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Review: Werewolf the Forsaken (part 2)

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Uploaded by on Nov 2, 2008

The contiunation of the review...

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  • I never played the original but I am looking forward to having enough money to buy this one.

  • For me, the forsaken is a total nonsense, I've played into the culture, the struggle, the brotherhood of being in a world so close to oblivion as a Garou, trying to rebound with my Fera brothers, other tribes, searching for balance in the spirit and the physical world... Preventing the apocalypse, fighting against vampires and other Wyrm-creatures, but now all the awesomeness is vanished, lucky of me that I can still play these ways... Anyway, good game for everyone regardless the choice.

  • @ShinobuHarvester Ascension was way better imo, though Awakening is easy for new players to get into

  • Took me a while to stop using the words Traditions, Spheres and Arete after switching to Awakening.

    I'd disagree about Forsaken lacking in horror. The foes they sometimes face and the stakes of a battle can be staggering. Not to mention the threat of frenzying all over a loved one or turning the DMV office into a slaughterhouse.

  • I enjoy Werewolf the Forsaken as it's more balanced and makes more sense. Having Were-coyotes and were-alligators in Apocalypse was just odd and it all felt like the concept of werewolves were being stretched too thin to try fit everything they wanted. This was common in oWoD. nWoD is what I came into but my all time favorite game has to be Mage the Ascension. Awakening to me seemed to lose it's decentralized view of Magick and realistic (as realistic as a game could be) explanation of Magick.

  • Am I the only one who suddenly sees a fan made Star Trek supplement for World of Darkness on the horizon? Klingon Werewolves sound like they would be the shit.

  • @RandyMcNail Review of Scion for you:

    After a few sessions with demigod supplement and one session with a different GM we were so "happy" with the game world that we literally burned our character sheets. However Scion has some very good points like the initiative/turn/round system.

  • The magic in mage is awesome!

    And it's not that complicated if you re-learned some physics after finishing your education. If you have world structured with basic Newtonian physics in your brain than forces, correspondence (Space), matter and even entropy are simple to use and combine.

  • The term is animism, it's primitive shamantic religion.

  • vocabulary to play with. I don't remember much of the old Garou Tongue being referenced except just as an inbred langauge you knew instantly (kinda silly, but made sense for that game). With Forsaken, they actually made a naming system that makes things sound a bit more primal, more gruff and ruff. And they stick with that naming convention throughout the entire book lines (which is now up to... 15 or so).

    The names also sound more alien than Ragabash did. I've heard the term before Apoc.

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