Showing posts with label Werewolf?. Show all posts
Showing posts with label Werewolf?. Show all posts

Tuesday, March 4, 2025

The Way of the Weredodo

 Back in December, I wondered aloud about the Wereraven stats in the 5e Ravenloft book. It was, at the time of publish, the only official Lycanthrope that could regenerate. It had a Regeneration ability instead of the Resistance to non-magical Slashing, Piercing and Bludgeoning damage that all other Lycanthropes had in 5e. As I mentioned in that post (Transitive Property of Gaming: Wereraven Throwbacks) this made the Were-Raven much more powerful than most Lycanthropes. They're really hard to kill, in a way that none of the other lycanthropes are, and that seemed odd to me.

Since then, I picked up the Deck of Many Things set, which included stats for a Werevulture. This Werevulture was almost identical to the Wereraven. Identical except for more hitpoints and higher damage. The mimicry power is removed, but there wasn't anything added to make it more like a vulture. 

When I noticed that Werevulture about a month ago, I wondered if maybe the upcoming 2024 edition of the Monster Manual was going to give all Lycanthropes a Regeneration power instead of Resistance. There'd been rumblings for a while that Resistance to non-magical weapons was going the way of the (were)dodo. So I suspected that Regeneration was going to be added to all the Weres as a way of making them feel like the dangerous hard-to-kill shapeshifters that they are in the lore. 

Well, now I've got the 2024 (aka 2025, aka 5.5) Monster Manual, and I can see that no, there's no new Regenerating Lycanthropes. So, I guess just bird-based lycanthropes can regenerate, for some reason. I don't understand why. I suspect it's just a case of "the left author doesn't know what the right author is writing".  

There's no lycanthrope section in the new Monster Manual, but there are stats for Werewolves, Weretigers, Wereboars, Wererats, and Werebears (and Jackalweres in the "J" section). The rules for contracting Lycanthrope are abridged heavily, and just shoved into the individual monster stat blocks. Overall, they are a lot less likely to turn you into a Lycanthrope, and I think it's a bit of a shame as that downplays the most interesting thing about them. On the other hand, if you don't make the initial save, and they also manage to reduce you to zero HP after that failed save, then you transform and become an evil lycanthrope instantly. On the rare cases where that first save is failed, you'll now really be sweating, assuming you know how the rest of the power works. That scariness is kinda cool... but it does make fights very swingy, as a PC going down is a double-whammy to the action economy when they get back up and join the enemy. 

It's also unclear from the Monster Manual whether or not its possible to restore the newly-evil newly-NPC character to their original status. The MM doesn't make it clear if Remove Curse works or not after you've transformed. It's pretty clear Remove Curse works between when you get the Curse from the first bite to when you fall to 0 HP, but once you've been KO'd you "become a werewolf under the GMs control". Is that new status an ongoing symptom of the curse, or is it a permanent change of status? Is "you're now a werewolf" the equivalent of "you're under an enchantment" or is it the equivalent of "you died"? I could make see an argument for either interpretation. 

Nothing in the Monster Manual takes a stance on it, and the Remove Curse spell in the 2024 Player's Handbook is vague as well. So I went looking in the DM's Guide, where it says: 

"Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses—werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."  

So, officially, the answer is "it's up to the DM". This is actually a bad answer. Everything is always up to the DM. What's a Werewolf's AC? How many HP does the werewolf have? Those are also things that a DM can (and often will) choose to change, but having a default answer is really helpful. It makes DM-ing prep run faster, and provides a default the DM can use if they want a baseline experience. If the Monster Manual said "AC: DM's Call" and "HP: Whatever the DM things is appropriate" we'd be annoyed that this monster entry was incomplete. Being vague, and not providing a default lethality setting for a werewolf's curse is lame. But this is worse than saying "Damage: DM's choice", because they don't even say in the monster description that this is up to DM fiat. They talk around it, thereby implying that the rules must be somewhere else. A new DM could well throw a werewolf encounter at their party without having thought this through at all, and then get stuck with a situation where a PC turns mid-battle. That player will naturally be curious as to how final/fatal this new condition is, and the DM's going to be caught checking two other books (like I did) only to find that in the end there's no guidance offered at all. 

