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Werewolf: The Apocalypse Introductory Kit
Capsule Review by Jake de Oude on 12/02/01
Style: 3 (Average) Substance: 3 (Average) An intiguing but overly complex introduction to the Werewolf: The Apocalypse game. Product: Werewolf: The Apocalypse Introductory Kit Author: Robert Hatch (original Quickstart rules) and Bill Bridges, Sam Chupp, Andrew Greenberg, Robert Hatch, Mark Rein*Hagen, Joshua Gabriel Timbrook, Stewart Wieck (Creators original Werewolf: The Apocalypse) Category: RPG Company/Publisher: White Wolf Game Studio Line: Werewolf: The Apocalypse Cost: Free! Page count: 28 ISBN: none SKU: WW9642 Capsule Review by Jake de Oude on 12/02/01 Genre tags: Modern day Horror Gothic | What it should doAn Introductory Kit should do a few a things. First, it should be simple enough to begin play in about half an hour. Furthermore, it should be compelling enough to want to play the game and keep wanting more. So the main question in this review is: Does the Kit succeed in combining these two, often conflicting, goals?
What it is
Well, the setting is, as we've come to expect from White Wolf, elaborate. After the obligatory glossary and opening talk ("What's role-playing" -- oops, storytelling) we plunge right in the World of Darkness which is the background of Werewolf. What is a Werewolf, History of the Garou, the Umbra (the spirit world), the Litany (Werewolf law) and antagonists: everything gets it's own paragraph. Four pages of Rules follow Character Creation with a simplified version of the Storyteller System. Instead of ten-sided dice, you use six-siders. If you're interested in these rules, you can also check them out in the Vampire: The Masquerade and Changeling: The Dreaming Introductory Kits, since they're essentially the same. I did miss a good example though, one that also offered a view on what role-playing is.
Four story ideas give the beginning GM some material to run those first few sessions. While I thought "Endangered Kinfolk" to be too difficult (the booklet gives 3 lines of information on Kinfolk), I liked "The Doom Pack" a lot. It's about confronting a pack of Black Spiral Dancers (the eeevil, fallen werewolves).
Artwork
Let's talk about the artwork for a while. White Wolf delivers as usual, with technically good black-and-white line art. The three breeds get a picture. The five forms of werewolf shapechanging get one, although only three forms are mentioned in the text (a necessary simplification I fully agree with). Each tribe gets a picture, and these look nice, too. The Glass Walkers are my favorite. The background of many paragraphs is littered with werewolf runes, which look cool and have the right gimmicky feel to appeal to new players. Everybody loves a secret language (remember "The Hobbit"?)
Conclusion
So, does this Introductory Kit succeed? Almost, I'd say. The setting is too complex while the rules are very simple and elegant. The number of auspices and tribes really should be toned down and a good example of play would be helpful. Come to think of it, a number of statistics of common enemies would help also -- the antagonists are mentioned, but are never given any stats. A pity, because a new GM will have a hard time of making those up. And where are the character templates? I mean, every White Wolf splatbook has them, but not the booklet that would benefit most of them. They even can double as pre-made characters for the players. | |
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