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WEREWOLF BOOKS

Posted in Werewolf (Monday, May 12, 2008)

Written by Heather Curatola and Harry Heckel and Kathy Ryan. By White Wolf Publishing. The regular list price is $20.00. Sells new for $15.00. There are some available for $7.95.
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5 comments about Hengeyokai: Shapeshifters of the East.
  1. I have to admit that the whole Kindred of the East project has done little to excite me. But this book changed my views on the concept. By moving the changing breeds of Werewolf: The Apocalypse to the new battlegrounds of Asia, it adds a whole new level to the ususal " Stranger in a strange land " feel of Werewolf. The Kitsune (werefoxes) are easily one of the cooler species of shapeshifter (apart from the Garou themselves, of course). But the main reason I bought this book was for more details on the Hakken Garou. Anyone who's read the Shadowlords Tribebook already knows about the Garou of the East. These guys are samurai with fur and fangs, and you can't get more badass than that! Hengeyokai is more than just Werebeasts in a different land: its a whole other culture, with its own rules and values. This book is a great addition to the Werewolf line, and is reccomended for either Asia-based campaigns, or adding some spice to your current chronicle.


  2. With Shapeshifters of the East I found a great read and a ton of possibilities for new characters. I mean the Kumo and the Same-Bito..whoo hooo. BUT, damn that Treefrog font they used for the paragraph titles and such, drove my eyes -crazy-, small complaint but worth the groan.


  3. What can I say? This is a big must-have for ANY player, it has tons of nifty little fetishes (Of the item variety) and tons of other cool crap. I mean, what can beat people who turn into dragons? Huh?


  4. This supplement to Werewolf: The Apocalypse is absolutely the best book in the series, if only because the elusive Kitsune are given the full coverage of a Breed Book. The other breeds appear, with a twist making them very different from their Western relatives. It's a perfect setting for mixing shifter types what would automatically attack each other in a traditional werewolf game. Take your gaijin Garou to Tokyo, or your Japanese Kitsune to San Fransisco...


  5. Hengeyokai is an expansion to Werewolf the apocalypse. Hengeyokai is two books in one, first on the ways and culture of the eastern changing breeds. (werewolves, wereravens, weresharks, weredragons, wererats, weretigers, werespiders, and weresnakes) along with new merits, flaws, gifts, auspices (oriental auspices - leaf, steel, lantern, etc..) along with how to combine a western based game into an eastern campaign... or the other way around. The second half of the book is all about the Kitsune, or werefoxes. The mystery makers of gaia. They do not cause the delerium, they have nine tails, and their gifts of paper folding are unique to them. The reason that the two books are combined in one is simple: you can play a Hengeyokai without knowing anything about Kitsune, but you can't play a Kitsune without knowing about Hengeyokai! Two books in one is an excelent deal and a wonderful suprise to those who don't know.


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Posted in Werewolf (Monday, May 12, 2008)

By White Wolf Publishing. The regular list price is $28.00. Sells new for $19.99. There are some available for $15.93.
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5 comments about Werewolf: The Wild West: A Storytelling Game of Historical Horror (Werewolf-The Apocalypse).
  1. I really wanted to like this book. I really did. The illustrations were excellent, and the book was well written. However, it was also a little disappointing. I really had been hoping to get some more information on the lost tribe on the Bunyip and some relatively new antagonists for my players. However, the only new tribe was the Iron Riders, a more archaic name for the Glass Walkers. And while there were some fairly original fomori, they weren't terribly interesting. Some of the totems and gifts were all right, but overall I think White-Wolf could have done so much more with this book.


  2. If you own WWtA STOP. This books is nothing but a rehash with about 20 pages of origional material, a few new gifts and rules for gun duels. Af ar as plot info you may as well look it up on the net. The only reason to buy this book is if you don't have WWtA and never intend to buy and or play it.


  3. The civil war draws to a close and the battle continues between the Weaver and the Wyrm. An ideal setting to play Werewolves... all the fun of kicking the crap out of bad-guys while not having to worry about cities full of bystanders. The West lends a more magical feel to the game than Apocalypse had. The lawlessness of the land contributes to a more straightforward kick-in-the-door style, while the lack of real exploration allows for a feeling of "who knows what could be out there?" One of White Wolf's best.


