Product Review
Of all the games that White Wolf
has made, Werewolf is one of my favourite. I like
it for many reasons, the first being the general idea.
In the game you play a Werewolf. That’s right
you get to be the standard puny human you play in
most systems only now you have the option of changing
into a ten foot snarling beast. Secondly, I like the
way the way Werewolf deals with the World of Darkness
setting.
For those of you who have never
encountered the World of Darkness setting before I’ll
explain a little about it. It’s a world much
like our own but everything’s that little bit
worse... that little bit darker. The other major difference
lies with the supernatural, Werewolves, Vampires,
Wraiths, etc. all exist. Depending which game you
decide to play will then decide which slant you’re
given on this setting. The fact that the setting is
so similar to our own is one of the main reasons White
Wolf’s games are so easy to get into, the fact
that there brilliantly written probably has something
to do with it as well.
The first chapter in the Werewolf
book is about the World of Darkness. It tells you
about Werewolf society and how it works. You will
learn that the Werewolves are locked in a desperate
fight to try and hold back the darkness, which is
creeping over their world. This darkness is made up
of many things but they all usually boil down to the
Wyrm. This has many different meanings, but is basically
the bad in the world; it’s the corruption, the
pain, the suffering… the evil. The main Wyrm
driven enemy that the Werewolves will encounter are
the Black Spiral Dancers. This is a tribe of Werewolves
gone bad and whenever the Garou (good werewolves)
encounter them a fight is usually on the cards.
Chapter two is the part where you
get to learn more about Werewolves. It gives you a
breakdown of the 3 breed types, Homid (human), Metis
(from Werewolf interbreeding) and Lupus (wolf). It
then tells you about the different (moon) auspices
that you can pick from. The moon you were born under
and will affect everything from your personality traits
to your pack duties. There are five to choose form
ranging from “the trickster” to “the
warrior”. This chapter is good as it helps to
show you what each tribe wants and it shows you what
they think of the other groups.
Chapter three is about character
generation. The system used is very similar to the
one White Wolf uses in all it’s games and is
based on allocating points to particular areas to
decide what your good at. You will have to pick your
breed from the three I mentioned earlier and I wouldn’t
recommend a first time character taking a Metis Werewolf.
They all have to take a disfigurement of some sort
due to the interbreeding (that’ll teach them),
all of which are a bit extreme. You will then have
to pick your Auspice. The last thing you have to choose
is your tribe. Overall your character will be working
as part of a pack, but each choice you make is important,
as it will decide how your character thinks and where
their true loyalties lie.
Chapter four is where the Gifts
and Rites are explained. Gifts are powers that Werewolves
can use to perform various special abilities. This
includes things like “Jam Technology”
which allows a player to stop a simple device from
working, or “Hare’s Leap” which
allows a player to leap further (not just a clever
name). The Gifts you may choose from will vary depending
on your breed, auspice and tribe.
The best way to describe Rites
is long-winded spells. Now, I’m sure some people
really like using Rites but I can safely say they
don’t usually crop up in my games. I tend to
find them a bit long winded and although they can
benefit your game, I usually just let the players
work round them rather than through them.
Chapter five is where you’ll
learn the rules. I won’t go into these very
much as I think it will be sufficient to say that
White Wolf have kept up their usual high standard
and the system is simple enough for you to pick up
in a few minutes. You will only need D10’s and
tests are made using your attributes on there own
or combined with relevant skills to decide how many
dice you roll, each dice that comes up with a result
equal to or higher than the difficulty number set
by the GM is a success and the more successes the
better.
Chapter six is called systems and
drama. It tells you how your character can increase
or decrease their standing in Garou society. Renown
is the main way for a Werewolf to achieve a higher
status and is effectively a measure of how famous
and well respected a Werewolf is. This chapter also
gives you the more advanced game mechanics such as
changing form and combat. It’s all still pretty
simple though and it leads you through without any
major problems. There is also a really good, long,
example of play on the end of this chapter, which
helps to show you the system in action. This is very
useful and if you’ve never roleplayed before
you may want to go through this with your group so
you can all get a feel for things.
Chapter seven is about the Umbra.
The Umbra is the Werewolf name for the spirit world.
This is a place that only a few human shamans and
mystics have ever glimpsed, and even then they never
truly understand it. The best way to describe the
Umbra is as another dimension that exists alongside
our world and anything that has a strong spirit in
the real world will be represented in the Umbra. A
Werewolf has the power to “step sideways”
into this other dimension, where they can travel to
other places in the real world. The idea can be a
little hard to get your head round to begin with but
after a while you’ll begin to understand how
things work.
Chapter eight is about storytelling.
This is the GM’s chapter and helps give the
person running the game a helping hand. It tells them
how to design and develop a story that the players
will really want to play and it helps the GM understand
how the different aspects of a game can be used to
move a story along. It also gives you some information
on running chronicles, which are connected adventures.
The final chapter is about the bad
guys of the game. There is information on the Werewolves
main enemy, the Black Spiral Dancers and it gives
you a few of their background and gifts. Fomori are
another of the Werewolves enemies. They are humans
who have been warped by the Wyrm to the point where
they have gained powers and become twisted beyond
recognition. The other more familiar Werewolf enemies
are also handled in this section, with information
on Vampires, Mages, Wraiths and Faeries.
The Appendix at the back of the
book contains something veterans of the game will
be interested in, the Stargazers. The Stargazers used
to be one of tribes you could choose to come from
during character generation but they have now been
removed for the purpose of storyline. At first this
seemed like a bit of a kick in the teeth for me as
I have been using my Stargazer in our games for a
while now and it’s one of my favourite characters.
But, fear not my fellow tribe chum’s as all
is not lost. You can choose to stay with your pack
and not wonder off with the rest of your tribe if
you want.
Overall this is a great game for
people who are just starting out or for roleplay veterans
of old. It is well written and has a good simple system,
which gets you started nice and quick. The setting
is what I feel keeps people coming back to this game
over and over again though. It’s wide enough
to allow you to run anything from a murder mystery
to an all out war and it’s also been designed
to give the GM a world they can explore with their
players on many different levels. This would be a
good first time buy and if you’ve been around
for a while and you still don’t own it I’d
be interested to know why?
The Apocalypse may be upon us and
your only chance could very well be the animal within.
Reviewed By Jon Simpson |