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Werewolf Player's Guide Second Edition

Author: Justin Achilli, Andrew Bates, Bill Bridges, Jackie Cassada, Jim Comer, Richard Dansky, Lon Franson, Brian Glass, Ed Hall, Stephan Herman, Aieleen E. Miles, James Moore, Devin Parker, Nicky Rea, Ethan Skemp, Fred Yelk
Category: game
Company/Publisher: White Wolf
Cost: $25 US
Page count: 221
ISBN: 1-56504-352-9
Capsule Review by Yalaz Ozkanli on 02/14/99.
Genre tags: Modern_day Horror Gothic Live-action
Unfortunately, like many other White Wolf Rules Books, Werewolf: The Apocalypse suffered from one imperfection.. The Rules parts were too long, and most of the background and very valuable tribe information was lacking (as was the case with Vampire: The Masquarade, Mage: The Ascension, and such). Werewolf Player's Guide Second Edtition is a cure to our displeasement in some ways, and a further dissatisfaction in a few others.

One of the most important things that the Guide offers, is the first section, the Merits and Flaws optional rules are one of the parts of the book I have found most resourceful over my games. The new abilities and gifts presented, while not overly creative, are mostly well thought and useful. The New Rites, on the other hand, are exceptionally crafty.. some of them should have been thought of before and added to the core book, because they are almost essential.

Then come the Tribes. Each Tribe gets a two page expanded information on the Player's Guide, where you learn more about their tales of creation (like on the Bastet Tribe Book, where they are called Caliah), Their recent history -and this gives a lot of depth to the roleplay, perhaps one of the best things the tribe books offer are the tribe histories, and if you do not mean to buy all of them, the Guide gives you enoughbrief information-, Organizations, and the Camps (political divisions under the tribe).

Many people argue that Vampire has the upper hand over Werewolf in terms of being a good roleplaying game because of the intrigue and political struggle involved. Very wrong, once you get a grip on the Tribal, and Intertribal rivalries and schemes in the Garou society, a much fiercer struggle for domination becomes evident. Much of the information presented in this chapter is not very crucial, but adds to the depth of the game a lot. Perhaps the most valuable of these is the invormation given about the lost tribes, Bunyip and Croatan. Although no rule is given on creating such characters, a lot of information has been given on their past and legends. I have found the information on the Siberakh and the Dancer Ronin very useful as well.

For a good 40 minutes after that, the Garou pack and sept life is detailed, and this is one of the best parts of the book. What has been forgotten or left out in the Rule Book is here, 'how' the Garou live, how they run packs and moots, how the septs are formed, whose job is what in a sept, and such. Very useful, the book is worth the money for only the information presented here, but still, I wish this part had been kept longer, and I'm pretty sure you will wish so too.

Then come one of the most entertaining parts of the book. Rules for playing Ananasi, Bastet, Corax, Gurahl, Mokole, Nagah, Nuwisha, Ratkin and Rokea characters are here, and are pretty well complete. Yes, for a rich gaming experience, you will need these tribes' tribe books, but the rules presented here are enough for colorful NPC's, or even player characters.

Then the last part of the book details and relates how the Werewolves fit into the World Of Darkness with all the other supernatural beings.. everything from Abominations to Klaive Dueling, and the Stargazer far east martial art Kailindo is detailed here, with respective system rules.

The art inside, is average. Some are awesome, some are incredibly ugly. I for one believe that this book deserves better artwork. The book's style isn't particularly great, but it is clear and dramatic, the way Werewolf should be. But there are things that I believe should be in this book.. such as? Such as a much better touch of Garou-Kinfolk relations.. The Umbral material inside is lacking.. and most important of all, there is no huge difference from the first edition.

So what's the bottom point? I say if you have the first edition, stick to it, there is nothing here that is awfully important and the first edition doesn't have. But if you don't have the first? Go for it, buy it, because it adds incredible depth to your gaming experience.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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