  4. This special version of Werewolf has a bizarre but uniquely fasinating appeal all its own. And I do highly recommend it, and not just because of the new information it contains for more variety.....

    While it *is* true that the new bits of info can be downloaded from various areas of the internet, there's a HUGE plus for Werewolf buffs to actually buy the book...IT HAS DROP-DEAD GORGEOUS ART DIRECTION! Even its cover is weirdly original (it has a fake bullet hole actually drilled through it!), and the illustrations, reproduced in traditional "western" brown on light-brown paper, are so beautiful that I simply can't take my eyes off of them--they are even more gorgeous (especially in the drawings of various werewolves) than most of the illustrations in the original "Apocalypse" books!

    If short, get the book so you can experience the whole look and feel of Wild West, and not just the new rules! Fans of the game won't regret it.



  5. I got this book just for the heck of it, but it turned out to be an amazing WoD addition. It is very in depth, and is a must have for a WW:tA fan!


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Posted in Werewolf (Monday, May 12, 2008)

Written by Thomas Stratman. By White Wolf Publishing. The regular list price is $15.00. Sells new for $4.00. There are some available for $3.99.
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3 comments about *OP Laws of the Wild (Mind's Eye Theatre).
  1. If you want to LARP with Garou and other shapeshifters, this is a necessary supplement. Unfortunately, it is full of errors and internal contradictions as well as some _extremely_ bad mechanics. With moderate effort this can be cleaned up into a respectable and usable book, but it really needed to have been playtested and edited a lot better.


  2. this book is great all around. for being small it is not only a great reference, but also a a great guide for beginers. a must have for begining MET or LARP players.


  3. Thankfully, the much better thought-out and edited Laws of the Wild Revised has come out. Don't bother with this edition.


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Posted in Werewolf (Monday, May 12, 2008)

Written by Aaron Dembski-Bowden. By White Wolf Publishing. The regular list price is $29.99. Sells new for $10.99. There are some available for $14.98.
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2 comments about Predators (Werewolf: The Forsaken).
  1. What can I say about this book except: GET THIS BOOK! It is an absolutely essential supplement for Werewolf the Forsaken, and just about tied with Lore of the Forsaken in terms of its importance to players and storytellers.

    The book is split into three portions- the first goes into depth discussing various spirits, their social structure, their basic motivations and behaviors, and gives an example of at least one type of each spirit. The second part talks about various Hosts- the shards of powerful spirits who managed to figure out how to out-think Father Wolf and find sanctuary in the physical world by driving around bodies that they hollow out and live in until the body deteriorates. The third part talks about strange things from the distant past- powerful creatures who, for whatever reasons, are trapped in the physical world.... and very angry about it.

    This supplement is also excellent for creating antagonists for mortals, mages and (of course) werewolves. As such, I also recommend it for anyone who just needs ideas for antagonists. I'll say it again- buy this book!


  2. Werewolf the Forsaken, the second core setting game for new World of Darkness is perhaps one of the best roleplaying games published TO DATE! It's just flexible as all hell - you can run a generational game in a small valley, or remake Wolfen, or delve into Unknown Armies territory in the backstreets of Detroit, or just play it for the combat value. Instead of cleaving narrowly to a particular adventure type, it offers room for expansion - it feels together. Predators expands it a little further, detailing spirits and going into more detail about the Ridden.

    The core Werewolf rule book went into some detail about the spirit world and what it was like, but it not fully developed - it was more about impressions of the spirit world, rather than specific details.

    Predators essentially lays out the blueprint for what spirits are like, broken down by category - tool-spirits, bird-spirits, plant-spirits and so forth. It's here that the book makes itself invaluable. Instead of describing spirits in vague terms, the book goes into specific, concrete detail about what a spirit's like - where it typically spawns, what they look like and how the GM can use them in a game.


    Troublesome and individualistic, cantankerous and fastidious, imperious and demanding, cold and chilly - the personality of each spirit gets summarized in a nutshell. You don't have to guess at a spirit's motives anymore - look at some quotes from Predator, attach some human characteristics to the spirit and you can run the spirit for your group. All the traffic light ever says is "Stop!" and "Go!", but that's all that it needs to say. The storyteller advice is also pretty useful - in other words, it's all focused on why the players might have contact with the spirit, rather than how it fits into some abstract scheme that's of interest only to the authors of the book.

