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Clanbook: Gangrel | ||
Author: Brad Freeman
Category: game Company/Publisher: White Wolf Game Studio Cost: $10 (US) Page count: 72 pages ISBN: 1-56504-046-5 Capsule Review by Bradford C. Walker on 06/08/98. Genre tags: none |
This is another early book in the clanbook series, but that doesn't excuse the lightweight feel it has. I can only hope that this book- like the others- get a hefty revision in the future.
This book's introduction reads as a forword by a pair of Gangrel who wrote this as a primer for recently-Embraced newbies needing a clue. Thankfully, this book's introduction is short and succinct- it really grated on me over time. Chapter One- as usual- covers the clan's history. The Gangrel claim decent from Lilith, and through her them claim kinship with Gypies and the Changing Breed. They also claim that it was she who founded the clan, after one of the Second Generation Embraced her. From there they spread around the world, puting a heavy influence on Iron Age Teutonic and Celtic society in the West while avoid much mention of the civilized areas of the ancient world. They also avoid much of the remainder of history, save for Kindred history, making this short and to the point. (Unless it dealt with Kindred, Rom or Garou affairs the clan usually left well enough alone.) Thus is how they reach their current situation. Chapter Two digs into Gangrel society. It's quite easy to explain. They are nomadic, independant, naturalistic and animistic in their approach to unlife. As such, they have a strong oral tradition and don't delve much into the frenzied urbanism that the other clans do. They make up for this by infiltrating Garou society now and again for whatever reason- from spying to seeking companionship- and these are the crossovers most often seen in Vampire and Werewolf. (Such affairs are usually doomed, one way or another.) Chapter Three dances around Gangrel traditions. It starts with the clan's view on the Traditions of the Camarilla, then with how they view the rest of the World of Darkness. It also includes new Merits, Flaws and powers for Gangrel to play with. Chapter Four has the character templates. Some are amusing- the Bold Urban Commando, the Stuntman- while others are silly- the Explorer- or just plain dull- the Great White Hunter. The appendix has one group of notable Gangrel, and that the Valkyries. I do recommend making use of them in Dark Ages and modern Chronicles as they make this clan a very feared force- even by ancient Kindred. The book ends with the usual four-page character sheet, which is not that impressive. You don't need it, so don't get it unless you find a good copy in the used bins at the local game store.
Style: 2 (Needs Work)
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