post-maester - Post_Maester
Post_Maester

She/Her 🏳️‍⚧️ - 21 - Taken - Twitchy Camarilla(Tzimisce)

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The Release Of Werewolf: The Apocalypse 5th Edition Has Evoked A Sense Of Urgent Inspiration In Me. I

The Release Of Werewolf: The Apocalypse 5th Edition Has Evoked A Sense Of Urgent Inspiration In Me. I

The release of Werewolf: the Apocalypse 5th Edition has evoked a sense of urgent inspiration in me. I found the news inspiring because it marks the launch of a new product that rings so close to the original game in which its new premises instantly evoke a lost-world setting perfect for new players to uncover through revelation. And with it, a sense of urgency that a large chunk of the game’s horror pathos and cultural representation will be lost in lieu of chronicles centered around direct action, high entertainment, and transactional resolution.

First and foremost, I applaud the efforts of anyone wanting to excise Werewolf: the Apocalypse, and it’s fandom, of it’s toxic player base that has festered far too long. Anyone taking that on isn’t blind to something that is both wonderful and incredibly problematic, and it requires a collaborative effort to address meaningfully. It means being willing to internalize hard and profoundly uncomfortable truths. 

When I look at the prior editions, I consider its inherent value and feel that the things that made the original editions of Werewolf so special to me don’t entirely align with a large portion of it’s old player base. This is not for those players. In some ways my aim with this is small, with the understanding my target audience is also small, and this space exists for them. 

Werewolf: the Essentials is a project culminating my 25 years of entertaining and horrifying players. This is a carefully curated gaming experience tailored to Queer tabletop audiences primarily, although I am confident it will resonate with many others as well. This started as something I was working on alone but quickly has grown to include a pack of other avid Players and Storytellers who have felt left behind by the current direction of the gameline. I am laying out every little trick, twist, and ounce of Storytelling experience I have acquired over the years. In many ways, this is the quintessence of my inclusive World of Darkness, and a passion project that I hope those who read this may too come to appreciate.

In the first and second editions of the various splats published across the World of Darkness, the Storytellers Handbook gave Storytellers the raw narrative tools to convey the world to their troupe of players. As time has progressed, the sourcebooks to follow have greatly expanded to include Garou society, their relationship to Gaia, and to each other. As the editions expanded what they made available to Storytellers and Players, some of the original content of earlier editions was left out. By the time the 20th Anniversary Edition was being written, many of the edits were made to cut back a bit on the roughage and “get to the meat and potatoes” of mechanics crunch. In that way, the edits were a complete success, but something important was lost.

The earlier ST guides laid out explicitly that the World of Darkness is first and foremost a horror game. Essays within their pages provide advice on using textural descriptions and different modes of storytelling to lure in players and make the hairs on the backs of their necks stand on end. These remarkable essays are now lost to those who don’t possess the older editions. They serve as a toolset that could be applied across any RPG, and not just Werewolf alone.

W20 fell short of delivering a fully serviceable RPG to it’s Storytellers, however well-intentioned. It had all of the main bones of the setting and stats but no guidance on how to turn it into a game for one’s players. Taking it a step further, some of the writing in this new edition only managed to alienate modern audiences. 

The use of in-character narration to express setting information in prior editions seems an attempt to convey the horror and pathos of the world that would be difficult to get across in stats alone. The information contained in that first-person text is among the most important parts of the setting, but it often fails to convey the true horror of the world of Garou. In many ways the World of Darkness was intended by those who created it to be a place of genuine terror and horror, and not merely “savagery” for its own sake. Horror is a very complex basal guttural emotion that sits in the ganglia, ready to tug the emergency brakes on your body in the presence of what it believes to be a tangible threat. There are many complex higher emotions, but when it comes to the lizard brain, it takes considerable effort to trick it into getting spooked. Invoking a sense of horror in a horror chronicle is a complex enough endeavor that, by and large, these efforts fell short of delivering that experience. 

Werewolf: the Essentials is to serve as a masterclass in using those old tools to introduce new players not just to Werewolf and the World of Darkness on the whole. It gives these important storytelling tools to new and future storytellers in any game, that they might continue genuinely terrifying their players for many more years to come. The passages found in this series can add narrative value to not just Werewolf, or even Vampire and other World of Darkness tables, but also horror writing on the whole. Furthermore, this project aims to streamline the availability of that information and provide guidelines for Storytellers wishing to conduct research using the labyrinthian older editions.

Every sourcebook in this series will grow with your tables, providing increasingly more powerful stats, guidelines for making more powerful NPCs and PCs, and serve as a continuation of the legacy games’ metaplot. Some elements you’ll be reading will, for older players, be surprising at times. Some historical events are shifted further in the past, and others eliminated entirely. This project aims to make the presentation of the game a little more timeless, so it’ll hold relevance to tables now, as much as it will 20 or 40 years from now.  The World of Darkness is now something far too large for any one person to fully comprehend while providing enough tools for one to explore deep lore that holds the most relevance to their tables.