    It's worth noting that the book covers the entire range of spirits, from high to low - besides natural and artificial spirits, we also get the Celestial spirits (sun and moon, including lunes), conceptual spirits (apathy, war, dreams) and the bastard hybrid Magath. The Magath get some nice writeups, including a dump-truck/pain spirit who wanders the spirit highways, destroying car-spirits to siphon off their pain, and a dog/information spirit that haunts a library.

    We also get to find out how data/technology-spirits work, and how book and computer spirits prey upon them. We also get stats for Ghost Children, the spirit-children of two werewolves, who have some pretty nasty stats and a ban that demands that they must revenge themselves upon their parents. That's story hooks on the hoof, there. The chapter also includes some new spirit-powers, ranging from the generic but useful (Mechanical Possession, Speed, Emotional Aura, Telekinesis) to the specific (Dessicate, Fearstruck, Final Strike, Clasp).

    There's a couple of clinkers in there, though. The playground spirit is particularly irritating - while it may seem innocent and sweet on the surface, it's actually tainted by tortured and abused children, attracts pedophiles and child molestors, and spreads experiences of neglect, depression and aggression to all who approach.


    The next chapter deals with the Ridden - spirits who jump into people's bodies and ride them around. One of the best parts of the book is that it points out that Ridden can fill just about any need in a horror game, ranging from spooky Innsmouth folk (possessed by fish spirits) to cannibal hillbillies (gluttony spirits) to animals that are too smart for their own good (possessed by a spirit of their own species) to Swamp Thing (plant spirit in a human body) to any shapeshifter that you want as a villain. All that you have to do is to stick the appropriate spirit into the body, do a little chargen and you're set.

    It's that flexibility - that ability to create a new race without having to create a splatbook, the ability to use what you've already been given rather than having to buy something new - that makes the new World of Darkness so damned good. The possibilities are just endless. They're especially good for games with regular humans, just because the Ridden are so versatile. Imagine, say, a military game, where part of the force is suddenly jumped by war spirits. They're lighting each other up with live ammunition, jumping from body to body (like the Koleris of Tribe 8), nobody knows what's going on and it's ten hours until morning - and your military characters are right in the thick of it. Can they stop them before they reach the nearby town? What about the local werewolf pack?

    This book is one of the most essential and valuable books to the Werewolf the Forsaken game line.


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Posted in Werewolf (Monday, May 12, 2008)

Written by Mark Rein-Hagen and Robert Hatch and Bill Bridges and Tony DiTerlizzi. By White Wolf Publishing. The regular list price is $29.95. Sells new for $28.95. There are some available for $6.90.
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5 comments about *OP Werewolf: The Apocalypse 2nd Ed (Werewolf).
  1. The dark force known as the Wyrm stands poised to strike down all that is left good and decent upon Gaia, the Mother Earth. Now only the Garou, shapeshifting werewolves with mystical powers and deadly strength, can stand against their assault and prevent the Apocolypse. From the company that brought you Vampire: The Masquerade comes Werewolf: The Apocolypse, a storytelling RPG of the end times and the battle of survival. Play as a Garou from one of thirteen tribes who must battle against twisted, corrupted minions of the darkest force in existence, the Wyrm. Like Vampire, this game is based in the same World of Darkness that is a mirror of our own world. Unlike Vampire, Werewolf is a game of the brutal reality that the world is coming to an end. And with so few protectors left, will the Wyrm succeed in destroying everything?


  2. Werewolf:TA is a great book, and adds alot to the World of Darkness. The Book is well written, and can hold its own next to Vampire:TM. The Systems of the Game work like in Vampire:TM, and people can smoothly go from Vampire:TM to Werewolf:TA without much problems...People may cry that the Garou(Werewolves) are too strong, but in fact they are only powerful in combat. Sure even a Elder Vampire could fall to a low ranking Garou, but a Vampire with a Discipline that allows mind control of a target can make the mightest of Garou fall before him. If you are looking for a Game that has bloody Combat and Great role-playing, this IS the book for you. I plain on giving out a few copies as gifts myself.


  3. First, I'd like to say that Werewolf is a very well fleshed-out and detailed book. That being said, I will now justify why I gave it two stars. First, there's the Crinos form. In legend, werewolves (-tigers, -leopards, etc.) simply transformed into an animal...The whole idea of the "wolfman" was created for old movies when the special effects weren't good enough to effect a man-to-wolf transformation on screen. So the whole idea of the Crinos is really quaint and ridiculous. To say nothing of how powerful the Crinos form is... Second is the whole organization Werewolf society and symbolism. Although the werewolf comes from primarily European myths, werewolf society is organized into something akin to Sub-Saharan African tribalism. The werewolves are separated into tribes. (This idea also perpetuated the concept of splitting each supernatural species up into "clans","tribes," etc. which would continue ad nauseum for every World of Darkness game.) The werewolves also worship "Gaia," the great spirit of life and the Earth (who they serve primarily by killing things). I know that African cultures also had their werecreatures, but the combination of horrific monsters with primitive pantheism results in something not horrific at all. Lastly, and worst of all, is the combination of the werewolves' powers and their typical attitude toward other World of Darknes supernaturals. As a whole, they hate vampires, most mages, many wraiths, and sometimes changelings. Granted, it is indeed possible for other World of Darkness supernaturals to defeat werewolves. I don't believe that they're as overwhelmingly powerful as some have claimed. But the werewolves' first and foremost characteristic is their ability to transform into huge, stomping monsters, and their driving goal is to fight the "Wyrm," great spirit of evil. This is most often accomplished by ripping up evil monsters, usually including other supernaturals. The fact that werewolves are wired for combat together with the simple "good vs. bad" or "Gaia vs. Wyrm" plot makes for a very hack'n'slash and munchkinish game.


  4. This has to be the most incredible book ever written... at least as far as rp books go. I spent some time playing Vampire and Changeling, but neither of those sucked me in and intrigued me like Werewolf does. There are those who bitch and moan about the werewolves being too powerful, and how they are not true to folklore and myth... as for the former: The Garou are MEANT to be the as-kickers of the world of darkness! It's that simple! THAT'S why any leech worth his corpse keeps his ass inside the city! Besides, who cares about historic accuracy? This is, quite frankly, much more interesting.


  5. Of all the games which have been released about the WoD, this is the one which attracted me the most. The idea of playing a dying race which, rather than being defeated by big bad monsters, are being destroyed because of humans, really appeals to me. Granted, in the beginning storylines will be difficult to make( well, I struggled) once you make the first you'll love this game forever!


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Posted in Werewolf (Monday, May 12, 2008)

Written by Dan Brereton and Steve Prescott and Ron Spencer. By White Wolf Publishing. The regular list price is $25.00. Sells new for $12.39. There are some available for $9.89.
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5 comments about *OP Werewolf Players Guide 2nd Ed (Werewolf: The Apocalypse).
  1. I bought Werewolf the Apocolypse, and was a bit dissapointed in the artwork. Werewolves never appealed to me anyway. But I did get this player's guide for my library of resources, and I am in Awe. GREAT art, and well-written. it actually MADE me want to play a Garou. in addition...I also have Bastet and Gurahl, and if you don't want to spend the kind of money to get the different changing breeds books, this one gives enough information for the Storyteller to throw in some great NPCs.


  2. excelent art, and an even more impressive storyline to go with, white wolf publishing combines (successfuly at that) real world concerns, environmental and the like, with the fantastic mythos (old world and original) regarding the werewolves.


  3. If you bought Werewolf: the Apocolypse, liked it, and want to start playing the game like a REAL MAN, then you have to buy this book. It has information than the Werewolf core rulebook. And it introduces you to each of the awesome Changing Breeds. Get the damn book.


