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Kinfolk: Unsung Heroes | ||
Author: Deena McKinney & Forrest B. Marchinton
Category: game Company/Publisher: White Wolf Game Studio Line: Werewolf: The Apocalypse Cost: $15 (US) Page count: 112 pages ISBN: 1-56504-308-1 SKU: WW3074 Capsule Review by Bradford C. Walker on 07/26/99. Genre tags: Fantasy Modern_day Horror Conspiracy Gothic |
Kinfolk are a often-ignored group of characters in a Werewolf game. With this book, there is no excuse to do so anymore. As one of the better "Year of the Ally" book, recently reprinted, Werewolf players now have the means to incorporate Kinfolk--human and wolf alike--into their campaigns.
The book follows the usual format. There's an introduction, which isn't worthy of further note, followed by the usual front-of-the-book stuff. So far, there's nothing truly noteworthy. You're not waiting long. The chapter on Kin Society lays out the big problem right quick. Kinfolk are second-class citizens by Garou, and that's because they can't Change. Most of the time, what Kinfolk are for is breeding stock. Depending upon the tribe, that's as mundane as taking a compatable Garou mate and producing as many children as your means will bear. It can also mean spend the whole of your fertile years birthing one child after another. That just the humans; wolves have problems of their own. As usual, this varies from tribe to tribe. The usual attitudes apply here; the Children of Gaia treat their kin very well, while the Shadow Lords are abusive past mundane belief. From here, it's on to Kin PCs. Yes, they include everything you need to create and play Kinfolk as PCs. Kinfolk may learn and use Gifts, acquire (and lose) Reknown, learn/use hedge magic, acquire True Faith, and all of the other things that those plucky mortals in the World of Darkness can do. The following chapter covers all of the various crossover characters--supernatural Kinfolk--and it's a damned good one at that. No question remains about crossovers after that chapter. The Storytelling section covers how to integrate Kinfolk into your games, how to run games centered around Kinfolk PCs, and gives a few examples of Kin-centered adventures. It's well-done, but nothing that you haven't seen elsewhere. It's competant, solid, but unexceptional. Yes, crossovers are included. There's also suggestions about theme, mood, and attitude. Read them, digest them, and then go ahead with your designs. The sample characters, while representative, are disappointing. They are meant to be used as ready-to-play PCs, and the Mad Scientist is not such a character. She's a villainess, not someone the PCs of a Werewolf campaign want on their team, and she should've been treated as such. That's the worst mark against this book. The other is the list of notable Kinfolk. Those that are true notables are the ones that we've seen elsewhere, and the rest aren't that bloody notable. That's another strike against the book. In the end, is it a book to get? Yes, but not until you actually need the information. Until then, take the time to sit down with a copy and take a good, long read-through. If you find that you need what is inside, then buy it. Otherwise, skip it until you've got some cash to blow on suppliments that you don't need.
Style: 3 (Average)
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