| Werewolf Player's Guide, 2nd edition for Werewolf: The Apocalypse RPG | |||||
| edited by Ed Hall and Allison Sturms | |||||
| White Wolf, 224 pages | |||||
| A review by Alexander von Thorn
Some releases from White Wolf suffer from too much white space and
graphic design, at the expense of text. Even where they have text,
sometimes a reader will find page after page of stream-of-conscious
rambling. The Werewolf Player's Guide avoids these flaws;
it mainly contains pertinent information and specific rule guidelines,
written in an unusually clear and economical manner. There is a lot of
material here on historical and legendary background, and to show how
characters should respond to certain situations or people, but even this is
mainly written succinctly; the text makes its point and moves on.
After a quick two-and-a-half page preamble, the book dives right
into character generation. Personality archetypes range from cub to
curmudgeon, from jester to judge; these include both the character's
apparent Demeanor and true Nature. A long list of new merits and flaws
includes psychological, mental, awareness, aptitude, supernatural, social
(human and Garou), and physical qualities. New talents, skills, and
knowledge include such mundane abilities as demolitions and disguise, and
such esoterica as Kailindo and Klaive duelling. Gifts of Gaia are listed for
each breed form, auspice, and tribe, including such Gifts as Alter Scent,
Trash Magnet, and Ignore Death Blow. New rites include the Rite of Weeping
for a Vision, the Rite of Lasting Glory, and the Rite of the Stolen Wolf.
The second chapter gives a two-page outline of each of the thirteen tribes
of werewolves: the haughty Silver Fangs, the ruthless Red Talons, the
urbane Glass Walkers, and so on. For each tribe, a short list of camps is
described, which are informal groupings of werewolves based on common
interests. There are shorter descriptions of the three lost tribes: the
Bunyip, the White Howlers, and the Croatan, as well as subtribes and Ronin.
All of this gives players a very broad range of choices to craft a unique
character with a lot of story hooks.
The third chapter describes the life of the Garou: the structure
and formation of the pack, the offices and rituals of the sept which
defends the caern, the swift nature of Garou justice and the forms of
ritual challenge. There is a long section about the layout of a caern, the
different types of caerns, how caerns are constructed or corrupted, and the
way caerns restore the energies of a werewolf sept. This leads into a
chapter on matters of spirit, the way werewolves interact with the animate
forces all around them. There are pages on new totems for tribe, pack,
sept, and even personal totems, though the latter are rare as werewolves
are not normally as focused on individuality as humans. The chapter closes
with a section on fetishes, the spirit-bound tools which are potent
weapons, physical or spiritual, in the hands of a werewolf.
One of the best sections in the book is the chapter on the Changing
Breeds. Nearly a third of the book is devoted to the other shape-shifters
who act as intermediaries between humanity and the animal kingdom. The
were-spider Anasazi can morph into gigantic arachnid forms, but they can
also split into thousands of ordinary spiders and spread their
consciousness across square miles of territory. The were-raven Corax are the
"eyes of Gaia", gathering everyone's secrets and spreading gossip. The
strange reptilian Mokolé are the "memory of Gaia", maintaining Gifts
and lore from the age of the dinosaurs. The sly were-coyote Nuwisha live in
close quarters with the werewolves, but the Garou are rarely aware of them
until after the Nuwisha have finished their games and moved on. The
were-shark Rokea fight an obscure battle amongst themselves between land-
and sea-dwellers of their kind; outsiders are strongly recommended to stay
out of their way. Several other Changing Breeds are also described. Each
one has half a dozen or so pages of description, listing the tribes, Gifts,
shape-shifter forms, history, culture, and internal divisions, and
relationships with the other Changing Breeds. So there is enough material
to effectively play one or more of any of these characters in a group. None
of these look kindly on the Garou because of the War of Rage, though
occasional instances of temporary cooperation are possible.
The last chapter gathers together miscellaneous bits of rules and
systems which are relevant to characterization and character generation. A
couple of pages describe the tragic existence of Abominations, werewolves
who have been Embraced to become vampires whose existence is the antithesis
of the Garou; the text goes on to show that a cross-breed of two Changing
Breeds will be one or the other, not some sort of were-chimera. Several
pages cover werewolves in combat, in particular the use of weapons, the
ways of the challenge and the duel; it also details the practise of
Klaiviskar, the use of the fetish-blade, and Kailindo, unarmed combat which
involves shape-shifting in the middle of a manoeuvre. Short sections describe
natural aging of a werewolf, in the rare instances where they survive long
enough, and the derangements which a Garou may become afflicted with in
their struggle against the Wyrm, in particular the torment of Harano, the
apathetic gloom which is the antithesis of Rage; Harano is winter unending,
the certain knowledge that the Wyrm has already conquered and one's actions
have no meaning. After the sixth chapter there is an appendix which talks
about the way to role-play in the milieu of Werewolf: the
Apocalypse. The appendix does contain a bit of the pretentious
rambling that all White Wolf gaming books suffer from, but it is mercifully short,
only about four pages.
If this book has a single flaw, it would have been nice to have a
couple of pages describing the five Auspices which define the role of a
werewolf in Garou society. I suspect the reason this was omitted is that
almost everything in this book is new material, with little overlap with
the core rule book. The font is compact but readable, putting a lot of
material on a page. One thing important to gamers is the very solid
construction; the glossy cover survived a couple of weeks of carrying
around, including a bit of rain and a minor drink spill, while still
looking brand new.
Overall, the Werewolf Player's Guide is an
excellent comprehensive reference for people who will just be playing the
game; almost all the necessary material is here, without the clutter of
other matters important only to gamemasters. It is also a good broad
expansion set for gamemasters, who want to have all different kinds of
player and non-player characters without having to acquire a stack of tribe
and breed books. It's a must-buy for anybody interested in the
Werewolf: the Apocalypse game.
Alexander von Thorn works two jobs, at The Worldhouse (Toronto's oldest game store) and in the network control centre of UUNET Canada. In his spare time, he is active in several fan and community organizations, including the Toronto in 2003 Worldcon bid. He is also a game designer, novelist-in-training (with the Ink*Specs, the Downsview speculative fiction writing circle), feeder of one dog and two cats, and avid watcher of bad television. He rarely sleeps. | |||||
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