  4. I am the Storyteller to our werewolf games, and my players and I consider this book a nessessity! Werewolf the apocalypse just does'nt have all the info you need. This book contains merits and flaws (a way to earn more freebie points and to spiff up your charater by making it blind, double-jointed, or have a wonderful tolerance to silver, and many more), personality archetypes so that your character may regain willpower more easily, as well as making it more fun to roleplay. An extra list of metis deformities is in this book as well as new abilities (like klaive dueling, pilot, and demolitions), gifts, backgrounds, and rites. This book also contains extended information on ALL of the tribes AND "camps", including the Ronin(if you don't have this book, you've probably never heard of it)! More information for the Storyteller on Packs, Septs, Caerns, Spirits, how to crossover different white wolf games, dueling, new combat maneuvers, aging and it's effects, and the werewolf sickness of Harano. For everyone it contains new totems, and fetishes. But best of all, this book contains all of the changing breeds (like werecats, and weresnakes) except for the werefoxes! This seriously saves you much money if your players insist on being a weredragon!


  5. This book is extremely helpful, especially to new players of Werewolf: The Apocalypse. It adds a lot to the game, including a variety of new merits and flaws, extra rites and gifts, and detailed information about the changing breeds other than the garou. A must-have for any player.


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Posted in Werewolf (Monday, May 12, 2008)

Written by Chris Campbell and James Kiley and Matthew McFarland and Peter Schaefer. By White Wolf Publishing. The regular list price is $26.99. Sells new for $17.88. There are some available for $13.49.
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1 comments about Werewolf Territories (Werewolf, the Forsaken).
  1. Territories is a resource for Storytellers interested in fleshing out the all-important land werewolves have dedicated themselves to protect. Building a setting for a Chronicle can be a daunting task, but with the tools and suggestions found in Territories it becomes a lot easier. While this product has a Werewolf focus a lot of the suggestions and story hooks found within could be applied to any World of Darkness game.

    The biggest flaw of this product is Chapter 2, which reads more like a general introduction to Storytelling than a part of a book focused on Territories. Despite that, the other two chapters are so good they pick up any slack lost in the middle of the product. Example territories, useful places to put into any game, how territory is gained, lost, changed, and an otherwise complete description of everything that could be included in a setting. Information on how to get characters involved in their territory, how to build a territory with players at the start of a Chronicle, and how to otherwise make territory an important part of the game is presented.


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Posted in Werewolf (Monday, May 12, 2008)

By White Wolf Publishing. The regular list price is $6.99. Sells new for $4.41. There are some available for $4.41.
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No comments about Werewolf: The Forsaken Dice Set.



Posted in Werewolf (Monday, May 12, 2008)

Written by Pamela Collins and Aaron Dembski-Bowden. By White Wolf. The regular list price is $24.99. Sells new for $9.99. There are some available for $12.60.
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4 comments about World of Darkness: Antagonists.
  1. This book a GREAT utility to help spark your imagination. It helps you get into the mind set of yuor underworld aware characters, a find out what makes their skin crawl, what exactly are vampires afraid of? or even a werewolf? If you are wanting to run a high risk game this is definatly something to invest in.


  2. This is absolutely the greatest supplement in the new World of Darkness. There is no other way to describe this book.

    It's divided into sections about the living dead (not including Vampires. You'll need the Vampire: The Requiem core rule book for that,) cultists, monster hunters, and just plain weird stuff that's really better to use against supernatural players.

    All of the sections are fantastic, and I very highly recommend this book for anyone looking to start a World of Darkness chronicle.


  3. When I heard about WORLD OF DARKNESS: ANTAGONISTS, I thought I would be buying a "Monstrous Manual" for the Storyteller system, maybe some boogedy-men for supernatural types. This assumption was quite wrong. ANTAGONISTS is a book on antagonists from a narrative perspective; what an antagonist is, what is an antagonist's purpose for a story, some classes of antagonists from which to draw inspiration, and ten specific examples which can be used in any story.

    ANTAGONISTS opens with a bit of zombie-voodoo fic; not a bad story but fairly predictable. The content itself begins with the purpose of an antagonist, which is to highlight the protagonist. This is an excellent point which I had never considered. The purpose of an enermy in gaming is traditionally to "level up", but in literature an enemy serves to either contrast the postive aspects of the story hero(es) or to highlight the similarities. It depends on the story you want to tell - is it to plumb the depths of darkness and fight the good fight or is it to expose the evil that is a part of everyone and how easily we are corrupted? An antagonist also has a purpose to his/her/its conflicts with the protagonists. Monsters and madmen may exhibit irrational behavior, but that behavior is not undirected. That behavior could be rooted in envy, territoriality, bigotry, hate, or even hunger. But there is always a motive, and discovering that motive is often the key to resolving conflicts that don't lend themselves well to violence. This is especially true in a mortals chronicle, who have little enough on their side to begin with.

