Transforming in a giant shark is there so players can live out Megalodon fantasies. Being able to turn into Megalodon is absolutely necessary for a shark-themed game, even if it is only really useful to fight certain gargantuan creatures of the deep.FrankTrollman wrote:Mechalich, as someone who cares an awful lot more about weresharks and actual sharks than I do, I'm interested in what you think the core ability concept of a wereshark should be. From where I'm standing, hulking out into a giant man shark is absolutely mandatory, as is the ability to breathe water and air. But everything else, and I do mean everything else seems to be completely negotiable.
Even transforming into a big actual shark seems rather pointless. A shark form just swims around in the water and kills things. But the man-shark form can swim and it can kill things. The street shark form is already better at swimming and murdering while swimming than any of the other characters are going to be by kind of a lot. So what does the shark form bring to the table? The five forms thing that the Rokea did is completely incomprehensible. When would you ever use all of those forms?
In Hawaiian lore, Kauhuhu sends storms and Nanaue has a shark mouth that vicissitudes around his body while he is in human form. In Chinese lore, the Jiaoren transform from monstrous shark warriors into sexy ladies who can conjure silk and pearls. The Fijian god Dakuwanga is a sharkman who controls tides and also has protection magic.
But I'm curious as to what you think a wereshark should be doing in an RPG.
-Username17
But yeah, it's a very good question as to what the core wereshark niche should be. In a D&D-style RPG I assume a wereshark fulfills the same basic role as a werewolf, only for aqautic societies like merfolk or whatever, but it's much more complicated if the weresharks are interacting with land-based society, especially modern society. 'Survive' isn't going to cut it as a mandate. I do like the idea of sharks as ancient. It fits the taxonomy and individual large sharks are pretty long-lived animals (so far as we can tell, kinda of hard to monitor). Immortality was stupid, but I could see weresharks dedicated to preserving a 'world before man' or something.
The weresharks could also have a largely druidic role. As best as current research can tell, the natural state of many oceanic ecosystem, especially coral reefs, is actually predator mediated - with vast predator biomass preying on a small quantity of rapid turnover smaller fish and other organisms. Sharks, alongside large predatory fish like groupers and various marine mammals, are a really big part of that. So you could give the weresharks the 'herdsmen of the deep' role and have them fight weird things.
Having them fight Lovecraftian stuff actually works well - and gives the weresharks a reason to go onto land to clear out Innsmouth and stuff - it's just that Lovecraftian weirdness doesn't fit the existing WoD paradigm very well. Even so, when I ran a rokea heavy game, that was the route I went, fighting the Chulorviah and attacking their elders. Doing it that way also means killing all the sharks isn't just an ecological crisis, it means extra-dimensional aliens are invading from beneath the sea Pacific Rim style.