Thursday, 25 June 2020

Werewolf: The Incredible

Further thoughts on the Werewolf family of games, inspired by the last couple of ideas and a post on a V5 group asking if they can be as political as the Vampire games.

Violence is usually an option, even more than in Vampire, but it doesn’t solve everything and often leads to more problems along the way. A political Werewolf: The Apocalypse game might feature the factional conflicts of the Tribes and other groups, much like the Clans in Vampire. The longest Werewolf chronicle I’ve played in was about a small sept of most of the Tribes stuck between feuding Silver Fang, Shadow Lord and Get of Fenris families and trying to get them to work together against the common enemy gaining in power while they bickered.

Another way to look at it is the werewolf-like Incredible Hulk. (I know the Marvel Universe has actual werewolves, but go with me here.) The Hulk can solve a lot of problems with smashing, but causes a lot with the same. A lot of his stories in comics, animation and solo movies involve his conflicts with human authorities mixed in with fighting other monsters.

And consider the 1970s TV series, which was basically in the style of The Fugitive, wandering from small town to small town and helping people in trouble, except that once per episode he’d turn green and roll over a car or throw a boulder at something. Werewolf can be like that too, games about something else where the occasional superhumanly strong fight happens and is not always the best idea.

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