    ANTAGONISTS also has some chapters on types of enemies; who they might be, possible goals, possible resoultions, and sample antagonists. The first is zombies - an interesting coincidence with my having just finished ALL FLESH MUST BE EATEN (the zombie role-playing game). The contrast is striking; in the latter, there is almost always some apocalyptic scenario and the best hope is short term survival in a doomsday world. In ANTAGONISTS, it is pointed out that an apocalypse would have strong repercussions for the other supers, who would no doubt bring their powers to bear on the subject. So zombie outbreaks tend to be local, keeping the horror more personal. Maybe the characters need to bargain with the loa causing the dead to rise, or find the scientist who created the undead virus and bring back the antidote. Nevertheless, if the group decides to play a zombie attack in WOD, I would highly recommend also reading ALL FLESH MUST BE EATEN as the definitive source on zombies.

    Next up are mortal hunters. I really found this chapter useful, since hunters are antagonists to supernaturals but protagonists in a mortals chronicle. The information for making mortals a credible threat to a supernatural creature is necessary reading for a group of mortals who WANT to be a credible threat to THEIR antagonists (hey - it's the original crossover game!) There's information on what motivates a normal Joe to abandon his normal life and take up arms against what's out there, strategies for maximizing the likelihood of survival in fighting a super, and how hunters might organize to make themselvesmore threatening. After some thought i realized that it is important for humans fighting supers to have symapthetic characteristics to avoid the storyline devolving into comic book drama. One might argue that vampires and werewolves have alien psychologies and do what they do for their own purposes, but humans MUST be believable. They are, after all, us. There are a few human hunters provided, along with their backstories. These are genuinely sympathetic characters, even as they threaten the existence of the PCs.

    And who could forget those crazy cultists? This chapter explains why people join cults, how cults recruit people, and how a cult might serve as an opponent to your group. Cults tend to be portrayed more like the Mafia than like serial killers; it's nothing personal if they are after you. Maybe you have something they want, or you are in the way of their goals, or maybe this is pledge week and they're making an offer you can't refuse. Some sample cults are listed, although I would recommend that you also read anything by Lovecraft or his Mythos servitors if you want cults.

    Some potential enemies are listed in the final chapter, with background stories and stats. These are meant to be rare, once-in-a-lifetime encounters with something Really Awful. Some prey explicitly on supers while others seem interested in protecting humanity, if as nothing else than a food source. Most are designed to be slowly introduced, to build mystery and fear as the characters come to realize what is happening. I thought all of the examples had possibilities.

    ANTAGONISTS is an excellent book overall. The enemies and conflicts provided are meant as material for supernaturals, but could just as reasonably be applied to mortals games. The chapter on hunters is absolutley necessary for mortals who plan to do their own hunting. It is consistent with the theme and flavor of the WORLD OF DARKNESS setting and I would highly recommend it for any story-telling game.


  4. I read a few reviews about this book and they all said this was not a monsters manual, I disagree. It has a few pages in the beginning of the book talking about antagonists in general and their function of a story. Then the book starts explaining about various antagonist races. A expanded monsters manual, without the nice imaged D&D's has.


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Posted in Werewolf (Monday, May 12, 2008)

Written by White Wolf. By White Wolf Publishing. The regular list price is $34.99. Sells new for $19.58. There are some available for $17.49.
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5 comments about Werewolf: the Forsaken.
  1. I got this along with World of Darkness, Mage and Vampire. My group has decided to "graduate" from Dungeons and Dragons to World of Darkness because its much more sophisticated. In this game you play modern day werewolves who hunt evil spirits and keep a balance with nature. It mixes well with all the other 3 core games and you can easily do crossovers. This game is about modern day horror, not furry power rangers.

