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Werewolf: The Apocalypse

Author: Mark Rein*Hagen, Robert Hatch, Bill Bdriges, Phil Brucato, Brian Campbell, Sam Chupp, Andrew Greenberg, Daniel Greenberg, Harry Heckel, Teeuwyn Woodruff
Category: game
Company/Publisher: White Wolf
Line: Werewolf: The Apocalypse
Cost: $30
Page count: 310
ISBN: 1-56504-112-7
SKU: WW 3600
Capsule Review by Darren MacLennan on 05/22/00.
Genre tags: Fantasy Modern_day Historical Horror Conspiracy Gothic Superhero

Werewolf stands as one of White Wolf's more successful games, and it did a lot to set the spiritual tone of the World of Darkness - much more so than Vampire, whose focus was much more insular, and focused on vampiric society. Werewolf actually went ahead and looked at the World of Darkness - what was making it such a lousy place to live in. The Garou - werewolves - are supernatural defenders of the Earth, fighting against the corruption of the Wyrm and the sterile order of the Weaver. However, the Garou have been making mistakes for the last few millenia, and now, as the Apocalypse approaches, the Garou's numbers are low and they're fighting a losing battle. The only hope is that the Tribes of the Garou can mend the ties that they've broken and unite against the Wyrm. Otherwise, the Apocalypse will destroy the Garou, and most of the earth along with them.

Werewolf is also one of those games that made me initially grit my teeth and shake my head, alternately. While it is an interesting game, it suffers from a number of problems, some of which will hopefully be fixed in the Revised edition of the game coming out soon. Besides suffering from the perception of being an all-combat game, rabid stereotyping, and a somewhat crippling sense of hopelessness, Werewolf also springs from the early Nineties, when tree-hugging hippie crap ruled the field. At points, Werewolf gave me the impression that it was the insufferable Captain Planet in role-playing form. It isn't, to be sure, but the game can lapse into straw-man villains and self-importance.

In any case: Going by the main book, the PCs are Garou, from the Thirteen Tribes, who have existed since prehistoric times. Their society is stratified into different levels of ranking and birth. The phase of the moon under which you're born actually determines what role you'll take, whether it's a judge, or a bard, or a warrior. And your point of origin - human, wolf, or the product of a Garou/Garou mating - also determines what you're like. And then therre's your tribe, which encompasses a rough stereotype to play to, or against. So, once you've finished, you'll have something like the below. Play with the drop lists below; generate your own Garou. You'll pardon the unsubtle use of HTML, I hope.

You could be a:

werewolf. What I'm trying to point out here is that Werewolf is one of White Wolf's most segmented games. Rather than relying on role-playing to determine what your character is roughly like, the game uses a number of factors to determine your general personality.

Is this a good thing? It can be. It provides an immediate hook for those who aren't familiar with role-playing; if you want a character who likes telling stories, then you can have a Galliard, and if you want to boot in some head, you can play an Ahroun. If you're looking for a more subtle role-playing experience, then take a Ragabash, or a Theurge, or a Philodox - trickster, shaman and judge, respectively. While the Ahroun - warriors - tend to shade towards the combat game, the other Auspices can be played as more than just the stereotypical grab-something-and-kill-it school of role-playing.

But it also takes away from possibilities, too. If you're an Ahroun, you're expected to fight; if you're a Philodox, you're supposed to be a judge. There's a fair amount of possibility within the different Auspices, but if you have a character concept that doesn't fit, you'll either have to ignore the Auspice system or figure out how to shoehorn what you do into a particular mold. One of the themes mentioned in the original Werewolf Player's Guide is that Garou culture is repressive - that's one of the challenges of being a Garou, to balance out the demands of being a shapeshifter with being a normal human, or a normal wolf. It's a role-playing challenge, but it's not necessarily one that I'm overwhelmingly fond of.

There's also the addition of breed forms - what you were before you Changed for the first time. Humans and wolves have it relatively easy, although wolf characters can't take certain skills. The ones who really have it bad are the Metis, who are the product of a forbidden Garou/Garou coupling; every Metis character has a deformity of some kind, marking them in Garou society and turning them into quasi-outcasts within their own society. On the other hand, they're able to detect the Wyrm, and they're naturally in the Garou war form. They're a nice addition to the game.

