So I played the game with a new group just this evening that consists of folks who have only played World of Darkness games for the last 15 years. There were three major areas of complaint.
1. The players all complained that it felt like they were playing "tropes/stereotypes" instead of "characters" and that it felt like there was very little on their character sheets to indicate who they are, what they are like, and what they can do other than the stereotype description and moves. I really didn't know what to say to this. All I could come up with was that this was a deliberate design decision.
I have never noticed any of this before despite playing/MCing around a dozen sessions of this game. In fact, I feel like the rules put me in the head of my character like no other ever has. I'm wondering if this is related to a story focus (me) vs character focus (them) as thinking about it, I guess I often play to type as this seems to create the best stories.
2. You can sort of get around the "lack" of skills in DW and AW via "defy danger" and "act under fire" but "hold steady" doesn't seem to have the same broad applicability as the other two. Has anyone found themselves narrating in MH when they felt they should be calling for a roll? My ghost player in particular was frustrated by the lack of skills. He claimed that there was nothing for him to do. I kept trying to hook him into what was going on but he shrunk away. (I was told later that he will leap at plot hooks if you give them but they have to involve "things to do" and involve at least one other player)
3. The second one was even more perplexing. My ghost player was frustrated that "playing the ghost does not feel like playing a ghost". I can walk through walls but I in no way feel like a ghost at all". Although the trope of the "person everyone ignores" is very strong for teenage fiction, I must say that to come degree I concur.
Any comments or guidance gratefully received.