where the Garou form was your best-for-every-situation form. So, there was little reason to leave it unless certain situations came up.
And lastly, my favorite part, the atmosphere of the game and the Morality system. Oh, boy, it's depressing, but very interesting depending on how things play out. That and there's a clear ambiguity of the factions in this game, versus the clear right/wrong of the tribes in Apocalypse versus the Wyrm. From what I've seen, the Forsaken's version offers more general role-playing opportunities versus ones that spring up thanks to fighting.
All that said, the loss of the 16 tribes and their unique histories was a big blow in the new version. Same with the meta-plot of the end of days that was part of every major line then. I'm sure there are a number of things I'm forgetting beyond those two, but the stuff listed is why I like Forsaken over Apocalypse.
That said, I've rarely seen Garou Hispo being used much.
Could you describe what WtF does better?
Beyond that, the Rage > Willpower = -X to Social still exists, but it's applied to every form using the Primal Urge stat since Willpower takes over for Rage. It's more personal taste with that, but it does help drive home the point of your character being a predator as much as a human.
Thanks for sharing your points on WTF! In non-WoD fiction I rather liked the risk of werewolves losing control. Rage can be played up that way, but it doesn't really come out like that.
The forms having a speial function, that's interesting, too. But this sounds like something that can easily be ported into WTA, or does it involve actual game mechanics?
And about the atmosphere, I'm curious now. How would you describe it? The general idea of WTA with the losing battle and everything is depressing, too, but at least you can try to change things or die trying. WTF is much more local, focused on day-to-day survival, isn't it?
Best wishes!
Anyway, on the idea of the forms having unique uses, it does affect gameplay mechanics. For the human form, while it does have the easiest time among other humans, there's a catch even to that in Forsaken. Your Primal Urge. Other humans can sense it, and they're put off by it. Meaning your Social rolls with normal humans, sans Intimidation, is hindered by more and more dice as that increases. I recall the Apocalypse version doing this only if Rage > Willpower.
For the near-human form, that's the form most rites have to be performed in. So, there is a restriction in play, but it does make it easier to perform other rites that don't require it. I can't recall if WtA used this at all, but some stat boosts have been nerfed a bit in Forsaken.
For the wolf-man form, the stats are about the same, but there's a few other changes. You can't stay that way forever like WtA would allow. Only a set number of turns, and you must attack something during that time.
As for the two wolf forms, both can track by scent like before, but I believe the near-wolf form gains the most extra speed, while the wolf form, like the human form, can be easily disguised from other supernaturals. Given the narrower scope of the game, it makes sense. And, thankfully, there's no human-werewolf-mating-with-real-wolves bit anymore. That I found disturbing in the prior game.
On the atmosphere of the game, I would describe the Forsaken universe as a multiple angle civil war tossed in with regular living versus a march towards what could possibly be the end of days. That and Forsaken is much more of a test of your morality compared to Apocalypse, since, in this version, what goals you have are mostly yours to set. A lot like D&D does, just with a Karma system in place. (I think Vampire had this system before, but not Werewolf.)
So, you were pretty close on that assumption, but in the Forsaken universe, while they do have to survive from day to day, they're also contending with spirits who hate and test them, making sure both sides of their characters are kept in check, and dealing with the Pure, who are werewolves as well but have sworn to kill off the Forsaken tribes. Then you have Mages, who are interested in places where spirits hang around, Hunters, Geists, which are people with spirits attached to them that are keeping them alive, Vampires, ect.
In all, I'm itching to try Forsaken again. Hopefully this year if I can work together a group.