The setting, once again, will be Rage Across Appalachia. The themes of Rage Across Appalachia were rather hidden in the way the story railroads the players, and in the way I "faithfully" followed the story like a dummy.
Kentucky Moonshine should have taken longer, got the players to understand how wary Appalachia is of modern ways and outsiders, and how even the neighbors next door could be a danger. The theft of the Mammoth Bone was a McGuffin that could have waited and the mystery of whodunnit stretched out.
Tennessee Waltz, expanded, shows the stress between keeping the old ways alive and modernization. There should have been more social/political challenges in there, between the Pack helping you, the other residents of Knoxville, etc.
Carolina Moon was the simplest: Meet the Ghost, give her the Mammoth Bone like she wants, and then accept when she charges you to become the new Keeper. That was the worst railroad -- the scene literally gives you no other way to get the Mammoth Bone without being haunted and cursed by a vengeful Wraith. It demands that she be allowed to release herself from the oath she made, and thus break one of her Fetters.
I really could have done that MUCH better. :(
So, if you trust me again, I want to run my own creation: "Wyld & Wonderful", set in West Virginia. It will use Werewolf 20th Anniversary Rules, based on brain-storming Nitram and I have been doing for a couple years now, and hopefully it'll be fun for everyone. This will be text-based, as I'm not able to stay up late enough for live-gaming (and my headset broke).
So, if you're interested, let out a howl. If you want your old character back, I have them stored. Cyncat, I still remember what we were going to do with your character and his Klaive as well
![Fake Innocence :zaia:](./images/smilies/newangel.gif)