It seems like the easy way to do that is just not think about the Supernal Superstructural Reality, in the sense that actual on-earth Mages clearly have no idea what the fuck it is, and have competing ideas on how everything works. There's actually a sidebar [I think in the Mystagogue Book] proposing multiple different explanations that Mages have for what the fuck Vampires, Werewolves/etc are, and how they fit in the cosmology.

This is something that kinda got glossed over in the ensuing discussion but which I actually wanted to highlight 'cause it's a concept I really like in general and crossover shit is my guilty pleasure in particular. Mages are defined by the fact that they love to argue. Almost every Mage has their own occult research, their own experiences, their own theories about all kinds of wild stuff based on who trained them, what they've witnessed, and their personal convictions. A lot of the time these don't match up neatly! And that's 100% valid because they live in a reality under the tyrannical regime of the Lie and so much of the truth lives in shadows and darkness, beneath the world's skin. Like Hell yes, give me Mages who have all kinds of weird fucking theories about where vampires or werewolves or changelings come from and will get into heated-ass arguments about it.

"It is generally accepted that vampires are descendants of the native inhabitants of the Lower Depths, indigenous to a plane of reality without Life-" a Moros begins.
"VAMPIRES ARE SPIRIT-FLESH HYBRIDS AND I HAVE THE ARCANA TO FUCKING PROVE IT." The Thrysus shouts as he leaps from the top rope, about to give them the people's elbow.

Mages can't even agree on what Atlantis was like or when or where it existed (or will have existed). There should be academic brawls about all kinds of other stuff too.

Isn't the Mages official position (insofar as huge sweeping generalizations like that hold true) "Once upon a time Everywhere and Everywhen exploded because men toyed with the powers of gods and now we're all bumbling around in the post apocalypse wreckage with vague and contradictory guidance from the Watchtowers or the Exarchs" ?

This is not exactly, I'm looking at this and I'm looking at "Mages understand the real true nature of reality" and they kinda don't?

Yeah, building off of what I said above Mages can and often do have really wild interpretations. They're blind men feeling around an elephant, and it's not helped with shit like (iirc) survivor colonies of Atlantis or ancient ruins often being of wildly different styles, eras, and designs. The fragments of some grand and terrifying thing washed up on the shores of reality. Fragments of worldlines that never happened but these places are still there. The business of Mages is inherently about trying to flay back the skin of the world they only think they understand and find out what lays beneath. Trying to piece back something that has deliberately been smashed and destroyed and defaced. Reconstruct something when they don't even know what it originally looked like.

And yeah it's kinda like you said: they know what the Truth is in broad strokes, but if they had a full understanding and mastery of it they'd basically be archmages. And archmages are obscenely rare, deeply alien, and to Mages what Mages are to normal people.

Unfortunately, my spin on it is that they're... evil. Like, evil to a degree equivalent to the US Republican Party, if not worse.

I will now present my argument precept by precept:


While at least well-intentioned, the demonization of Paradox as a moral failing, and not just the equivalent of a metalworker accidentally getting burned by a stray spark, is... something they kind of need to justify, instead of taking as read. What's their proof that Paradox "pushes the universe closer to final dissolution"? Considering that Paradox can happen from things like "trying not to get murdered by a weird monster and having to cast repeatedly while you try to escape", what bestows a moral value onto accumulating Paradox as an inherent element, regardless of context?



This, on the other hand, is just a bad principle to have.

While the idea of situational hierarchy (IE, computer programming should be entrusted to a person with programming knowledge over someone who's never seen a computer) is valid, meritocracy is downright toxic.

Not only does it promote an endless, horrible struggle between "the worthy" to decide who is currently the absolute apex of their given field, the simple fact that something like "being good at accounting" or "being good at football" is referred to as being "worthy" lays the groundwork of its second issue: it creates the unspoken assumption that those who lack talent, who are not sufficiently gifted or motivated to assert dominion over their peers, are not just insufficiently gifted or motivated, but morally inferior, that they're lazy, or leeches, or stupid, and thus deserve scorn and disregard.

However much it might attempt to avoid doing so, meritocracy is inherently friendlier and more receptive to elitism and hierarchical disdain than it is to egalitarianism and fair treatment.



...

...

Okay, this is just flat-out insane.