I'm also not happy that their vulnerability to silver went away. I get that a design goal of 2024 was to try to bridge the martials vs spellcasters gap. Monsters that have Resistance to non-magical weapons makes them much harder for low-level non-caster PCs to battle, in a way that benefits spellcasters. Which is a shame, because spellcasters already have some big advantages especially later in the campaign when high-level spells do crazy things. So closing that gap is a noble goal, and I understand why that was something 2024 edition leaned into hard (see Weapon Mastery for another example), but I'm still not happy with the impact here. Silver weapons though were a really cool thematic element, so their removal detracts from the lore, and makes lycanthropes just a tiny bit less interesting. 

What makes a lycanthrope a lycanthrope? What separates them from other monsters now? Two things:

1) They can transform as a Bonus Action, but those different forms have identical stats, so this is kind of meaningless. It's narratively cool, and I'll certainly use it in play. But it doesn't do much, and since only Weretigers have anything else they might do with a Bonus Action instead, it's not meaningful.

2) If they kill you, there's a 50% chance you'll get up instantly as an NPC Lycanthrope and attack your fellow PCs. That's certainly interesting and meaningful, but it's got serious potential to cascade into a full TPK. Even if it doesn't do that, it's likely to ruin a player's fun, and/or result in an argument that boils down to DM's fiat after you've searched in 3 books for a rule. And the implications of what this means in-universe are kind of crazy. Because there's no delay now, any Lycanthrope ought to be able to convert any village into a full-on wolf's den faster than you can say "One-Night Ultimate Werewolf". I mean I guess it's good that you don't need silver to damage them, as now its possible that the villagers could get lucky and kill the new werewolves as fast as they are made. 

Lycanthropes in previous editions (including 2014 5e) were very hard for commoners to kill, so the scenario of "we need to hire the PCs to save our village" was very believable. At the same time, those older rules delayed the onset of lycanthropy until the next full moon or other trigger, so the PCs had some time to get hired and conduct an investigation. Now there's less need for the commoners to hire the PCs, and it takes the werewolf a lot less time to co-opt the entire town. I'm not a fan of any of those changes. 

Sunday, November 10, 2024

1000 Blank Werewolves


A recent spate of 5 opening cards created for a game of 1,000 Blank White Cards.

 

Friday, December 25, 2015

Playing Against Types

It feels really good to get back into LARPing. It was an integral part of my life back in the day, and the new post-divorce, post-depression Rolfe is trying to get back in touch with better days and old accomplishments.

So I'm playing in two LARPs these days, both of which share a venue and a large segment of their player base. (I also attended one session of a third LARP, but it has a scheduling conflict with one of the other two, and at this point I'm invested enough in my characters to be certain where I'm staying.)  Finding the courage to go to the first session was difficult, and the courage to walk back into that room of strangers a second time was even harder, but I stuck through it and now I don't regret it. Each week is more fun than the one before.

Changeling: The Dreaming

Changeling is the lightest, happiest version of the World of Darkness. It's the same world as Vampire, Werewolf, Wraith, Hunter, etc, but the PCs are fay beings infused with imagination and just generally much brighter and more optimistic than the protagonists of any of the other WoD game lines. Characters within the setting struggle to overcome mundane banality, not the murderous hunger or raging inner beast of Vampire and Werewolf.

Honestly, I've never liked the concept of Changeling as much as the darker more angsty takes on the WoD. I'm big into pathos, character drama, and greek tragedy. I'd played one or two sessions of Changeling back in Albuquerque a decade ago, but it never really hooked me. Given my druthers, I'd have joined a Vampire game instead.

But this October, Changeling was the only LARP I thought I was going to be able to play in. (Vampire LARPing really only feels right after the sun sets, so it starts late, and I was working ungodly early mornings at the grocery store.) Expecting this to be the only RPG on my plate (at least as a player) for a while, I made myself a therapy character. I'm playing a grumpy, masochist Troll, recently returned to the world from some horrible self-imposed exile that nearly destroyed him. I carefully picked Flaws that would allow me to vent in-character about the emotions I was feeling out-of-character; through him I get to unload sour statements about love and betrayal. He is quick to anger, but also a slave to his romantic and chivalrous nature; scarred by dozens of half-remembered previous lives of heart-break, and now actively seeking his own death. He's a ball of cynicism and banality, and frankly the other characters ought to be steering clear of him because that shit is dangerous in changeling. 

He is completely out of place at that game, and that was kind of the point. I was going to a game to force myself to be social again after years of being a recluse, so I specifically built myself a character that could stand in a corner and glower whenever the prospect of interacting with humans or making new friends was just too damn scary for me.

My hope is to give him a big ol' arc. The whole point of the character is to maneuver him along a transformation, and through it convince myself that my own return to the world is entirely a good one.

Since the entire cast of the LARP is playing crazy over-the-top fey, I often find myself relegated to the Bud Abbot / Zeppo Marx / Rowlf the Dog straight-man support role. I didn't have much to connect me to the plot, and my bristly armored portrayal often meant I was left standing moody in a corner when it would have been more fun to be center stage. The character is cooler on paper or in theory than he is in practice. Before long, I came to regret those character decisions, as my defenses became a prison. I was in danger of isolating myself from both plot and people until it stopped being worth my time to attend the game.

Luckily, after a few sessions there, one of my fellow players asked me to join the Werewolf chronicle that meets at the same location. Excuses to decline came right to the forefront of my mind, but I somehow found the courage to disregard those thoughts and accept her invitation.

Werewolf: The Apocalypse

I took a very different approach with my character here. Grumpy and quick to anger would have fit Werewolf better than Changeling, but by this point I really wanted something else entirely to get me out of my shell. I ended up playing a Lupus Cub, a young wolf who knew nothing of werewolves (or humans) until his first change (which happened at the first session I played this character). What a joy this character is!

He knows nothing. His experience is limited to what a wolf knows, and I play him with an open-eyed sense of wonder and curiosity that would be perfect for a Childling in the Changeling game. Pretending to have never had nor used _hands_ before, asking ridiculous questions and clarifications because basic human concepts confuse me, playing the timid omega of the pack who now suddenly qualifies finds himself an alpha at the same time he learns there's so much more out there in the world than he as simple wolf ever dreamt; all these things are hilariously fun. Here I'm not the dour straight man, I'm the scrappy sidekick comic relief. Everyone else is playing a darker character at Werewolf than at Changeling, but I've personally flip-flopped that dynamic. It's really fun.

And boy has this character's arc been a breeze to get rolling. A few weeks ago I was a bewildered cub in a fox frenzy; that persona is quickly being warped by curiosity and experimentation and his confidence just bloomed at the end of last week's session. I had no Tribe in mind when I made this cub, I just built a young wolf as a blank slate. Questions and events have pushed him to Tribe Uktena, and his whole personality emerged organically out of improvisations with the other players. He's still young and innocent, perhaps even foolish, but he's also just starting to find his strength and develop some ambitions of his own. Assuming I don't get him killed (the combat system can be brutal, and I nearly died twice in the first turn of my first fight) first, I think this little pup has a bright future ahead of him.

The weird thing (for me as serious introvert) is that I'm engaging with an entirely different subset of the player group in the two different games. The tiny handful of people that have broken through the Troll Grump's shell at Changeling, are a very different (and much smaller) group of players than the young Uktena Cub pesters and riffs off of at Werewolf. I'm enjoying the later game more, but it's also enhancing the former game by way of contrast. The combination is encouraging me to be more social out-of-character as well, since I'm quickly growing to know and like the majority of the player base. Being quiet and stand-off-ish comes naturally to me, but my little cub pretty much demands to be played as a very social animal who wants to engage with everyone. So I'm just letting the character lead me, and I think that process is doing me a world of good.


Monday, June 8, 2015

Not bad for a single week.

In the first 7 days of June 2015, I played the following games:
  • Dark Gothic (semi-cooperative deck-building card game) x4 game sessions
  • Shadows of Brimstone (cooperative miniatures board game)
  • Pandemic: The Cure (cooperative dice game) x2 game sessions
  • War of the Worlds (home-brewed RPG scenario)
  • Ultimate Werewolf (8+ player bluffing/deduction party game) x7 game sessions
  • Shadowrun Crossfire (cooperative deck-building card game) x6 game sessions
  • Forbidden Desert (cooperative board game) x3 game sessions
  • Dead of Winter (cooperative survival-horror board game) x2 game sessions
  • Lego Avengers 1895 (home-brewed RPG scenario)
That's 27 plays total of 9 different games, with over 20 different people (ranging from as few as 2-3 in some of the games all the way up to 8-12 players per round of Ultimate Werewolf). Both RPGs were run by GMs I hadn't gamed with in four years or longer. Some of the games were pretty fast little things (Pandemic: The Cure can be pretty zippy), but there were several multi-hour games on that list (Brimstone, Dead of Winter, both RPGs). It's been a pretty great week in regards to restocking the fun after a recent gaming deficit. I actually had the opportunity to spend a little more time gaming than I did this week: I ended up cancelling an RPG session I was going to run on Wednesday because a player had a rough day at work and needed to call the night early. On top of all that, I spent 4 hours at an art museum this week, and took multiple long walks that added up to at least 10 miles.

