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Werewolf: The Apocalypse
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==Edition Shift== With the shift from the [[Old World of Darkness]] to the [[New World of Darkness]], WtA went out and was replaced by [[Werewolf: The Forsaken]]. Now, edition shifts in general catch a lot of flak, and the NWoD is notorious for the amount it initially took, but WtA fans are particularly belligerent about the creation of Forsaken. Why? In general, two reasons. Firstly, the fluff. WtF abandoned the bloody-handed green-party morals of its predecessor, changing the fluff from "you are avenging angels of the tormented, dying spirit of the Earth" to "you are the bastard children of the mad goddess of the moon, working to atone for divine patricide by serving as the Border Patrol between Earth and Animistic Hell while at the same time dealing with your racist relatives. Werewolf for the Millennial generation." Whether the new idea was ''good'' is immaterial, because it was so very ''different'' from what came before. Secondly, the crunch - Uratha are/were (See below) a ''lot'' weaker than Garou. Partially this is due to the difference between editions, which nerfed all supernaturals in comparison to how they dominated humans before. However, whereas Garou started out as ''the'' meanest bitches on the block in the OWoD (assuming a vampire didn't get them or a mage didn't get the first shot in, because mages will pretty much pub-stomp any other super if they do... etc), and even if they fell off later there were well-documented stories of lucky Garou downing whole coteries of young [[Vampire: The Masquerade|Kindred]] singlehanded, as depicted by the invincible boss in ''Bloodlines'', Uratha are... well, not. They're deadly pack-hunters, but one on one, they're not the nastiest supernatural splats. Mummies and Prometheans are better at tanking damage than Forsaken are, just for starters. That said, they ''did'' get a '''major''' upgrade in combat beefiness in ''Forsaken'' 2e (they now '''only''' take Aggravated damage from damage roll-over, silver, and supernatural attacks), but still, that initial presentation soured a lot of ''Apocalypse'' fans. Whereas in OWoD a Werewolf lived up to the legendary hype of "you have to shoot it with a silver bullet", in NWoD you could actually just bludgeon it to death with a baseball bat, if you kept at it with determination and had some way to avoid dying horribly trying. Another reason was that they could only maintain the combat form for a short period of time in nWOD where this was just part of what you were in WoD. Seems like a bad thing, but it fits the more personal scale of NWOD and makes it ''far easier'' to actually challenge players. And then the second edition made them regenerate all non-agg damage '''instantly.''' On the other hand, a ''lot'' of people who weren't already ride-or-die for Apocalypse actually prefer Forsaken by a wide margin, generally people that were/are into any other WoD/CoD line, because of the aforementioned fluff change. WtA has the exact same core problem as [[Mage: The Ascension]], in that by default it has your player character fighting against everything vaguely associated with modern civilization with the goal of bringing back something unspeakably worse for the majority of humanity, except it has this problem scaled up to eleven... million. CoD/nWoD addressed this issue in basically all of its lines, but while it was pretty easy to do this with Ascension (which was itself dialing back on the rabid anti-modernism in later editions anyway), it was baked too deeply into everything about the Garou.
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