The game starts sliding into being almost silly when you hit the Thirteen Tribes, though; it's here where the bulk of the stereotypes live. The Bone Gnawers are street bums, the Shadow Lords are mustache-twirling villains, the Get of Fenris are Schwarzenegger-esque German/Norse butt-kickers, the Fianna are hard-drinking, jolly Irish stereotypes - there's even the word "laddie" in their tribal quote. Some might like that; me, I thought that it was about a step away from just having the Fianna tribe eternally trying to get their Lucky Charms away from the Wyrm.

At the same time, some of the tribes have more potential. The Uktena and the Wendigo are left over from the European colonization of the Americas; one continues to tend the sleeping monsters of the new continent, while the other tends to its wounds and tries to drive out the European settlers. The Silent Striders, exiled from their homeland, wander the earth and the Shadowlands, bringing news of the Wyrm to different Garou caerns. The Stargazers are mystics and martial artists, the philosophers of the Garou. The Glass Walkers have adapted to the world of Man, as cyber-wolves, street thugs, and even Mafia dons. (Yeah, it's stereotypical, but there's more to the Glass Walkers than just the Mafia Don / cyberpunk stereotype.) The Silver Fangs, while nominally the heroes and leaders of the Garou nation, have been interbreeding for so long that the average Silver Fang has a mental instability or two. The Red Talons, an all-wolf tribe, are slowly dying, and advocate for a return to the Impergium - when the Garou culled the ranks of humans in order to keep them under control. There are interesting concepts to be found here, or stereotypes that can be fleshed out into something more.

Besides the ability to regenerate astonishing amounts of damage every turn, boost their physical attribtues by changing into a Crinos war-form, act more than once in a turn with Rage, and inflict aggravated damage with teeth and claws, the Garou also have assorted mystic abilities that are given to them by assorted spirits. At early levels, they aren't much; towards the higher levels, you're doing stuff like causing localized earthquakes, creating a shadow pack of other Garou, turning your fur into silver, and the like. A lot of these powers seem explicitly comic-bookish, like a Black Fury power that lets you shoot your claws, something like darts, or a paralyzing stare, or the ability to turn invisible, or having the trees in a local area come alive to fight on your side. Others seem to draw their inspiration from mythic folklore, like being able to run for three days straight, or summon a fire spirit for a single task, or keep an eye on the Umbra - the spirit world - at all times. In a sense, that's one of the major impressions that I get from Werewolf - it can't decide whether it wants to be about comic book werewolves fighting evil, or a primitive tribe of shapeshifters who are stranded in a world that's passed them by.

There's also rituals for the Garou, and this is meant to convey some of the atmosphere of Garou culture. I was going to complain that the Rites are wasted space, but they really aren't - although there 's one Rite of Punishment too many, there are a lot of good rites here, and they suggest a lot about Garou culture that isn't explicitly spelled out.

What is spelled out, in great detail, is the Umbra - the "spirit world" that rests right next to our own. There's actually several different layers to the whole thing, much like Planes in AD&D; there's the Penumbra, which mirrors our own, as well as a dozen or so different Umbral realms which have their own physical laws. There's a lot of stuff that can be explored beyond the real world, including visits to Pangaea - where dinosaurs still exist - and the Scar, an industrial hell. Nothing is described in any tremendous detail, but there's enough to give a GM enough of an idea to wing it. The ranks of spirits, their kind and power, are described; and, most importantly, it's here that the Triat is described for the first. If you're wondering what the Wyrm is, here's the short form: The Wyld spits stuff out at random, the Weaver shapes it into something, and the Wyrm destroys anything that's outlived its usefulness; but the Weaver became sentient, and then went mad, and the Wyrm was caught and corrupted itself. Now, the Weaver tries to industrialize the entire world while the Wyrm does what it can to corrupt and destroy everything in its path. Therefore, it's up to the Wyld, the Garou and their allies, to fight the Wyrm to a standstill, and, someday, restore it to its proper place of balance. (How the Weaver got out of control when 70% of the Earth is covered with water, most cities are small, and where every city worthy of the name has areas of forest isn't explained; this was written back when concern for the environment trumped common sense. And don't give me that "It's the World of Darkness" schtick, either.)

There's also rules for spirits. I found these confusing, mostly because Spirits seem to have one of the weirdest combat mechanics in the World of Darkness. Besides having points for Rage, Willpower, Gnosis and Power, they've got access to special Charms - abilities which let them throw fire, or ice, or sense a forest, or possess a being, or what have you. However, in order to use these powers, they burn up a set amount of Power - one point of Power for two dice worth of fire, or something along those lines. And damaging them also reduces the amount of Power that they've got in reserve. So, in short, spirits can kick the hell out of themselves by using Charms, as well as being hit by various enemies. I have absolutely no idea how to run a combat between a Garou and a spirit, 'cause the book doesn't explain how often a spirit will use its Charms vs. its Rage, or simple materialization. If anything needs fixing in the rules - or a convenient explanation somewhere else - this is it.

