|
|||
Werewolf Players Guide, Second Edition | ||
Author: Justin Achilli, Andrew Bates, Bill Bridges, Jackie Cassada, Jim Comer, Richard Dansky, Lon Franson, Brian Glass, Ed Hall, Stephan Herman, Aileen Miles, James Moore, Devin Parker, Nicky Rea, Ethan Skemp, Fred Yelk
Category: game Company/Publisher: White Wolf Game Studio Cost: $25 US Page count: 221 Capsule Review by Tim Byrd on 06/28/98. Genre tags: none | Like the titles of Steven Seagal films, the titles of White Wolf's horror games are parody-ready. As you can go from "Steven Seagal is Above the Law or Out for Justice" to "Steven Seagal is Not Very Talented, or Really Outta Shape," you can go from Vampire: The Masquerade to Alternative: The Conforming, Adult: The Prurient, or even Phil: The Pretension. White Wolf and Seagal have more in common: both re-do and re-sell material to their fans. Seagal takes his basic story and sticks on a new title. White Wolf releases second editions. Seconds usually follow firsts by two years. Considering that production of a rulebook takes a year, this means a first is out just a year before they start the second. Admittedly, seconds improve on the firsts, but why not split the difference and take half that year to get it right initially? Now here's Werewolf Players Guide, Second Edition. Like other seconds, it's an expensive hardback full of what was in the first. Unlike most, it took five years, a not-unreasonable period. Still, is it worth it, particularly to those possessing the original? Don't judge it by the cover art. From a company that loves pictures, this ugly piece is a shock (especially when compared with the earlier book's Matt Wagner cover). The art's fair overall, with high points by Ron Spencer and Richard Kane Ferguson, and a new low by Josh Timbrook, who seems to think he's Geof Darrow. He's not. Also, while the images of different tribes and shapeshifters are nice, they continue a trend towards cartoonishness in Werewolf, detracting from the horror ambience. But that's just pictures; the meat is game stuff. "The Garou" presents the usual boilerplate: Merits, Flaws, and Personality Archetypes to help characterize your rough beast; Metis Disfigurements (excluding the silly "Bestial Reflection" which made a metis always appear in Crinos form in mirrors); and new Abilities. All is mostly the same, with additions, subtractions, and refinements. There's more change in Gifts and Rites, but nothing to howl about. I have to wonder how much of this we'll see yet again...in the upcoming Wild West Companion for Werewolf, perhaps? Up next is "The Tribes." The coverage is superior to the original book's, offering a good sense of character backgrounds. Experienced players will know much of this, but even for them these write-ups will be valuable. In several instances, they're more useful than the already-published, ten-buck books dedicated to tribes. There's also info on the lost tribes: the Bunyip, Croatan, and White Howlers. The information is purely historical -- you will not be able to play one of these guys by buying this book. Fan obsession with these tribes -- and a thousand anecdotes about someone's character being "the last White Howler" -- has long vexed the Werewolf developer, and this book drives the point home that these tribes are dead. "Half Breeds and the Forgotten" describes Garou who "have fallen between the cracks" like Russia's Siberakh (Silver Fang/Wendigo hybrids), and "Dancer Ronin," good Black Spiral Dancers, explaining away those pesky White Howler-atavisms from earlier books. "Life in the Garou Nation," begins with an essay on packs that should prove inspirational to many players. It moves to discussions of Septs (werewolf communities), Moots (werewolf gatherings), Garou society, and Caerns (sacred places). As is par, a lot is repeated, but it's all improved over the previous iteration. "Spirit Matters" details Garou spirituality, encouraging players to give this side of the game the significance it deserves. Werewolf is often considered a hack n' slash game, but has more to offer thoughtful players, as this chapter shows. "The Changing Breeds" details other shapeshifters: Ananasi (werespiders), Bastet (werecats), Corax (wereravens), Gurahl (werebears), Mokole (werealligators), the new and cool Nagah (weresnakes), Nuwisha (werecoyotes), Ratkin (wererodents), and Rokea (weresharks). Three of these have their own books, and others will in time, but still this chapter is golden; all the critters are improved over the original book. "Systems" sketches rules for Storyteller game crossovers, including an attempt at gaming genetics regarding interbreeding. This is fine if consistent, but earlier we're told that Bunyip Garou bred with thylacines, erroneously called "Tasmanian wolves." Neither canine nor feline, thylacines were marsupials; might as well have werewolves breeding with kangaroos. If Garou bred with thylacines, anything goes, genetics be damned. As a Werewolf player with the original, do I need this book? No. Would I buy it? Yes. The updated and improved material would be valuable enough to justify it. Buyer beware, however...you may want to save the money for that Vampire, 3rd Edition -- er, I mean, Vampire, "Revised" Edition, due later this year...or possibly to buy Fire Down Below, Seagal's latest, now on video. Your choice. Odds are, either way, if you miss your chance at the material, you will see it again.
Style: 2 (Needs Work)
| |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |