Review Editing
Review of Tribebook: Glass Walkers
The book starts with a brief black-and-white comic that showcases the Glass Walker approach to saving Gaia and smashing the Wyrm. It's better than most Image comics, even if the theurge with the twin miniguns is a bit much.
The first chapter, as usual, starts with the history of the Glass Walkers and their slant on everything past. Noteable here is that they were originally a pack sent to watch and ward the humans, that they found the Machine centuries before it awoke and that they believe that the Weaver is not the enemy of Gaia.
The second chapter is all about Glass Walker society. Here is the first signifigant revelation: the tribe regards machinery as alive and a part of nature, treating it as traditional tribes treat rivers and forests. Their agenda is to get humanity to see this as self-evident, for they abuse machines as they abuse Gaia. The second thing worth noting is that they believe in specialization, and that is the purpose of the tribal camps. They briefly address Glass Walker breeding, then jump to the tribal Houses. (These are the groups by which the tribe runs their turf, and it's a lot like how vampires run their affairs.) Tribal moots, rites, lingo and the Glass Walker version of the Litany finish this chapter.
The third chapter is about worldly concerns. None of the areas mentioned go into detail, but there is enough (barely) to expand upon as a Storyteller sees fit.
The fourth chapter is the usual game-oriented stuff. They introduce the tribal weakness, tribe-only Merits and Flaws and character templates. Like most books in the series, there's little of note to see here. The few exceptions are the Urban Primative template, O'Mighty Dolla (a Totem) and the Streetlight Changer fetish.
Finally, there's the usual handful of noteable members.
The usual recommendation applies: get it if you play this tribe.
Style: 3 (Average)
Substance: 3 (Average)