I needed it, though. The past few weeks have been really stressful and exhausting (more about that some other time, perhaps). I really appreciated the chance to kick back and game my brains out for a few days.


Sunday, November 23, 2008

Run Away! (RPing in non-RPG games, and other fun from yesterday)

Gwen and Andy invited us (and many others) over for gaming yestay, and we had a ton of fun. I came in distant second in a 4-player game of Settlers. I was inundated by siege engines and betrayed by victorious traitors in Shadows. 4 games of "Time's Up!" was enough to melt my brain (Idi Amin, Joseph Stalin, Yuri Andropov, Margaret Thatcher and Janet Reno walk into a bar - now differentiate between them via charades and sound effects). I died a lot at werewolf, but I also did a really good job in my first ever time as Seer, and was on the winning side in all but 2 of the 5 or 6 villages. It was like a one-day mini-GwenCon.


About the new Merlin's Company expansion for Shadows Over Camelot:
Somehow, our 8-player game ended up with 2 traitors, which stunned us all when they won. They may be part of what lead to my feeling the expansion made things much harder than normal. The travel cards trounced us, and that flighty Merlin abandoned the Excaliber quest just when we needed him most. Even without the 12th Seige Engine, we could have lost by black swords.

It was also hard parsing all the new character powers simultaneous to the new rules. Some (including mine) went underused. If I buy the expansion, and I probably will, I'll want to play 3 or 4 times with the old characters and the new rules before adding the new characters in. Or perhaps vice-versa.

One thing I didn't like about the new expansion: The Python quotes. If you're an Arthurian purist, this could ruffle your feathers.
To me, the best games of Shadows are when people play in-character, it's not only fun, it helps make the mystery and bluffing elements of the game work better. I'm really uncertain whether the Monty Python and the Holy Grail references on the new Travel cards would help or hinder that. Will it enhance the fun, or make it harder to stay in character? There was so much new to learn, that we didn't get much in-character anyway, so it had no real impact. Long-term, though, I expect it's a mistake to have gone there. Time will tell.


About Werewolf: We used flavorful non-secret roles this time (in addition to the normal secret teams/roles), such as the Village Idiot, the Butcher, the Serving Wench, The Blacksmith (and his Apprentice), etc. These were just for flavor, to add RolePlaying to the game of mystery and mob-rule. Doing so favors the werewolves (because it becomes much harder for the Sherriff to keep the village on task), but man does it ever breathe new life into the game. On the drive home, Sarah agreed it was the most fun we've ever had playing Werewolf, and that's saying something.

Sunday, September 7, 2008

Werewolves Lynched

I played in 4 games of "Are You A Werewolf?" this weekend, and was a spectator at a 5th. It's hard to remember another time when so many wolves died. The Seers were hot in game after game, and despite adding the werewolf-favoring "The Twins" roles and such prone-to-backfire roles as "The Hunter" and "The Witch" the games were for the most part short, brutal, and they always ended with werewolves swaying from a rope.

Monday, October 22, 2007

Werewolf Terrorist

Saturday night we played werewolf over at Tindalos House, the home of Andy and Gwen. Amazing how I couldn't taste or sense the alcohol in the first two Mai Tai's, yet the 4th made me utterly incapable of bluffing. I don't think that last one was particularly strong, either.

Then Sunday, Sarah and I went for dinner at Beth's with Amy and Kevin. While there, we kept talking about Werewolf. It's pretty typical, as the game is so lively it's on your mind for the next day or two. In that conversation, we were talking of hunters and seers and witches and star-crossed lovers and other roles that keep townsfolk and werewolves from getting stale. And Kevin said something to the effect of:
"there should be a role that's like a terrorist or something, and if they die, they blow up the people sitting next to them."

My eyes bulged. I told him to expect something along those lines on my blog in the coming week, along with due credit to him for coming up with the initial idea. As we talked, we roughly sketched out two different versions of the role. I typed them up, and intended to post them here. But in the process of looking for a good rule page to link to, I found they already exist. Look under "Killing Roles" and read about "The Human Torch". Sorry, Kevin, some unknown person beat us both to the punch. But man, there's a lot of roles there. Might just have to print that out and bring it to Tindalos.