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Review of Get of Fenris Tribebook
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The book has the usual structure: history, society, world concerns, game data, templates and heroes. This isn't remarkable.
What is remarkable is the amount of research that went into this. Mr. Moore did his homework, doing his best to avoid the trap of making every last historical figure into a member of the tribe. (Beowulf, however, was unavoidable. Ditto for Leif Erikson.) The saga of Get history was made deliberately vague to solve that problem. The history present jives well with what really happenned, which is always a plus with me.
In the culture section, we get the usual information. We learn about Get lingo, virtues, camps, totems and ideals. A lot of this follows the Viking motif, so it shouldn't surprise anyone to see a warlike stance at every turn. The get interpretation of the Litany is uncompromising in its warlike and draconian stance. The Get of Fenris are well aware of the power of violence, and they are masters of its use.
World concerns are simple: find the concern and kill it. (Well, that's a bit oversimple, but only a bit.) Being enthnocentric to the extreme, they disdain most of the world as weak and needlessly complex. This attitude extends to other tribes, supernaturals and everyone else. (They hold a special hatred for deceivers and defilers, like vampires, as well as trolls- their fae counterparts.)
The character templates are completely stereotypical, so they had fun with it. (I get a laugh out of the War Monger, personally.) The same applies to the heroes, but the items are worth noting. They have a scaled-down version of Thor's hammer, Mjolnir, availble as a Level 5 fetish. (These are powerful, *very* powerful.)
The usual applies: if you play Get, get the book.
Style: 3 (Average)
Substance: 3 (Average)

