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I thought the Ananasi were a Weaver creation? Given that Weaver is a giant spider that keeps shooting webs everywhere?
Oh, yeah, about this... I think it's important to note that throughout much of the Get's history, they were racking up one victory after another. The Windego did not actually defeat the Get of Fenris, they merely fought them to a draw.
The first time the Get experienced a true defeat was when they tried to use the moon bridges to infiltrate the Black Furry caerns, and that was because the Black Furies shut down the moon bridge while the Get were still in transit, before jumping whatever handful of Get managed to safely arrive on the other side.
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So the Get of Fenris may be axe dragging barbarians; who cares? If it works, it works!
The other tribes sat around waiting for the Silver Fangs to give them orders, and suffered immensely for it. The Get of Fenris went out and got ♥♥♥♥ done!
Play the game you are holding a discussion on.
Doesn't change the fact I'm right about the Get's track record of overwhelming success.
There's a serious method to that madness, though. Pretty much all the books also contain the Golden Rule: if something doesn't work in your game, feel free to change it. In the case of things like contradictory info, stuff I always remember:
1) Books tend to be written from the POV of the line/splat. This is nowhere more obvious that then Year of the Scarab, where you find different information in Rage Across Egypt and Cairo by Night, and some of the answers to what's in the background are in the other book. The World of Darkness is full of lies and misinformation that groups put out there as well.
Another solid example: every fera book has a different version of the whole creation thing, because each of the Fera have their own beliefs about the past.
2) Lack of explanation can also be vague specifically to give an ST the space they need to know there's something more there, and the freedom to make such decisions without the deep lore nerds like us going, "Wait, but this book explains this! It means X!"
Best example I can give is the Inquisitors of Wyrm 20. They're in there, they're weird, it's not clear at all who they're working for, or why they're working for. We know they ping as tainted, and act more weaver; that they have forms described as almost male and vaguely female; that their interest appears to be gathering information about forces before the apocalypse; and that they also seen to be gathering information on the Wyrm's forces as well. It's one of the few times they explicitly write "we're being deliberately vaugue so you can build a conspiracy off this if you want."
Personally, I really like not having the solid, big ass, concrete answers. it gives me a LOT more flexibility as an ST when I don't have to worry about my fellow lore nerds trying to hit me with a definite answer I'm contradicting, because I thought something would be a more interesting story, and things like that.
Rather than frustration, I see it as an incredible opportunity for story. Especially when something happens such as, well.... Transylvania Chronicles provides a great example. It starts in the Dark Ages, the period of time when the Tremere have already gone full genocide on the Salubri, and Saulot is thought of as the closest thing the vampires have to a saint. Over the course of the four books and 800 years of game play, you gradually learn really disturbing truths, among other things, about the nature of Gehenna, Saulot, the Tremere, the Salubri, and the Baali. It allows for some really incredible character development - especially if any PC's are Tremere or a hiding Salubri.
Discovering an important part of your identity in a splat is just outright wrong is an incredible opportunity. In one game I've run, for example, Garou discovered that rather than the Wyrm, vampires were originally Weaver-creatures of order. They learned that it was the vampires who helped to shape the first cities, that they vampires actively struggle against the Beast, but most importantly of all: 99.9% of them are spiritually blind. By definition, they cannot be a servant of the Wyrm, because the Wyrm's servants must willingly pledge themselves to it.
And then they discovered a new Assamite Sorcerers who were not only not spiritually blind, but believed Banes were Demons, and actively hunted them.
That's just using published material, and some creative interpretation. Mokole memory only goes back to the K/T boundary; they do not stretch all the way back, but we also know the Neverborn can corrupt Mnesis, and you have a Mokole in your party. What do we do when we discover that much of what they remember in meditation is wrong?
What happens if you discover the Impergium, rather than being anything like the will of Gaia, was a subtle corruption of the Wyrm? Or if you learn that humanity are themselves the children of Gaia, who were supposed to use the tools of the weaver to advance in harmony and balance with the natural world, rather than dominating it?
Multiple end of the world scenarios are also fantastic to have, to give options, or to mine for ideas. My best friend and I are in the middle of planning a game to happen in a few years where we're basically using our own Apocalypse scenario, drawing on all sorts of stuff. Why would you want us to be limited to "this is how it must happen, and no other"?
"I thought the Ananasi were a Weaver creation? Given that Weaver is a giant spider that keeps shooting webs everywhere?"
They are, but it's more complicated. The Weaver was busy binding the world when the other insect races got out of hand, and the Ananasi took them out. Queen Ananasa, as the Weaver's backup disk was like "whelp, crap, now I have to fix this." Then she got stuck in Amber, and kidnapped by the Wyrm.
After the Garou raided Malfeas and broke the crystal, Queen Ananasa no longer was fully bound. There are still some wyrmy ones, though: the Kumo Ananasi in the east are all Hatar, and orgranize around the triatic Wyrm; there are fallen ones who Ananasa just... freed fully from her control, as another gambit; and there's the Hatar faction who are assigned to seek out and try to restore the original Wyrm.
Right, and that would be an acceptable answer, if it wasn't for the existence of the metaplot.
Chronicles of Darkness (the reboot of the setting) doesn't have a metaplot, and treats every chronicle as its own self contained narrative. You don't have any previously established lore about what's going on in the world, beyond the very basics, so the Story Teller is free to make up whatever they want without stepping on anyone's toes.
But when dealing with World of Darkness, there is supposed to be some kind of grand, interconnected story that links everything together. There is supposed to be something going on behind the scenes that pushes the story towards its ultimate conclusion.
You can't introduce something like that to the setting, and then turn around and say that it's all ambiguous, unreliable and subject to interpretation. That turns your metaplot into a convoluted mess that only causes more problems than it solves.
Yeah, this actually makes sense. Why would the Wyrm, the embodiment of death and entropy itself, create a race of beings who's very existence cheats death, and who are locked into a state of perpetual stagnation?
Isn't part of Weaver's end goal to create a world where nothing ever dies, and everything stays the same? Seems to me like a race of immortals who rule society from the shadows are fitting examples of that.
Sounds like? So you weren't aware then?
Well, in that case, the answer is YES, the Black Furies were radical, hard core femi-nazi's, who blamed virtually all of life's problems on the existence of men. Like, no joke, they actually had members of the tribe who wanted to purge the male gender from the world and leave it populated exclusively by women.
Some of their camps would even go so far as to kill any sons they had at birth, instead of giving them to another tribe for adoption.
That's the level of complete bonkers the Black Furies used to be. Yet they get rebranded as a tribe that now fights for justice on behalf of the downtrodden, while the tribe that was essential to the war effort gets turned into an antagonistic faction of fascist supremacists.
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Speaking of fascism, it is funny to note that the Children of Gaia were actually quite authoritarian. Like, yeah, they were a friendly on the surface. But if you actually dug deeper into what went on behind the scenes, these so called hippies were actually doing some messed up stuff.
lmao what a surprise, he's mad because he cant play the hitlerwolves.
I'm mad I can't play the VIKING werewolves.
That's what the Bone Gnawers think their own tribe is trying to do. In reality, they're just a bunch of idiots who voluntarily choose to live on the street, eating humanity's garbage. Did you know they have a camp called "The Rich Eaters," who take the phrase quite literally?
Glass Walkers are under the thrall of Weaver, even if they don't know it yet. They steal and reverse engineer technology from the Technocracy, so if you get crippled in battle, they can outfit your damaged body parts with advanced cybernetics.
Enjoy that mental image... cyborg werewolves.