First some definitions have to be explained to help keep my way through context. Roleplaying refers to the action of assuming someone else or characters personality, and acting as that individual through whatever your chosen medium is. Once the medium is a web chat rooms, the roleplaying becomes an interactive narrative experience, a type of novel that grows instantly, added to and altered by the subsequent characters that participate in.
The word werewolf is a little bit harder to pin down. It generally refers to some sort of animal, human hybrid, usually a wolf mutation of the body. This is not necessarily a genetic condition, and it can be due to drugs, magic, or surgery as well.
Whenever you combine all of these elements, you get a living werewolf novel, a tale that unfolds with no direction, save the limited focus each character player can give it. Conflicts arise naturally, because the characters are forced into situations where they either need to utilize or against one another.
The werewolf elements which are added to the storyline may either be devised about the fly, concocted depending on past stories, and media or it can be organized using a specific set of rules as written down inside a guide or book.
Books are published by companies for example D&D and WOD every year detailing the guidelines in regards to the playing of a werewolf inside a roleplaying game. However most chats games just follow whatever creative abilities are demonstrated through the player characters present.
Some werewolf complications can be, unexpected mood shifts, random body shift, morphing, a need to kill, a serious reaction to the full moon, and or various physical and mental ailments that may arise. On the other hand, werewolves in many cases are understood to be stronger, faster, and keener of sense than regular humans, and so many players will require these benefits as outweighing the downfalls that could come with it.
The word werewolf is a little bit harder to pin down. It generally refers to some sort of animal, human hybrid, usually a wolf mutation of the body. This is not necessarily a genetic condition, and it can be due to drugs, magic, or surgery as well.
Whenever you combine all of these elements, you get a living werewolf novel, a tale that unfolds with no direction, save the limited focus each character player can give it. Conflicts arise naturally, because the characters are forced into situations where they either need to utilize or against one another.
The werewolf elements which are added to the storyline may either be devised about the fly, concocted depending on past stories, and media or it can be organized using a specific set of rules as written down inside a guide or book.
Books are published by companies for example D&D and WOD every year detailing the guidelines in regards to the playing of a werewolf inside a roleplaying game. However most chats games just follow whatever creative abilities are demonstrated through the player characters present.
Some werewolf complications can be, unexpected mood shifts, random body shift, morphing, a need to kill, a serious reaction to the full moon, and or various physical and mental ailments that may arise. On the other hand, werewolves in many cases are understood to be stronger, faster, and keener of sense than regular humans, and so many players will require these benefits as outweighing the downfalls that could come with it.
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