I won't discuss the mods as those will be played still...
The LARP was a lot of fun. We only had I think 6 of us and we converted characters and played....
Character Conversion:
Overall, the conversion process was pretty straight forward. Some skills got combined for simplicity with the LARP rules. Most things converted to the LARP Character Sheet 1:1 or a sliding scale from 1-3 (instead of 1-5 for the Tabletop).
There is a reduced health track of 3 levels instead of 4. I feel the reduced health track needs adjusted as it's way too easy to be knocked out even with the 'defense points'.
I really like the 'stopwatch' instead of dice rolling as it's very portable.
Story:
I really enjoyed the story as it tied in nicely with the RPG (much like Arcanis LARPs often do). I'm not sure if what happened in the LARP will have ramifications for the Tabletop story, but it was a nice side quest.
There were equal opportunities for RP and 'combat' (Which doesn't happen much in most LARPs) and I felt the two tied nicely together. There was a 'high path' where the muckity mucks could go and socialize and a 'low path' where the ne'er do wells could go and fraternize with the commoners. Both lead to the same 'goal' but in different ways.
It was also really fun to play the game with another Werewolf
Rules:
I found the rules easy to use. It was very action oriented. The 'reach' rules were fair, and the movement was pretty standard. I don't think anyone stood around waiting between turns very long.
I like the 'defense' mechanism, but feel that some changes could be implemented so characters don't feel quite so frustrated and to encourage teamwork.
For instance, a person can get say 4-5 defenses points that negate an attack. Previously, you could use only 1 Defense Point each turn. That way you can gang up on someone and the first attack might be blocked but others would go through. This time, you could block every attack a turn.
I would love to see it go back to the previous rule but also add the 4th health track back.
John