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Book of the Weaver | ||
Author: Sue Armstrong, Stephan Herman, Deena McKeinney and Sven Skoog
Category: game Company/Publisher: White Wolf Game Studio Cost: $19.95 (US) Page count: 144 pages ISBN: 1-56504-311-1 Capsule Review by Bradford C. Walker on 03/22/99. Genre tags: Fantasy Science_fiction Modern_day Historical Horror Espionage Conspiracy Gothic |
Everything you know about Werewolf is wrong- again!
Oh no, it's not the Wyrm that's the Ultimate Threat To All Things. That title now goes to the Triat member that drove the Wyrm looney- the Weaver. If she's not stopped, she's turn everything into one big orderly mess that never changes; all Creation will become one great, eternal clockwork machine. This book is all about the Weaver, and it's all for you to use in your Werewolf and Mage campaigns. (Yes, I included Mage. Get over it.) Inside its pages you'll find rules for techno-fetishes, Weaver agents called "Drones" (ala Formori) and more about the Weaver's relationship with the Wyrm and Gaia than you can hack in one sitting. Why is the Weaver the big threat? Because she's sentient, and she's full-tilt bozo; her frustration over the destruction of her creations drove her insane. To get the better of Gaia, she Gifted Humanity with three tools: Dogma, Science and Technology. The first is what lead to the rise of non-Gaian faith, while the latter two lead to the Order of Reason (now the Technocracy). What of the Wyrm? He went insane because of the Weaver, so he's keen on using the Weaver to accomplish his original ends- destruction. He created a twisted symbiosis with the Weaver, and now each aides the other (often unwittingly) in achieving their ends. This book makes clear that if the Wyrm hadn't gone nuts, the Gothic-Punk world would still be this bleak due to the Weaver's works. How does Mage factor into this? The Technocracy are the greatest agents of the Weaver; if the Garou aided the Traditions in destroying them, life for Gaia would be much, much better. This is also made quite clear. Oh, by the way, the Weaver is perilously close to taking the Glass Walkers like the Wyrm took the White Howlers. That's the last thing that a lot of players really wanted to hear; it's akin to the Gangrel leaving the Camarilla, or the Sabbat loosing all its Tremere members. Should you get this? Why not? You've probably got the Book of the Wyrm, so you might as well get this too and get it over with. Much of the changes hinted at will probably become certain in the next edition so you should be ready now.
Style: 4 (Classy and well done)
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