This is a giant heap of completely unsupported, unproven twaddle being used to justify abandoning any sort of morality. "Purifying the Wheel"? "Filtering the Abyss"? The hell are they on about?

They're making an extraordinary claim with unimaginable implications - that morality is something that not only can be doffed like an overcoat under circumstances, but that doing so is a means of strengthening one's moral judgment. Their evidence for this is... nothing. They claim that ends don't justify the means, after literally saying that ends justify the means, and that in fact, vile means actually promote and enhance moral ends.

Earlier, they argued that morality can be completely divorced from context, that some acts (accumulating Paradox, possessing magic without meeting their standards of 'worthiness') are inherently wrong and bad. This is, at best, a further separation of moral value from one's actions and the context they take place in, to the point of making morality nigh on meaningless beyond an entirely personal context. It's tantamount to arguing that actions are irrelevant, and all that matters is the intentions and inner motives of the actors. Charitably, this is a naive and unhelpful stance to take. Uncharitably, it's a common tactic used by alt-right trolls as a smokescreen against people pointing out that Nazis are Nazis.



While the stated intention of this precept - forcing others to confront their flaws - is entirely valid, its combination with their other precepts makes this highly suspect. If the Guardians are permitted to perform acts that they would consider evidence of moral perfidy if anyone else did them, then that supposes an implicit double standard. Laws for thee, yet not for me.

And based on some of their other precepts, the Guardians have no argument to present in defense of this beyond their own conviction that it's correct. Arguably, their precept that "sins for a just end grant wisdom" effectively immunizes any individual Guardian from possessing any flaw except those they are deemed to possess by senior members of their order. After all, flaws and failings are contended to be capable of generating greater overall good than a life of humanitarian endeavor and compassion, "under certain circumstances". Circumstances which, conveniently, are for the Guardians alone to define.



...

...

...

Oh dear. Oh dear, dear, dear, dear.

...

Okay, we now have to talk about a man called Julius Evola. I strongly advise reading through the Wikipedia article in that link, but for those who aren't willing, I'll throw down some quotes:

This is basically that "Sins for a just end grant wisdom" idea, but strained through a misogyny-soaked piece of occult fascist cheesecloth. Guardians are entitled to commit acts that "might" be seen as conventionally immoral, but for them is allegedly proof of their superior moral character.

Now, admittedly, he then defines "organic preformation" into a fairly neutral lump of beige nomenclature, but the Guardians' beliefs on souls practically mirror his. Some people are just inherently, metaphysically Better Than You, and the natural state of being is a pyramid with the most Better Than You people at the top, shaping the lesser masses below them in accordance with their axiomatically superior judgment and intellect. Combined with their disdain for informed consent in their master-student relationships, fixation on not explaining things, and general dogmatism, this is a recipe for a system vulnerable to abuse by those who happen to be sorted into the "worthy" category that it practically encourages corruption and favoritism, and can potentially crumble into fascism with startling ease.

And by the way, reincarnation was a pretty big feature of his ideology, particularly with regards to his postulation of an inherent, spiritual hierarchy of races. He claimed that superior souls choose to incarnate into Aryans specimens of superior races, while inferior souls demonstrate their lesser character by choosing to incarnate into untermenschen specimens of inferior races. In other words, if Jews, blacks, Poles, and Slavs honestly expected to be treated like people, they should have had the good sense to incarnate as white people!

Now, the Guardians' take on this isn't explicitly racist, but it's still super shady and when considered alongside their other precepts, becomes entirely too concordant with the philosophy of a man who, no joke, told the people trying him for his part in Mussolini's fascist regime "I am not a fascist. I am a superfascist."

I got derailed by ^ THAT so thoroughly that I didn't actually get around to critiquing their final precept, so I'll tackle that now.


This is, for all intents and purposes, the Guardians writing their own version of the Book of Revelation. It's about a mysterious, perfect savior who will fix everything. More scummily, the Hieromagus also retroactively justifies their crab-bucket mentality, because if they succeed at destroying someone who was getting too uppity for their tastes, then clearly, he wasn't the Hieromagus and thus unworthy to save the world. Oh, and he'll judge them for their sins when he comes along, too, so they can safely ignore any attempt to criticize or oppose their ratfucking and backstabbery by anyone who can't prove they're Wizard Jesus on the spot!

It's an embarrassingly threadbare facade to cover up their systemic arrogance, self-righteousness, and overall shitty behaviors and beliefs. Just... just a nauseatingly overt bit of propaganda to top off a parade of protofascist, elitist bullshit.

My main solution to this, and issues I've heard about with the rest of the Diamond? Rewrite the game so that the Diamond are the Peter Pan to the Seers' Captain Hook - they're not a hero and a villain, they're two shitty people who just achieved their shittiness through contrasting means, and the players are meant to be Wendy, realize that neither of them have anything to offer worth having, and go home to actually be compassionate, considerate adults instead of involving themselves with the melodramatic posturing of two equally horrible groups.

Make the Diamond Orders into something you likely get swept up in while you're starting out as a Mage, and then gradually realize is full of shit and not worthy of your trust, much less your service. Make the normal progression of a campaign have the players walk away from Awakened Omelas around the end of Act 1, with the rest of the story being about their efforts to expand their understanding beyond the toxic, deformed paradigms that the Diamond tries to force on everyone (and survive the fallout of them backing out of a very old, very nasty cabal of deeply unpleasant Mages.)

I'm on my phone so I can't go point-by-point like other people have, but I kinda did want to address in broad strokes that you're very much throwing a lot of babies out with the bath water here. Like enough that they can probably start some kind of semi-feral alligator-worshipping society of infants in the sewers. Rising up twenty years later with an army of flushed away zombie goldfish to retake the surface world.

It's not great, is what I'm trying to say. It's not great and it's not really engaging with what the the Guardians or the gameline is actually saying and seems to have a heavy "X Organization of Authority is Wrong and Exists to be Wrong and Mean".

Fundamentally viewing Paradox as a moral failing is a straight up, like, genuinely principled stand to take. Paradox is literally the tendrils of a virulent, hateful, viral anti-reality kissing this one. Probing and slithering and trying to find a way to break through, and the things that can crawl through the cracks are horrorshows that will feed indiscriminately on Sleepers and can jeopardize the Fallen World in huge swathes if they're not brought under control. Paradox is fundamentally dangerous, it's not an incidental byproduct of your work, it's you straining too hard, pushing yourself too far, and opening the door a crack to something obscene. And whatever your reasons you still opened that door. You decided you were okay, in the abstract, with the barriers being worn a little thinner, with people being hurt in horrifying ways. And building off of that it's kinda funny I guess how you, on the one hand, knock the Guardians for saying "Paradox is a no-good-bad-thing" by posing hypotheticals where Paradox might be necessary to accomplish good. And then tear up the Guardians for "ends justify the means is just cowardly bullshit". When the "Sins for a Just End" precept is the one that would say "Paradox is bad, incurring Paradox even to save people is a sin, but if you can save people by incurring Paradox you should do it anyway".

Like you get how you're basically criticizing them for- you're going "You should do X and not Y it's outrageous that you wouldn't". Guardians: "We do do X, we just also think Y". "How dare you do Y and not X."

The Guardians of the Veil are intensely conscious of the paradox (lower-case p) inherent to "Who watches the watchers". By and large they want to do good, by and large they genuinely want to help the world, by and large they often do. They prevent people who would horribly abuse Awakened power from attaining it, they try to cultivate those who would wield it with care and compassion, they watch those have Awakened power for signs of seduction and moral corruption. Atlantis fell once, and they are so much less now, they could all fall again and so much easier. They work to contain Abyssal incursions (and the Abyss, notably, only feeds on the Awakened preferentially, but Sleepers and anything else it sinks its teeth into will work in a pinch) and bring to task those Mages who recklessly cause them. They are trying to build a world in which people like them will no longer be necessary, fully conscious of the painful reality that right now the Pentacle needs them. It needs them to be alert. It needs them to be ready. It needs them to ask the ugly, cruel questions because the stakes they're playing for are catastrophic and the comfort of ignorance is one that comes at too high a cost. And they hope and they dream that it will all one day be proven worth it. That all their doubts and all their burned bridges and all their pain and everything each one of them has lost will have helped bring about the future they all want so badly. That there will be a Messiah and they will be forgiven, because nothing short of divine grace could.

And they're flawed, sure. They're not perfect, sure. They're intimately aware of that and the consequences of their own fallibility are often horrific.

