by ImpalerWrG » Sat Oct 25, 2014 6:34 am
I agree with Lusewing, disagree with DarkNacht.
Witches shouldn't just be the opposite side of the coin from 'light' with two 'balanced' branches for a town/group to go down. That's setting up something like a Jedi-knight game in which their are equally powerful, diametrically opposed 'dark' and 'light' Jedi. Great for never ending conflict (which admittedly the game needs more of), but it fails to capture the historical setting.
In paranoid, religiously zealous colonial America their is one universal orthodox 'side' to be on and witches are defined by their relationship to the orthodox, aka they are heretics. To be heretics they must be a vanishing minority shunned by the vast majority (else the orthodoxy and the heretics just become Alliance/Horde), and for that to be the case they have to be destructive towards the majority as a matter pure mechanics.