Category: Werewolf

Things We Learned from Werewolf the Forsaken

Well, we certainly played a lot of it. There’s probably 45 or so hours stacked up in our backlog so far, so you would have thought we’d have picked up some Wisdom renown.

In short, we probably didn’t, and we’re the same dysfunctional freaks we started as. But here’s a few things for those who might be interested in WtF Second Edition who put their trust in internet weirdos.

Slice of Life

This may be our default means of playing, but the updated pack creation, Wolf Blood and Lunacy mechanisms play into this really beautifully. Your werewolf pack is, by default, part of a much larger community… which makes it real hard to take the Murderhobo route, as was seen in Payment in Kind. With Lunacy being less of the Masquerade protection it used to be, you can’t rely on people forgetting your carnage, and even PCs seem less willing to kill an enemy if its one that can fish up embarrassing childhood stories about them.

Tactical Nuclear Gauru

Yeah, the huge regenerative capacity of the war form has been a sticking point for some posters online, but in my mind it combines the best of the wuxia second wind trope and a weird game of mutually assured destruction. Lets just say that the advantage isn’t as huge as it seems once you fight people who actually have an idea how Uratha tick, which incidentally includes the ubiquitous swarms of spirits, the Azlu and Beshilu, and those oh-so-buff Predator Kings. Oh, and… any group willing to pin down a giant and devour them Lilliput style. Ouch.

Also, a well built Rahu is murder incarnate. Grandpappy Fever was no pushover, but sometimes your bonuses do lead to seventeen successes…

Harmony

This led to some fun moments of nudist comedy, but once the pack got to a balanced level it seemed to become less important. Perhaps a default “hit a breaking point and gain Conditions” would have been better, with Flesh-Locked and Spirit-Locked being the dramatic failures in either direction. I think the Harmony gauge is a relic from previous edition, but like all elements of the CoD toolbox, you can discard whatever you like. Which leads us to…

Conditions, Conditions, Conditions

These are great. Print the deck, and for any extreme occurrence, you have something tangible for the player to nurse. Love ’em, best thing God Machine did.

ROLL INITIATIVE…

… is something I don’t think I said once in all 29 episodes. Basically, we put a slightly modified Down and Dirty Combat system up front and center, as… well, Werewolf, to our minds, shouldn’t feel like an Errol Flynn thrust-parry-riposte-dodge-lock-break-taunt-repeat routine. You’re rolling at the same time as your opponent because you are crashing into each other at speed with each trying to tear something vital out of the other. We let defense count, as it pays to have a guard up, but otherwise we never used the turn-based combat system.

This Story is True

I quite like this little recurring phrase in the book, as it really drives home the fact that most of the Werewolf tribes’ founding mythology is… hearsay at best. In the end we kinda doubled down on this, with most tribes claiming their totem as the eldest, giving contrary information, and extolling the grand cosmic importance of the refreshments table.  This played into our new players insecurities, and it took a long time for the pack to shake the idea that Destroyer Wolf wasn’t a Pure totem. I also took some liberties with tribal backgrounds, but more importantly with their current human manifestations: Jonah’s Ivory Claws present themselves more like the Bene Gesserit than neo-nazis, the modern Blood Talons are mostly ex-military burnouts, and… well, it wasn’t much of a stretch to make the Hunters in Darkness completely nuts.

After all, just because your god is still up and lumbering around the Deep Shadow doesn’t mean they’re sane.

In Conclusion

We love Werewolf. That’s probably pretty obvious, but it is a rock solid toolbox for your middle-crunch gamer. If you wan’t to run a game that explores family, community, and the slow disintegration of a dying warrior clade, you can do a lot worse than this one.

Keep on rocking listeners.

Paddy

chibiiiiiissssss

Original pic by Dandy Sanders

 

 

Werewolf the Forsaken Ep 29: Sinking Ship Pt 3

Claws clash, lightning crashes and blood is spilled by the light of the Warriors Moon, and Crescent Head werewolves Alex, Ava and Sleeves dive headlong into the enemy’s nest. And on the other side… perhaps the world will know. Or perhaps it won’t notice at all.

