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Werewolf Storytellers Handbook | ||
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Werewolf Storytellers Handbook
Capsule Review by Lisa Fleishman on 22/03/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) A nice follow up to the original. Product: Werewolf Storytellers Handbook Author: Bruce Baugh, Jackie Cassada, Lisa Clark- Fleishman, Geoffrey Grabowski, Kylie Greenham, Harry Heckel, Heather Heckel, Shannon Hennesey, Forrest Marchinton, Matt McFarland, Deena McKinney, Nicky Rea, Sean Riley, Adam Tinworth Category: self-review of RPG Company/Publisher: White Wolf Line: Werewolf Cost: 25.95 Page count: 220 Year published: 2002 ISBN: 1-58846-304-4 SKU: ww3804 Comp copy?: yes Capsule Review by Lisa Fleishman on 22/03/02 Genre tags: Horror |
As one of the contributing authors of Werewolf Storyteller Handbook, I was fortunate to have my work included with the words and art of many fine people. While I'm sure that this may color my opinions, I'll attempt to give as fair of a review possible. I'll also refrain from reviewing my own work in the book because I don't want to give readers a sense that I'm self promoting, and frankly, self review is a b*tch. :)
Ok, on with the show. Werewolf Storytellers Handbook is visually appealing. The cover art by Dan Brereton is a nice representation of a struggle between two of Werewolf's signature characters, Jonas Albrect and the oh-so-evil Zhyzhak. Interior art is by Langdon Foss, Leif Jones, Steve Prescott, Jeff Rebner, Alex Sheikman, Isaac Mangold, Ron Spencer, and Drew Tucker. None of the art jumps out as being terrible, and most of it is attractive and relevant to the contents of the book. My personal favorite can be found on page 214. If you've ever wandered through the woods and felt as though you were being watched, you'll identify with the piece. The book starts out with a fictional piece. The Legends of the Garou showcases Kreiger Wyrmfoe and the Death Bear. The story gives some nice insight into Garou culture and storytellers may find themselves borrowing elements from the piece to add flavor to their own games. From there we are guided into the introduction. This section is similiar to the intros of all of WWGS books. Here we find general suggestions for storytellers. The section talks a bit about major themes of the game, how to create ambiance, and of course, the Golden Rule. Most interesting about this section is an FAQ that answers a lot of questions that seem to come up time and time again. The intro is short, sweet, and to the point. It's great for a newbie storyteller, and has some great 'back to basics' info for veterans. Chapter One: The World of the Garou The chapter starts out talking about a Garou's first change and the challenges that a werewolf will face physically, emotionally, and spiritually. This leads into a section about the senses of the Garou when they are in their different forms. We get some great, concise descriptions, making this section very useful. The next section delves into demographics. While specific numbers of Garou are never disclosed, the reader can get the jist of how to determine how many werewolves should and do exist in their game. From there we're walked through werewolf spirituality, religion, and political intrigue. Next is a neat section on the Litany. Instead of a reprint of the Litany from the core rule book, we get a unique perspective as we read a debate on the Litany through the eyes of a Philodox and a Ragabash. This is good stuff, and storytellers and players alike can help define their own character and NPC views and opinions on the topic by reading this section. The book goes on to describe the creation of elder characters, when and how to advance a werewolf to rank six (and more importantly, when not to). Also, there's a nice sidebar that discusses the age old renown question, 'If no one saw me do it, does it count?' We're then led through the process, importance, and advancement of rank. There are some good rank challenge pointers in this section, and storytellers should be able to glean some ideas for their own campaigns. Next is a discussion on Rites, their importance in Werewolf, and how they are performed. Pretty basic info, but solidly written. A discussion of Beast Courts finishes out the chapter. While this is not a topic that I utilize in my own games, I can see how this section would be helpful to different storytellers. Chapter Two: The Battlefield Here we get a glimpse of how to use in game locations to create moods and theme. The author does a nice job of explaining the importance of atmosphere in a pack's locale. Quite a bit of space is devoted to this topic, and I found myself picking up a few new ideas to shake up some of my own location stereotypes, *example, the city as always being a corrupt place vs the forests as being pure.* Also, there's a helpful discussion on the realities of survival in the wilderness. The next section tackles the role playing of animals and spirits. I found that I wished this section had been a bit more thorough. Although the text that was there was good, I just wanted more information. Chapter Three: The Chronicle This chapter is especially geared towards storytellers. Topics like how to deal with problem players, how to lead a troupe through character creation, how to do character preludes, etc... are tackled here. There's nothing earthshattering here, but the writing is to the point. I think this section is most beneficial for a newbie ST. Chapter Four: The Adversaries This chapter starts with a discussion of the Triat and reminder to storytellers that nothing in the World of Darkness is black and white. Storytellers are encouraged to think of the Triat in terms other than good vs bad, beneficial vs corrupt. Also we find a nice side bar on the relationship between Gaia and the Triat. Next we're led into a section about Pentex. Again, there's nothing earthshattering here as far as new ideas go, but the section does provide some sample story hooks and stats for ready to play Pentex adversaries. The chapter then goes on the discuss the Black Spiral Dancers. The prose picks up here a bit. This section discusses in detail the creation of BSDs that are insideous and subtle. Chapter Five: Breaking the Mold This chapter outlines the history of the Garou. I found this to be pretty thorough, and it's nice to have a general outline of historical matters in one place. The next section is without a doubt my favorite part of the book. We're treated to post apocalyptic, historical, and other alternative settings. I really had a lot of fun reading this section. The section is great because it inspires the storyteller to shake up the status quo and run wild with their imagination. This part of the book is very well done and offers over twenty different ideas for story hooks. Entertaining stuff. Next is a discussion on Fera, and how to incoorporate them into a Werewolf game. Included are answers to some common questions including the issue of crossbreeds, and intergration of Fera into a story. From there is a nice primer on crossover games and using other denizens of the World of Darkness as antagonists. Chapter Six: Odds and Ends This chapter hits hard on the Kami. Who and what they are is detailed pretty throughly along with some of their abilities. The chapter goes on to talk about movie, book, and music suggestions to get in the mood for a Werewolf game. After that is a wonderful section on Garou morality. I remember reading this piece on the web sometime ago, but the suggestions are just as valid today. Kudos to Kylie Greenham for this section. Lastly, the book closes out with some final words from Werewolf developer, Ethan Skemp. Having worked with Ethan, it's safe to say that he loves his job, and it shows here. He offers up some of his thoughts and opinions about Werewolf, rounding off the book nicely. Over all, the Storytellers Handbook is a nice piece of work. In comparison to the first Storytellers Handbook *which was excellent*, it stands on it's own merits and offers readers some new ideas to add to their Werewolf games. It was a fun project to work on, and I was pleased with the finished product. | |
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