But that just...makes them very human to me imo? And very sympathetic. They're people doing the best they can with what they have, in a world that is unfair and unforgiving. And pretty much every Diamond Order is like that. They have their own sins, they have their own vices, all of them have their own demons and their own shit that they need to answer for, and sometimes (often) they make mistakes and sometimes they're just kind of cunts heh.

But they're all opposed to the tyrants above and the Seers below, fighting against the people who would shackle humanity forever. Slaves to the exarchs. Slaves to Heaven.

Honestly a lot of your criticisms of that and your desire to throw it all out, reject it completely, come across as the result of engaging with all that through a heavy film of personal bias and a kinda...unwillingness I guess? To engage with what the text is actually saying. Because for pretty much every point your readings were either deeply uncharitable or outright incorrect, and there's not a lot to say beyond that imo. Besides suggesting that you read it again but with more good faith and put it in the context of the line and setting.
 
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So how hard would it be to make it so that The Changing Breeds and Kindred are the ones with the correct knowledge of what happened?
 
Whoa, let's not go too far. It's the World of Darkness, not the World of The Concept of Light No Longer Exists.

In the deep darkness of this world, there is only coke cans.
not sure what that means?

unless you're talking about the New World of Darkness version, which i've heard sucks...

I was talking about the Old World of darkness one, which i've heard doesnt suck.
 
Pretty sure he's either a really stronk Hunter or just flat out a Deviant.
Honestly, after he became 'the Doomslayer' I'd be tempted to make him a Slasher, even though I'd have to adapt the rules to 2nd edition. Masks in particular are stupidly hard to kill in much the same way a first person shooter PC is, driven only by killing, and many times caused by supernatural influence/abuse. Further, Slashers are often Hunters who've fallen too far and lost their humanity.
 
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This is something that kinda got glossed over in the ensuing discussion but which I actually wanted to highlight 'cause it's a concept I really like in general and crossover shit is my guilty pleasure in particular. Mages are defined by the fact that they love to argue. Almost every Mage has their own occult research, their own experiences, their own theories about all kinds of wild stuff based on who trained them, what they've witnessed, and their personal convictions. A lot of the time these don't match up neatly! And that's 100% valid because they live in a reality under the tyrannical regime of the Lie and so much of the truth lives in shadows and darkness, beneath the world's skin. Like Hell yes, give me Mages who have all kinds of weird fucking theories about where vampires or werewolves or changelings come from and will get into heated-ass arguments about it.

"It is generally accepted that vampires are descendants of the native inhabitants of the Lower Depths, indigenous to a plane of reality without Life-" a Moros begins.
"VAMPIRES ARE SPIRIT-FLESH HYBRIDS AND I HAVE THE ARCANA TO FUCKING PROVE IT." The Thrysus shouts as he leaps from the top rope, about to give them the people's elbow.

Mages can't even agree on what Atlantis was like or when or where it existed (or will have existed). There should be academic brawls about all kinds of other stuff too.



Yeah, building off of what I said above Mages can and often do have really wild interpretations. They're blind men feeling around an elephant, and it's not helped with shit like (iirc) survivor colonies of Atlantis or ancient ruins often being of wildly different styles, eras, and designs. The fragments of some grand and terrifying thing washed up on the shores of reality. Fragments of worldlines that never happened but these places are still there. The business of Mages is inherently about trying to flay back the skin of the world they only think they understand and find out what lays beneath. Trying to piece back something that has deliberately been smashed and destroyed and defaced. Reconstruct something when they don't even know what it originally looked like.

And yeah it's kinda like you said: they know what the Truth is in broad strokes, but if they had a full understanding and mastery of it they'd basically be archmages. And archmages are obscenely rare, deeply alien, and to Mages what Mages are to normal people.



I'm on my phone so I can't go point-by-point like other people have, but I kinda did want to address in broad strokes that you're very much throwing a lot of babies out with the bath water here. Like enough that they can probably start some kind of semi-feral alligator-worshipping society of infants in the sewers. Rising up twenty years later with an army of flushed away zombie goldfish to retake the surface world.

It's not great, is what I'm trying to say. It's not great and it's not really engaging with what the the Guardians or the gameline is actually saying and seems to have a heavy "X Organization of Authority is Wrong and Exists to be Wrong and Mean".