Happy Season 1 Finale, Wolfpack.

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. Onyx Path are a great bunch of people, and their work bears checking out.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 28: Sinking Ship Pt 2

Battle is joined beneath the light of the Full Moon, as Crescent Head teenage shapeshifters Alex, Ava and Sleeves take the fight to their Beshilu nemesis and its horrifying minions. As the ship goes down, who will make it out alive?

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. Onyx Path are a great bunch of people, and their work bears checking out.

A bit of the radio does creep onto this one, largely unrecognizable but… apologies to the Best of the Prodigy and The Beatles’ Maxwell’s Silver Hammer all the same. The music has been mutilated to conform to Fair Use guidelines.

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 27: Sinking Ship Pt 1

As the full moon rises over Crescent Head and we rocket to our Season 1 finale, our teenage wolfpack reel from crossing a line over which there is no returning. When Alex decides to take matters into his own hands, Ava and Sleeves must scramble to gather their pack before their impulsive Rahu gets in over his head.

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. Onyx Path are a great bunch of people, and their work bears checking out.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 26: Payment in Kind Pt 3

Time is running out for Crescent Head adolescent werewolves Alex, Ava and Sleeves as they scam their mentors, kidnap fishermen and attempt to justify a murder.

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. As you can see, we have got a lot of use out of this little Onyx Path product.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 25: Payment in Kind Pt 2

In the mad depths of the spirit wilds, Crescent Head teen shapeshifters Alex, Ava and Sleeves attempt to meet the surreal and mercurial needs of the lightning spirit Blinding Roar. Naturally its when they return to the mundane world that the payment schedules get really hectic.

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. As you can see, we have got a lot of use out of this little Onyx Path product.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 24: Payment in Kind Pt 1

Truth bombs are dropped, and with the aid of an unlikely ally, Crescent Head teen wolfpack Alex, Ava and Sleeves head into the spirit wilds to entreat the aid of a lightning spirit to finally destroy the Rat King. The question becomes whether they can manage this and pay their other debts in time…

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Werewolf the Forsaken Second Edition is a product of Onyx Path publishing under license from White Wolf games. As you can see, we have got a lot of use out of this little Onyx Path product.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 23: So Hungover Pt 2

With time running out to pull one over on the medicine spirits, Crescent Head teen lycanthropes Alex, Ava and Sleeves try to power through their hangovers. Sleeves buys a great many knives, Alex wrestles the wildlife, and Ava has possibly the most awkward dinner party ever.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing under license from White Wolf Games. Onyx Path do very good work, and come with the Liberation Industries stamp of approval.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 22: So Hungover Pt 1

In the debris left by the carnage of the richest packmate’s eighteenth birthday party, Crescent Head teen lycanthropes Alex, Ava and Sleeves try to seize the best plan to slay their Beshilu nemesis. Which for Sleeves means restyling her wardrobe, Alex hitting the milk bar, and Ava getting in touch with her other nemesis.

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Note: Ava’s player had to take a phone call about halfway through this one, so she’s absent for a decent chunk of it. She’ll be back next episode… I hope…

Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing under license from White Wolf Games. Onyx Path do very good work, and come with the Liberation Industries stamp of approval.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND

Werewolf the Forsaken Ep 21: Something Really Profound Pt 4

Escaping from the fracas they created with the Isolation Spirit, Crescent Head teen werewolves Alex, Ava and Sleeves talk their elders into relinquishing some of their mystical secrets. Which seems like a great plan until Sleeves dies.

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Werewolf the Forsaken 2nd Edition is a product of Onyx Path Publishing under license from White Wolf Games. As you may have guessed, its something of a Liberation Industries favourite.

Wolfprint

Pic is human-not-kind by Dimitri dF on Flickr, CC A/N$/ND