Werewolf: the Apocalypse has a long history of problematic and exclusionary elements, both in it’s fandom and, sadly, often in it’s published work. Despite this, I see more value in this game than the literature would have you believe at face value. This project is an attempt to increase the inclusivity in this game I love while also helping introduce new players and Storytellers to this world. This is a glimpse of something absolutely beautiful, horrifying, and unique, contributed to by a group of equally passionate artists and writers. Even if the best time to plant a tree was ten years ago, the next best time is today. If you can listen critically, and take the lessons between these pages, then maybe you too can come to find the Glory, Honor, and Wisdom within the depths of our darkest fears.

Book 1: Cliath launches October 31st, 2024 on Storyteller's Vault

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How do we write the "mean girl" without making her another shallow copy of the brainless, pink-clad, cheerleader we see in high teen dramas?

Of course, there's nothing wrong with such a character if you want them to be funny/light in the first place.

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The classic way to avoid this is to give them a sad backstory. They used to be overweight/ugly and were bullied, or their parents don't care about them enough, or they are too insecure. Obviously these plot points are quiet stale now, but the basic principle still stands - if your charcter is mean, she needs A REASON.

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Whatever their motivations may be, remember that bullies pick on the weak, not the successful/powerful. While the Mean Girl might feel jealous/inferior towards the protagonist, I hardly think that should be the sole reason why they picked their victim. There must be a flaw in your protagonist that happened to be something that the Mean Girl knows how to exploit, which makes them a target above others.

Give Them A Twist

There are two ways that I can think of: (1) A seemingly nice character is in fact a mean girlie, or (2) A mean character turns out to be kind and well-intended.

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The conflict deepens when everyone else likes the Mean Girl due to her manipulative nature, making the protagonist doubt themselves.

A Purpose beyond Providing Conflict

Think about what the mean girl aims to gain from bullying your protagonist.

Is she continuously trying to prove herself "superior" so that she can feel better inside? Is she an academic rival who just needs to be the first in everything, even is that means reverting to questionable behavior?

Overly ambitious/perfectionist characters can come off as mean when they feel like others fail to live up to their standards (which only they know about, and are usually up in the sky)

Give Them A Proper Redemption

If you plan on giving her a redemption arc, make sure that she has earned it! The worst thing you can do is make it sound like you approve of the horrible things she has done.

this transition doesn’t mean the character does a complete 180 and is suddenly all smiles and good favors. They can fall back on their old ways of thinking, but is trying to make an effort to step out of their old clothes.

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References:

https://writingquestionsanswered.tumblr.com/post/668302340882857984/how-would-you-write-a-mean-girl-character-without

https://www.writingforums.org/threads/how-to-write-the-mean-girl-character.160729/

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My Favorite Fantasy Tropes

MONSTER TROPES!

A deadly monster with a terrifying appearance bonds with a small child with its life.

An injured hero comes upon a monster, or a hero comes upon an injured monster and they understand each other. Giant vicious-looking monsters that answer to names you would give to a pet dog.

A character rescues or spares the life of a wounded or infant monster; later th fully- healed/matured creature returns the favor.

The horrifying eldritch creature that's been stalking the heroes turns out to be benevolent and actually, trying to protect them from something deadlier.

HERO TROPES!

The hero is the secret heir to a throne. It may be that he was whisked away and hidden as a child, his parents sent them away or were killed, etc.

There's someone in power in your book who might be described as "pure evil." This can feed into the "Good vs Evil" trope listed further down this list.

The hero refuses to give into the dark magic and instead ascends to a new level of power. This may change their hair to their dream color.

The hero falls in love with a princess/prince who turns out to be working with the real Dark Lord and killed her whole family just to rule the kingdom.

SETTING TROPES!

Pseudo-medieval European setting especially in places like the British Isles, France and Germany.

A library full of secret, lost, important knowledge. The characters may have to travel to this library, or they may stumble across it for some kind of revelation.

Ancient Japan/Chinese royalty setting where clues about the mystery is given out in subtle, secretive ways. Plus, the hero can't travel outside the palace.

A fantastical world can hide in plain sight without being discovered. When the secret is unmasked by the hero, he is trust into the world. Now, there's no going back.

CHARACTER RELATIONSHIP TROPES!

The characters involved don't know they're soulmates for part of the book but feel drawn to each other.

Twisting the original dynamic between characters from legends, myths and folklore

Semi-humanoid/ multi-race characters bonding with monsters/people of other race like elves, dwarves, goblins, etc.

Enemies-to-lovers

Marriages of convenience based upon political/power dynamic leverage

The main character(s), with a ton of romantic tension, must, for some reason, share a bed.

DARK FANTASY TROPES!

Magic is eveil and often The Corruption. Blood magic, human sacrifice and forsaken children are commonplace.

Magical artifacts with bad omens/curses attached to them. They require a grievous price in order to wield.

The gods are all assholes who pass time eating prayer chips and drinking soul-booze while placing bets and trolling the helpless mortals.

Organized religion of the country is Corrupt Church or Religion of Evil. The leader is totalitarian and strange cults prevail.

The dead find staying buried a little boring and resist any and all attempts to keep them buried, short of cremation or dismemberment.

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