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Werewolf: The Dark Ages

Author: H. Curatola, H. Heckel, F. Marchinton, D. McKinney, E. Skemp
Category: game
Company/Publisher: White Wolf Game Studio
Line: Werewolf: The Apocalypse & Vampire: The Dark Ages
Cost: $21.95
Page count: 183
ISBN: 1-56504-357-X
Capsule Review by Eric Brennan on 06/05/99.
Genre tags: Fantasy Historical Horror

The Concept:

Werewolf: The Dark Ages is a historical setting for Werewolf: The Apocalypse. It is not a historical game, like Werewolf: The Wild West, and seems to follow a new trend of expansions for rules rather than completely new core books for different settings, just as Kindred of the East and Wraith: The Great War do. Still, the book is basically a game in its own right, like Werewolf: the Wild West. As such I don't review it merely as an expansion, but instead as a product that should stand on it's own two feet, supported by the main rulebook, of course.

Werewolf: The Dark Ages (hereafter saving me the trouble of typing the entire title by being referred to as W:tDA) takes the denizens of the Werewolf game and places them in the same setting as Vampire: The Dark Ages, without just giving us rules "for Werewolves back then." Instead, it re-examines the entire setting from a Werewolf point of view.

The Setting:

W:tDa begins with a short story about the actions of some Shadow Lords. It's a decent story, but the real fun begins as the setting is explored. In this setting, the Garou are not in danger of extinction and the Apocalypse is a story to scare children with. Wolves still hunt in mountain passes and dark forests without worry of man or Wyrm. In essence, this is a setting where the Garou are truly at their peak, but whether that is a peak of power or hubris is for the game-master to decide. The Wyrm in this era is more cunning and less sure of a victory, and the Black Spiral Dancers are "something of a joke."

The introduction and first two chapters of the book sum up the setting, paying attention only to the ten European tribes (which include the Silent Striders.) The book examines the geography and history of the setting, with talk of the surviving Changing Breeds (hiding after the relatively recent War of Rage,) and paying close attention to the British Isles, as well as information on the Umbra of the time. The Stargazers and Pure Ones of the Americas are mentioned only briefly, although there are hooks that could lead to encounters with them by way of both the Fenrir (an early name for the Get of Fenris) and the Red Talons. The Glass Walkers are known as the Warders of Man here and the White Howlers are still long, long dead. The Silver Fangs have not yet become so… eccentric.

The fourth chapter gives suggestions on how to run a W:tDA game, and as with most White Wolf products, this section is well written. Enemies and allies, as well as new spirits, are described.

My only complaint was the fact that it seemed like anybody who was anybody was kinfolk back then. Humans who accomplished a lot without blood-ties to the Garou should both excite and frighten werewolves, in my opinion.

The Rules:

The rules in this book are well written and meant to be used in concert with the main rulebook for Werewolf: The Apocalypse. Still, the third chapter notes changes in character creation and new Gifts, Rites, and items for a Dark Ages setting. An appendix at the back describes period combat, explaining why Garou don't ride horses, why armor isn't a shape-changers best friend, and detailing tribal weaknesses.

Chapter Five is totally devoted to rules on battle and interaction between Werewolves and Vampires. It's all for use in a W:tDA game, though, so Vampire: the Dark Ages players may not find the vampiro-centric rules they're looking for. It's the shortest chapter of the book, which is good. One thing it specifically points out is the gaps in knowledge each race's legends of the other contain. Silver, for instance, is not a well known weakness of Garou in the Dark Ages.

I probably could've done without Chapter Five, but the game is also billed as a supplement for Vampire: the Dark Ages, so it had to be there. In it's stead I would've liked to see more spirits and ideas for fomor, etc. As an explanation for this criticism, I tend to run games that are free of other supernaturals from the other four core games. I know a lot of other people don't run that way, and so this nitpick doesn't really color my rating of the product.

Other Stuff:

The artwork inside the book is of the high-caliber seen in most Werewolf products, with a lot of particularly choice bits. The cover art by Brereton is evocative, although it plays up the Vampire/Werewolf feud.

The book is well-bound and costs $21.95.

Overall:

In the final analysis, W:tDA is a solid, well-written addition to the Werewolf game. It's different enough from Werewolf's core setting that it would be a nice change for Werewolf fans, what with being the hunter and not the hunted for once. W:tDA is less bleak than it's parent, which means that I'd probably use it to bring in new players frightened off by the "end of the world and everything's crap" tone of the parents game.

For players who don't want to abandon their modern games, W:tDA is a bit pricey as just a read. A lot of mileage can be gotten from it, however, as background on "flashbacks" to more primitive times, from the Dark Ages to the Impergium.

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

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