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Originally posted by RiceGuy
Thus, my first question is: If anyone on the board played in or ran a WoD campaign, what tips can they offer up for the best roleplaying experience?
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There's nothing different from running a WoD game than a D&D game. You can have a D&D game that's all about roleplaying with very little hack 'n' slash; you can have a WoD game that's all about hack 'n' slash, with very little roleplaying.
Thing is, you get out of the game what you put into it. If the players can stomp on every obstacle in their way with combat, that's what they're going to do. If there's no point to them roleplaying, they're not going to.
So, as this relates to Werewolf: Since there's little reason to interact with anything of the Wyrm except to kill it, if that's all your characters are ever up against, they'll just hack 'n' slash. Try some variety: have there be a friendly Gangrel, or an unfriendly (and higher ranked) Shadow Lord. Having the occasional go-kick-ass is fine, but make sure there's something else.
Also, and this is a pet peeve of mine as a Werewolf player, when the combats do come, make sure there's something to do for the non-Ahrouns. If I'm a mental-primary Ragabash, give me the oppurtunity to scout out the opposition. Or sneak around and backstab. Or rescue the hostage. Or whatever.
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Essentially, it is a wereflea that is fully in service to the Wyrm
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Mmm. Note that Flea, the totem, isn't in service to the Wyrm. That might put a crimp in things. =P But, if you want something in a similar vein, take a look at the Ananasi (were-spiders), which are in the player's guide, and I believe, their own racebook. Instead of just shifting into a little itty bitty spider, the Ananasi can disperse into a swarm of spiders.