Fundamentally viewing Paradox as a moral failing is a straight up, like, genuinely principled stand to take. Paradox is literally the tendrils of a virulent, hateful, viral anti-reality kissing this one. Probing and slithering and trying to find a way to break through, and the things that can crawl through the cracks are horrorshows that will feed indiscriminately on Sleepers and can jeopardize the Fallen World in huge swathes if they're not brought under control. Paradox is fundamentally dangerous, it's not an incidental byproduct of your work, it's you straining too hard, pushing yourself too far, and opening the door a crack to something obscene. And whatever your reasons you still opened that door. You decided you were okay, in the abstract, with the barriers being worn a little thinner, with people being hurt in horrifying ways. And building off of that it's kinda funny I guess how you, on the one hand, knock the Guardians for saying "Paradox is a no-good-bad-thing" by posing hypotheticals where Paradox might be necessary to accomplish good. And then tear up the Guardians for "ends justify the means is just cowardly bullshit". When the "Sins for a Just End" precept is the one that would say "Paradox is bad, incurring Paradox even to save people is a sin, but if you can save people by incurring Paradox you should do it anyway".

Like you get how you're basically criticizing them for- you're going "You should do X and not Y it's outrageous that you wouldn't". Guardians: "We do do X, we just also think Y". "How dare you do Y and not X."

The Guardians of the Veil are intensely conscious of the paradox (lower-case p) inherent to "Who watches the watchers". By and large they want to do good, by and large they genuinely want to help the world, by and large they often do. They prevent people who would horribly abuse Awakened power from attaining it, they try to cultivate those who would wield it with care and compassion, they watch those have Awakened power for signs of seduction and moral corruption. Atlantis fell once, and they are so much less now, they could all fall again and so much easier. They work to contain Abyssal incursions (and the Abyss, notably, only feeds on the Awakened preferentially, but Sleepers and anything else it sinks its teeth into will work in a pinch) and bring to task those Mages who recklessly cause them. They are trying to build a world in which people like them will no longer be necessary, fully conscious of the painful reality that right now the Pentacle needs them. It needs them to be alert. It needs them to be ready. It needs them to ask the ugly, cruel questions because the stakes they're playing for are catastrophic and the comfort of ignorance is one that comes at too high a cost. And they hope and they dream that it will all one day be proven worth it. That all their doubts and all their burned bridges and all their pain and everything each one of them has lost will have helped bring about the future they all want so badly. That there will be a Messiah and they will be forgiven, because nothing short of divine grace could.

And they're flawed, sure. They're not perfect, sure. They're intimately aware of that and the consequences of their own fallibility are often horrific.

But that just...makes them very human to me imo? And very sympathetic. They're people doing the best they can with what they have, in a world that is unfair and unforgiving. And pretty much every Diamond Order is like that. They have their own sins, they have their own vices, all of them have their own demons and their own shit that they need to answer for, and sometimes (often) they make mistakes and sometimes they're just kind of cunts heh.

But they're all opposed to the tyrants above and the Seers below, fighting against the people who would shackle humanity forever. Slaves to the exarchs. Slaves to Heaven.

Honestly a lot of your criticisms of that and your desire to throw it all out, reject it completely, come across as the result of engaging with all that through a heavy film of personal bias and a kinda...unwillingness I guess? To engage with what the text is actually saying. Because for pretty much every point your readings were either deeply uncharitable or outright incorrect, and there's not a lot to say beyond that imo. Besides suggesting that you read it again but with more good faith and put it in the context of the line and setting.

I mean that's part of why I like Mage: The Ascension, but I am notorious for my crappy taste.
 
Pretty sure he's either a really stronk Hunter or just flat out a Deviant.
Well basically they are warriors that tend to appear in the world darkness and leave as suddenly as they appear while leaving a trail of charnige in they wake. Most of the supernatural factions are extremely wary around them at best or out for they blood at worst.
 
Well basically they are warriors that tend to appear in the world darkness and leave as suddenly as they appear while leaving a trail of charnige in they wake. Most of the supernatural factions are extremely wary around them at best or out for they blood at worst.
Yeah this doesn't really fit with the rest of the CoD splats. What story is there to tell?
 
not sure what that means?

unless you're talking about the New World of Darkness version, which i've heard sucks...

I was talking about the Old World of darkness one, which i've heard doesnt suck.

NWoD, probably.

And yes, it does. It's the product of what happens when the writers were absolutely sure they were writing for the CWoD, and felt the need to be overpowered...compared to the CWoD.

