Werewolf: the Final Offering After Action Report 2

So, with some work and some arguing, I managed to schedule my Final Offering session for the Open Evening and gave it a shot.  The second time around, things went much more smoothly.  I played down the depth of the NPCs, played up the interesting factors surrounding the demons (the fight, this time around, was much better), and I kept the pacing swift.  We, in fact, managed to finish the entire session in just under 4 hours, which is an excellent clip, and it left nobody feeling underwhelmed.  I had a player who played in both, and he felt it was quite an improvement and, in his words, “probably the best session I’ll ever get out of an open evening.”  Strong praise.

I still feel that the sandbox model I’ve developed works best for campaigns or “long-shots,” multi-session one shots.  I end up feeling as though I’m missing alot of the nuance in my game, and thus all the NPCs get a glimpse, and then we move on (a female player expressed interesting in Gill, surprisingly enough, but I lacked time to even touch on him further).  I think I can learn some solid lessons from this (that I’m at my strongest when I design characters and then work a plot around them, rather than the other way around), but it’s probably a model best left to my longer games.

Amusingly, we had very similar events in both games.  Zig-Zag, our assassin, opted to be a janitor once again, and got in a seriously lethal, though not killing, blow.  A female player chose Shadowheart and played as a student, fell in love with Dixon, and used Corpse Witness on a dead pigeon.  At least this time, she got to speak to the Pigeon King and, erm, make-out with Tom-Tim (Who is now her favorite spirit character evar).  All in all, an excellent session and a big improvement over the first time around.

Werewolf: the Final Offering After Action Report

Success!

We started the game promptly an hour late (But this wasn’t my fault: Dinner and clean-up ran long).  Even so, I bounced right into the story with my evocative beginning, brought the werewolves in and immediately hit that moment of “shared imagination space.”  They never left character.

By the time we were finished, we’d killed one of the three demons, the players had identified the remaining two demons, and they had a solid idea of what he was going after.  I suggested twice (at midnight and then at one) that we stop, but they kept going until 2 in the morning, at which point the girls were nearly asleep (and one was still willing to go on).  So, it seems very clear that they enjoyed it.

The high points: As with Slaughter City, you instantly get this sense that you’re stepping into a thriving world that’s “in progress.”  The players quickly identified with the NPCs and began to interact with them right away.  In particular, I think the fact that the spirit world was well defined (my description of the library earned an uttered “Oh wow,” from one of the players) really helped create this sense of exploration and world-space.  The players had the freedom to go where they wanted, the characters worked well together, and to be frank, my players were all excellent.  One player, a hard core D&Der, was the high point of the game actually, with his pompous laziness (the player himself kept his chin up at all times) and the fact that players constantly underestimated his ability to get things done.  He was also the only player to frenzy throughout the game (getting your ass beat by a punk with a burning baseball bat will do that).

The low points: I’m not sure that this sort of sandbox design is good for a one-shot.  With a more “railroady” story, I can get the players right to where I want them, and we can explore the whole story.  This almost overwhelmed them.  One of the players commented that she could barely keep the NPCs straight for the first half of the game, and indeed, it’s alot of NPCs and alot of stuff for a single session.  I also noticed that I hammered out lots of description at the beginning, and then I failed to keep it up.  The players didn’t seem to notice, but I did, and I think a couple of scenes suffered as a result (one player posed as a teacher and wanted to teach a class.  I should have settled down and offered some solid description, some dynamics, at that point).  Finally, the action felt scattered and undirected, which is part of doing it sandbox-style.

Still, I never lacked for something to do, and you could see that the players adored it.  A resounding success, but still in need of refinement.  I’d like to revisit it, clean it up, and see if the Newton group would like to play.

Werewolf – The Final Offering Impressions

With my new Dramatic Combat system and some minor modifications at the suggestion of gamers wise than me, I thought that, perhaps, it was time to revisit Werewolf and see if it could hold up to my expectations.  And so, I agreed to run a Werewolf one shot for the Knights: Final Offering


Young Uratha Initiates have on final task to be accepted among the Forsaken: they must slay a demon. A servant of the Maeljin has secreted himself in a boarding school, and it’s up to the werewolves to infiltrate the school and eliminate him. How hard can it possibly be for five werewolves to defeat one demon? Or pretend to be students?

I intend it to be like a mini-Slaughter City, a sandbox with about 20 NPCs, a rough direction for a storyline, and detailed setting information.  That way, it’ll play differently every time I run it, and I intend to run it several times (perhaps even for my werewolf fans back in Kansas).

I’m currently working on the pre-made characters (pulling away from my “detailed/Interesting PC” model of the past in favor of a more Lady Blacbird style “Here’s one character element that makes them interesting” and a solid build, as players never play “your” characters “correctly” anyway), and I must say, when you start getting into level 3 gifts, the characters quickly become more interesting than I anticipated.  I might be wrong about Werewolf being “too broken.”  If you just loosen up the gift restrictions (You do not have to take gifts “in order, and taking gifts during character creation works the same as it does during actual play) and give the werewolves about 35 experience, you get some fairly awesome characters.  I’ll share them later, perhaps.

Anyway, I’m excited, and that’s a good sign.