|AvenaOats Goblin Squad Member|
Ok, there's little point in writing more as we're not really talking about the same things. In fact it's counter-product for my entire approach to continue this conversation so I'll write this and drop this thread from now on. The work is moving to the blueprint and those who it's intended for.
My issue with it is pretty much just being sick and tired of Vampire and Werewolf fans trying to ram them in everywhere.
There's nothing I can do here, this is normal that others have their own preferences as well as aversions and of course believe some things have been "thrashed to death", of course.
I've never been a werewolf fan and would normally play a LG persona to reflect myself, for example. Werewolves however fulfil the market criteria and that very much is something the project is angling at intentionally and very seriously.
Golarion really isn't one of them. As a matter of fact, the advanced races Pathfinder source book tells you specifically which are the marginal races we should be thinking about.
As I said above, our project picks any race, any alignment, any etc... . Secondly to me Golarion is a big sandbox: And again this is precisely what this project is attempting to work with. Werewolves just happen to fit a number of connected and necessary conditions.
There is a furry race, they are the fox like Kitsune. There is a half vampire race, they are the dhampir. Both races are balanced against the other races and do not behave in these "impervious during the moonlight" or "absurd stat increase during monnlight" ways.
Both of those sound interesting but I know little of them. But again this project is not dealing in any of the assumptions above such as the mechanical one you offer nor is it working with specific races once again.
Looking for these types of "special treatment" game play systems instead of going with the Pathfinder appropriate balanced races reeks of well, special treatment syndrome, I guess.
I think there's nothing wrong with "special treatment" especially when we'll be treating ourselves: That's the whole point of these secondary worlds to paint a vision into life. Neither are will we be assuming GW would deliver such "favors" too.
The entire thread is full of really "special and cool" stuff that would cause 90% of the population to go werewolf.
It sounds like that on the outside I suppose. In actuality it's a hardship. The population question is also carefully worked out but I'm not revealing that before it's time - which is probably activity in the game world and seeing how things pan out before moving here.
The only werewolf rules I'd like to see would be where being a werewolf SUCKS. It's a curse the PC would want to get rid of as soon as possible. Like heinous flag + crappy alpha dog stats.
All in good time and all part of a piece. The player-base itself can provide these sorts of "negatives" ideas is actually my own preference. Again we're still talking about different things hence this is my polite response to you for providing some useful (and good fun) inputs. :)