Product Review
Hmmm. Someone appears to have fired
a bullet through this one… or maybe, more reasonably,
they drilled it before shipping Pretty weird, huh?
The first thing that I noticed about this book was
the weird ‘bullet’ hole through it, and
it’s worn out wooden look. So, what is it? Werewolf:
The Apocalypse in the Wild West? Vampires get the
Dark Ages and Werewolves get Spaghetti Western? Well
in a word, yes. But there’s a little more to
it than that.
Werewolf: The Wild West is another
setting for Werewolf: The Apocalypse, a game in which
werewolves are not the monsters of legend and film,
but a race of shape changers committed to saving the
Earth from the ravages of a spiritual force called
the Wyrm. This Wyrm has zillions of servitors and
lesser spirits fighting on its side. Gaia, the Earth-Mother,
has only the werewolves, or as they call themselves
- Garou.
Think of the Wild Wild West movie
with a Werewolf twist. You get all the excitement
you saw in the movie and if you thought that was good
(or a good idea anyway), then you’ll think this
is great! Imagine a greedy Shadow Lord cattle baron.
Imagine a sturdy Fianna Cowboy. Imagine a demented
Bone Gnawer gold-digger. Or a tribe of Indians aided
by a pack of fearsome Wendigo, who could literally
blow San Francisco out of existence in a night of
Rage.
And… of course, the Iron Riders.
The first thing I had to check when I bought the book
was if my favourite tribe (the Glass Walkers) from
the original Werewolf game actually existed. And they
sure did, only under a different name. The Iron Riders
brought the dubious progress into the west, the railroads
and telegraphs, the Pony Express and the stagecoaches.
Then you have the other supernatural
elements. The satanic Sabbat (a.k.a. the Black Sabbath
and possibly a tribute by White Wolf to the great
British metal-band) roams the southern states and
infests Mexico like flies and worms on a rotten corpse.
The early technomancers play their games of utopian
machines (again, remember Wild Wild West, and imagine
it had been done well). Also, the Dreamspeaker shamans
aid the Indian resistance, in the face of the cyclopean
opposition. The enigmatic Nunnehi Faeries roam the
still glamorous parts of the west. And the ghosts…
don’t get me started…
As with all ‘creature: the
evocative noun’ White Wolf games, Werewolf is
set in the World of Darkness, a world that resembles
our own and its history very closely, yet is darker,
and tainted by the presence of supernatural creatures
that consider humans mere cattle or mating folk. This
game in particular deals with a darker history of
America, and how the West was lost.
Garou, who are supposed to be brethren,
spill the blood of each other, instead of slaying
the viscous Wyrmspawn. The Fera or Bête (different
shape-changers; were-felines for example) also stood
their ground against the Wyrm, but were powerless,
against the fierce werewolves and their manic blood-spilling
Rage.
Now, the Garou Werewolves fight
a losing war, where they have killed their only allies,
and turned the remaining into unforgiving enemies.
Gaia’s chosen also fight among themselves. At
leas two of the tribes support the Native American
cause, while two of the other tribes support the ‘white-man’.
Then you have the Wyrm, and its servitor. One of them
is the Storm-Eater, a powerful Wyrm spirit released
by the arrival of the Europeans to the ‘pure
lands’. This spirit is the Garou’s major
enemy in this setting, and it’s never mentioned
later because the tribes want to forget the shameful
past and what they did at the time.
Another foe the Garou face in the
“Wyld West” is the Enlightened Society
of the Weeping Moon, a philanthropically minded group
that resembles a Free-Masonic Lodge but is backed
by the Wyrm. This group does a lot of good for humanity,
but they also do everything they can to further the
Wyrm’s cause, they also mysteriously disappear
after the period.
So, what should your character do?
He’s got plenty of enemies and very few allies.
Well for a start, he has heaps of lead to use in the
form of tiny metal slugs on the bodies of his enemies.
Then, there are some cool new gifts and Rites, some
of which were lost forever after the period. And,
as always, there is Rage (raw werewolf anger to drive
them on). As in the present, the Garou of the West
have a difficult battle ahead of them, and they are
at risk of losing their lives at any moment.
So, if you want to brave the moonless
nights of the west, armed with a six-gun and a claw
that can rip through a locomotive, if you want to
toss your coin against destiny and fate, recklessly
jumping into deadly fire-fights, and kill larger-than-life
enemies, who seem to be just piling up at an exponential
rate, then this is your kind of game. Good luck and
be sure to take a lot of Wyrmspawn with you before
they make you bite the Mojave Desert dust…
Reviewed by Matías Timm |