    The illustrations are incredible, White Wolf really produces amazing work. I cannot rate this game high enough. If you are bored with D&D or other munchkin games like Magic the gathering or even substandard imitations like WitchCraft from Eden Studios, then THIS game is for YOU.


  2. Some of you may have read my review of Requiem. If not, then allow me to retread some of it in order to preface this review.

    When the Original World of Darkness ended, White Wolf promised something new to those who had been longtime fans and players of its games. They released Requiem first, but it wasn't until Forsaken hit the shelves that the promise was really fulfilled.

    Werewolf: The Apocalypse was about a dying race's futile fight. Geopolitics and ecological concerns injected themes that were off topic for the subject matter.

    Forsaken lacks these flaws.

    The mechanics, though sometimes convoluted, are strong. They serve the themes of the game in unique and interesting ways.

    The presentation is complete, and conveys the primal nature of the werewolf. The mythology feels old, as if told from the beginning of time. The individual psychologies of the various factions are understandable, compelling, and complex.

    The setting itself focuses on a much more tightly constrained level than its predecessor. Instead of a large region, the pack is intended to take charge of a small territory, dealing with the brutal threats of other packs, while at the same time hunting in the spirit world... both because it is their nature, and because it is their responsibility.

    Nothing save a few minor terms from Apocalypse are reused, although some concepts see resurgence (the spectrum of forms is nearly the same, and the five auspices are similar to their old counterparts.... though care was taken to make the new renditions distinct from the older versions). There are small nods to the old game, but generally speaking the themes, cosmology, and setting are all new.

    Though the Breeds of Apocalypse have been Excised (all werewolves descend from human lineages), the society and psychology of the Forsaken are remarkably lupine, and the game takes care to emphasize that fact. A legal code is counterpointed with a morality trait (a first for a Werewolf game) that allows the characters to find an animal ethic in acts that would be monsterous to a normal human. Make no mistake, Werewolves are savage beasts, not shape shifting world savers.

    As with Requiem, this game lacks a metaplot. The world is for the storyteller to develop... but discussion of past events, and history goes far to make the setting feel as though it were genuinely alive.

    I daresay there's more wolf in the core rulebook of Forsaken than there was in the entire revised edition of Apocalypse... and in a game called 'Werewolf', that's a good thing.


  3. The book is great. It is a good way for those who want to start playing the WoD.


  4. Let's begin by dispelling the idea that this is or should be seen as an update of the older Werewolf: the Apocalypse. Most other reviews of this product begin with the premise that it should be compared to its predecessor, and review this product from there. What follows, then, is a biased description that starts and ends with the other game.

    This is not Apocalypse. This is a new game. Some elements carry over, some do not. But the themes and stories one tells using it are drastically different and the game deserves to be reviewed on its own flaws and merits and not whether it changes your favorite concept from an earlier game.

    And from that perspective this game does very well. It mixes many traditional Werewolf concepts with a new spiritual slant. Its "dark animism" themes are entirely appropriate to the horror setting presented in White-Wolf's World of Darkness. Its concepts of pack and the local, territorial focus create a strong set up for a role playing group. It somehow mixes bestial fury and violence with elegant symbolism and mysticism, and presents the whole package through a dark lens that sets up exceptional stories for players to create.

    Do not be taken in by those who would compare Forsaken to Apocalypse. I've played both. People who prefer the later are looking for something different than what you'll find in this game. That's fine, but do not let them convince you that apples are bad because they prefer oranges.


  5. Different system; better IMO. Wold of Darkness book will be a help in understanding this system.


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Page 1 of 9
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Hengeyokai: Shapeshifters of the East
Werewolf: The Wild West: A Storytelling Game of Historical Horror (Werewolf-The Apocalypse)
*OP Laws of the Wild (Mind's Eye Theatre)
Predators (Werewolf: The Forsaken)
*OP Werewolf: The Apocalypse 2nd Ed (Werewolf)
*OP Werewolf Players Guide 2nd Ed (Werewolf: The Apocalypse)
Werewolf Territories (Werewolf, the Forsaken)
Werewolf: The Forsaken Dice Set
World of Darkness: Antagonists
Werewolf: the Forsaken

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Last updated: Mon May 12 01:27:39 EDT 2008