Werewolf also introduced a rough form of experience system - as well as gaining experience for playing, Garou PCs gain points in Honor, Glory and Wisdom; once you top all three out, by performing various actions. Whack a Black Spiral Dancer? Five Glory. Learn the Silver Record completely? Seven Honor and eight Wisdom. Serve a sept loyally for a year? Gain a few points in each of them. You can also lose Renown just as quickly by screwing up, so there's consequences for actions that don't aid the Garou Nation. It's an interesting concept, and it fits in well with the game, but I'd rather stick with White Wolf's system; it's nice to have a second system involved for determining who did just what in terms of glory, but that seems like the kind of thing that'd best be done with role-playing.

The system itself is pretty decent. Although it isn't always played as such, combat is a big part of Werewolf; the system keeps up quite nicely.The basic system consists of rolling a set number of ten-sided dice and looking for results of seven or over. Every dice above that number counts as a success, and the number of successes determines how successful you were. The combat system is pretty nice too, although I've found that it slows down to a crawl in an online game. I've also been told that combats in Werewolf tend towards solid hits, with instant death, or a glancing hit that's swiftly regenerated in no time flat. I've had difficulty with spiritual combat, as mentioned above, but the average gaming group probably won't have the same kind of trouble.

The final chapter details antagonists, ranging from the relatively harmless - vampires and the Inqusition - to the ubiquitous fomori, humans who have been twisted into monstrous forms by Bane spirits. There's also the Black Spiral Dancers, an entire tribe of werewolves who have been warped by the Wyrm into hideous mockeries of the Garou form. If that isn't enough, there's also a host of spirits in the Umbra who need beatings, for one reason or another. Rounding out the book is a sample caern in Central Park, which has its own secrets to explore. It'll be a lot more helpful if you actually live in New York, since some of the things here sound downright fanciful - Belvedere Castle? I'm sure that it exists, but it doesn't really have the same kind of local kick that it would to somebody who actually has been to, or lives in, New York.

So, in the final anaylsis, what is Werewolf? It's two games. One of them is a comic-book style game about fighting the evil minions of the Wyrm and saving the world; the other is about a dying race, and its struggles to survive, and a tribal culture that's slowly dying as the world leaves it behind. You can do one or the other; the book is written for both. But as it's written, it's confusing, unsure of what it really wants to be, and that hurts it.

The art is pretty decent; some of it is utterly wretched (cough cough cough SCAR cough cough), while the rest of it gets the job done. There's a lot of finely shaded artwork by the inestimable Ron Spenser, whose vision looks like it came from a richly gray Hell, and a fight between two of the game's signature characters running through the entire combat section, the characters splashed across the entire page. It doesn't exactly catch the atmosphere of Werewolf, but it does the trick.

Apropos to nothing, I'll give negative points for the conversion rules for Renown from first to second edition Werewolf. The old version of Renown, in the first edition, had Glory scores listed in thousands of points, or something along those lines; you got 2,000 Glory and 5,000 Honor for an action, rather than 1 Glory and 2 Honor. However, the suggestion given in Werewolf 2nd ed is that you check the Renown charts in the first edition of Werewolf and then figure out how close the old, 1st edition amount gets you to a new rank of Glory. In other words, figure out what 5,000 Glory in the old system equates to in the new system.

Which is easy.

IF YOU OWN WEREWOLF: 1st EDITION.

Otherwise, you'd be better off just translating the Renown in the old supplements by checking the charts provided in Werewolf: 2nd Ed.

Anyways, would I recommend it? Yes, especially to beginning role-players; it's got the stratification, easy motives, mechanized advancement sytem and heavy combat that younger and/or beginning players like; and, if there are older gamers in the group, they can take advantage of the more subtle issues behind Werewolf. The books on the other Changing Breeds, ranging from weresnakes to werespiders to wereravens, offer a lot more, and there's more stuff coming out every day. Obviously, I'd wait until the Revised edition is out, but if you can't wait, then I can recommend this product.

-Darren MacLennan

Who has yet to run out of tricks in his HTML bag. Although he's also coming close to being slapped at some point.

 

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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