It is a mess. And something two other books (Skinchangers and War Against the Pure) went out of their way to bury in cement by providing their own shapeshifter rules (Skinthieves, mortal shamans who take the power of animals to create shifting talismans, a la wolfskin belts, and different kinds of spirit hybrid than Uratha were the other half isn't primal hunting spirit, respectively).
 
NWoD, probably.

And yes, it does. It's the product of what happens when the writers were absolutely sure they were writing for the CWoD, and felt the need to be overpowered...compared to the CWoD.

It is a mess. And something two other books (Skinchangers and War Against the Pure) went out of their way to bury in cement by providing their own shapeshifter rules (Skinthieves, mortal shamans who take the power of animals to create shifting talismans, a la wolfskin belts, and different kinds of spirit hybrid than Uratha were the other half isn't primal hunting spirit, respectively).

Actually, as I recall, both Skinthieves and WAtP pre-date Changing Breeds, just making it even more completely unnecessary as a book.
 
I'm not as familiar with the setting as some, but I'd hope that the cross over is meant for Demon players? It seems to lean rather heavily towards everything Mages know being wrong and I can't imagine that being appealing to players.
It's worded like it's disagreeing with most of the Mage setting, but as far as I can see the only thing that's really different is the "personal ascension is a bad idea" bit and, let's be honest, the main thing mages know about ascension is that they know jack shit.
 
I want you to know

From the bottom of my fucking heart

That the second and a half of blank incomprehension before i made the connection

Were pure fucking bliss

Share the pain!



Speaking of Forsaken, can someone explain it to me please? I've read both sourcebooks now plus Predators and Territories, and I love most of it, except the werewolves themselves (and the Idigam. Great concept, not really satisfied with the execution, but that's another topic). The furthest I've gotten is that instead of violently rolling my eyes in exasperation at the mere mention of them, now I can mostly just not think about them too hard for the sake of the other stuff.

To start with, I can't get over how the whole concept of 'noble savage enlightened by contact with nature' kinda manages to be racist to everyone in existence at the same time, Iron Masters not withstanding. Related to that there's all the bits glorifying macho culture, Red Talons and Stormlords foremost among them, instead of showing how toxic that kind of thinking is.
Then there's all those things about wolves that make my inner biologist cringe. For example, wolves don't have rank hierarchies or alphas decided by force unless you lock them up and they develop a prison culture. Wolf packs are family units, the 'alpha' pair leads because they're the parents, until their children strike out on the own to find a mate and found their own pack. If werewolves do need rank structures, it should be because they're part spirit, not because they're part wolf.
There also isn't any particular connection between wolves and the moon. As the webcomic Grrl Power put it once, wolves howl. Sometimes there's a moon in the sky while they do it. So why are werewolves the pre-eminent half-spirit shapeshifters when the whole shapeshifting comes from the moon side of them? Why should shapeshifters be locked into just one animal to draw from anyway?
I could propably go on if I was willing to continue thinking of everything about Forsaken that annoyed me, except I don't actually like being annoyed.

So what am I missing or misunderstanding here? Are there any of the books that would help me think more positively about Forsaken, such as whichever book deals with the other half-spirit shapeshifters that aren't wolves? As I said, I don't actually like thinking so negatively of the gameline when almost all the non-werewolf parts of it are so cool.
 
Also, the werewolf myth is specifically about people who turn into wolf-monsters under the full moon. It really wouldn't be much of a werewolf game without some connection to the moon.
 
To start with, I can't get over how the whole concept of 'noble savage enlightened by contact with nature' kinda manages to be racist to everyone in existence at the same time, Iron Masters not withstanding. Related to that there's all the bits glorifying macho culture, Red Talons and Stormlords foremost among them, instead of showing how toxic that kind of thinking is.
Well it's a good thing the game agrees with you. The 'I love nature and hate civilization' group is an antagonistic group of monsters, and all other groups only care about nature as much as any human would. The game also agrees with you on toxic masculinity, as one of the big things Wolfblooded do is handle problems so that the Werewolves don't get frustrated and flip out because nobody paid the utility bill.
Then there's all those things about wolves that make my inner biologist cringe. For example, wolves don't have rank hierarchies or alphas decided by force unless you lock them up and they develop a prison culture. Wolf packs are family units, the 'alpha' pair leads because they're the parents, until their children strike out on the own to find a mate and found their own pack. If werewolves do need rank structures, it should be because they're part spirit, not because they're part wolf.
Werewolves also don't have an alpha like that. Generally, the 'alpha' is whoever is the most qualified for the situation at hand. If the pack is fighting, the fighty wolf is Alpha. If they're dealing with spirits, the spirit magic wolf is Alpha.
There also isn't any particular connection between wolves and the moon. As the webcomic Grrl Power put it once, wolves howl. Sometimes there's a moon in the sky while they do it. So why are werewolves the pre-eminent half-spirit shapeshifters when the whole shapeshifting comes from the moon side of them? Why should shapeshifters be locked into just one animal to draw from anyway?
Werewolves are related to the moon because the moon is associated with madness and transformation, both IRL and in game. Werewolves are the preeminent group of shapeshifters because they're descended from the big primordial Wolf god and Luna.
 
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Share the pain!



Speaking of Forsaken, can someone explain it to me please? I've read both sourcebooks now plus Predators and Territories, and I love most of it, except the werewolves themselves (and the Idigam. Great concept, not really satisfied with the execution, but that's another topic). The furthest I've gotten is that instead of violently rolling my eyes in exasperation at the mere mention of them, now I can mostly just not think about them too hard for the sake of the other stuff.

To start with, I can't get over how the whole concept of 'noble savage enlightened by contact with nature' kinda manages to be racist to everyone in existence at the same time, Iron Masters not withstanding. Related to that there's all the bits glorifying macho culture, Red Talons and Stormlords foremost among them, instead of showing how toxic that kind of thinking is.
Then there's all those things about wolves that make my inner biologist cringe. For example, wolves don't have rank hierarchies or alphas decided by force unless you lock them up and they develop a prison culture. Wolf packs are family units, the 'alpha' pair leads because they're the parents, until their children strike out on the own to find a mate and found their own pack. If werewolves do need rank structures, it should be because they're part spirit, not because they're part wolf.
There also isn't any particular connection between wolves and the moon. As the webcomic Grrl Power put it once, wolves howl. Sometimes there's a moon in the sky while they do it. So why are werewolves the pre-eminent half-spirit shapeshifters when the whole shapeshifting comes from the moon side of them? Why should shapeshifters be locked into just one animal to draw from anyway?
I could propably go on if I was willing to continue thinking of everything about Forsaken that annoyed me, except I don't actually like being annoyed.

So what am I missing or misunderstanding here? Are there any of the books that would help me think more positively about Forsaken, such as whichever book deals with the other half-spirit shapeshifters that aren't wolves? As I said, I don't actually like thinking so negatively of the gameline when almost all the non-werewolf parts of it are so cool.

If you're looking for expanded stuff to draw on, War Against the Pure and Predators -Edit: lol sorry I'm half awake and kinda skimmed over that part of your post- serve as pretty useful pools of reference material that further, like, contextualize the Forsaken, their role in the world, how they as people work and what they go up against. WAtP has a pretty neat section towards the back on additional shifters, short little three page exemplars of how to make your own weird strains of monsters to suit your games and the ones they exhibit are pretty rad (<3 Brineborn, my softboi deep ones who have done nothing wrong ever and fuckin' Were-roaches are 👌). Predators provides a lot of stuff on spirits, how and why they do what they do, encourages you to think about how to use them creatively in your own stuff, and towards the back provides a neat section on big-ass scary setpiece monsters that fill the same narrative space as the idigam except they're like...a million times more interesting. Fucked up things from the ocean depths the size of oil tankers, meat shoggoths, that kind of thing.

In general though- yeah @notanautomaton has the right of it. The books are pretty explicit that every tribe makes use of the modern world and the only ones who disavow and reject it completely are literally a. a riff on oWolf protagonists and b. pretty terrifying bad guys. I can't recall off the top of my head if it parrots the alpha bullshit but I think it does also stress that packs are often big ad hoc (sometimes literal) family units and tend to be pretty egalitarian, with domineering leaders contributing more to the group's breakdown than anything else and every caste having an essential role to fill. Werewolves struggling with macho bullshit is as much an IC problem as it is anything, "your human brain is running on big scary apex predator juices and you have a tendency to freak out over seemingly small things and struggle to moderate responses and have a Lot of aggression and hunger and hostility you have to figure out how to manage".

Complaining about the moon stuff is kinda just a bit weird though, ngl. It's like complaining about why vampires are so associated with bats.
 
It should also be noted that, at least IMO, Forsaken suffers most for being the middle child of the main lines.

Requiem is basically a honing down of Masquerade, cutting off the extraneous cruft and focusing it down to a game of organised crime and addiction and violence under a metaphor of being a vampire. You could run a game of Masquerade in Requiem without requiring too much reworking (though why you'd want to deal with that kind of clanbloat is beyond me). Meanwhile, Awakening is a brand new game that throws out most of Ascension and is all about being a gnostic horror cultist living in the Matrix (and it's best when it does that, which is why the game needs to stop pushing the Free Council who are essentially dull pandering to Ascension fans, and are - at best - boring).

But Forsaken... Forsaken doesn't throw out enough of Apocalypse, but it also isn't a honing down of it. And that means it's stuck with things like "werewolves are bloodlines" and "werewolves come in tribes"... but they've removed the main bloodline thing of the tribes, so it's just an awkward legacy code thing. And then there's the whole mess of Gifts, that are really awful fits for Forsaken with no real thematic unity compared to the razor edge of Disciplines or the broad effusive power of Arcana, but they're stuck with because of Apocalypse.
 
It should also be noted that, at least IMO, Forsaken suffers most for being the middle child of the main lines.

Requiem is basically a honing down of Masquerade, cutting off the extraneous cruft and focusing it down to a game of organised crime and addiction and violence under a metaphor of being a vampire. You could run a game of Masquerade in Requiem without requiring too much reworking (though why you'd want to deal with that kind of clanbloat is beyond me). Meanwhile, Awakening is a brand new game that throws out most of Ascension and is all about being a gnostic horror cultist living in the Matrix (and it's best when it does that, which is why the game needs to stop pushing the Free Council who are essentially dull pandering to Ascension fans, and are - at best - boring).

But Forsaken... Forsaken doesn't throw out enough of Apocalypse, but it also isn't a honing down of it. And that means it's stuck with things like "werewolves are bloodlines" and "werewolves come in tribes"... but they've removed the main bloodline thing of the tribes, so it's just an awkward legacy code thing. And then there's the whole mess of Gifts, that are really awful fits for Forsaken with no real thematic unity compared to the razor edge of Disciplines or the broad effusive power of Arcana, but they're stuck with because of Apocalypse.

A lot of this rings true yeah, so just kinda seconding it I guess. I have a huge soft spot for Forsaken because I was coming into it fresh off of sticking my head into the Apocalypse gutter until the bubbles nearly stopped and it was so, so nice to have a werewolf thing that didn't trip over the "don't rape dogs/people/corpses" bar and eat shit right out of the starting gate. But it's telling that the most compelling parts of nWolf (the Hisil, the spirits, etc.) are essentially gameline agnostic and can be ported to pretty much any other nWoD line with only a little tweaking. I do like nWolf a lot. I think it does a lot well and there's definitely some gleaming bits in there that deserve to be polished up, there's something really engaging about an ad hoc family of monsters trying to carve out their own piece of this cold and hungry world that hates them yes them personally and wants to break open their chest and shit in their heart.

But if I'm being honest a lot of the rest just isn't there yet and its biggest success is in being Not oWolf- and don't get me wrong that's not nothing! Plenty of things don't rise to the level of Not oWolf! Entire lines of books, cross over events, splats, supplements, there's a lot of oWolf! Not even all of the nWoD makes it that far: Changing Breeds is pretty oWolf too.

But it's not enough on its own to really make it stand out in the same, spectacular way that Changeling or Geist 2e do.
 
Yeah. It's 2E that finally gets what they want Forsaken to be, and you don't see that until The Pack.

In 2E, Forsaken is about being a creature that never stops hunting, but is intelligent enough to chose to hunt abstract things. Being a werewolf mad scientist, for instance, is not only possible, but encouraged, because your hunting instincts become a keen skeptical instinct as you hunt for knowledge and ways to support your theories (Shunned by the Moon even has one in its example Ivory Claw, an Indian shaman obsessed with the First Change and how to remove Auspices more efficiently). It can even be creative: you hunt for a way to protect your human friends. But it's always a hunt, and that leads to a very alien way of looking at the world, because an Urathra is never truly resting or passive. The Wolf Must Hunt.
 
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