Full description not available
A**R
storytelling system is definitely one of the better systems I have played in over 30 years of ...
As a long time RPG player, the White Wolf, 2nd edition, d10, storytelling system is definitely one of the better systems I have played in over 30 years of playing. This core book, while out of print, is certainly the easiest core book I have ever used, It gives the reader the story and background, and then provides a thorough, step-by-step guide to creating a character by following every line of the character sheet in the order it is written. I didn't have to constantly refer to the index for definitions of important terms or trying to find out what some aspect of the character creation process was talking about, hampered by trying to figure out what the "keyword" was in order to find the information I was looking for.The book came on time and in the condition advertised. The book is well written and the author has a good sense of humor. While I have never been a fan of the Vampire story genre, the Werewolf is transformed into a tragic hero, fighting a seeminly senseless and useless fight against an evil that is intent on destroying itself and the known world with it.
F**Y
Perfect condition
I expected this item to me slightly damaged as it had said in the description. Instead, this item came to me in what I would call a "like new" condition
H**R
The essential for Garou players
This is square-one for those wishing to play Garou (werewolves) in the old World of Darkness game system that is now technically retired. This is NOT the rulebook for the new Werewolf: The Forsaken that was released a few years ago. This rulebook is for the system that came out roughly 20 years ago.
C**N
LOVELOVELOVE
A real ROLE playing game that honestly calls itself a Storyteller game. It does this to set itself apart from the usual dungeon crawl/kill monster/collect treasure, gamemastered type. Well done and improved from 1st edition, Main difference is due to a simpler Renown system and easier to use 2 page character sheet. As all White Wolf games, superb artwork and fun to read.
M**E
I love this.
I love this.
K**N
LOVE THIS GAME
Easy to read script when compared to the newer Forsaken edition. I have run and played in multiple campaigns in the past and will be starting a new one up in a few months.I am looking forward to the 20th anniversary edition that comes out soon.I will probably purchase a few more for each of my players.
Z**H
I am a fenris
Great timing no damage
J**N
Four Stars
Was exactly what I expected.
J**N
Werewolves saving the world - awesome!
This game is almost worth reading purely for its imaginative and original take on werewolves and its apocalyptic vision of environmental collapse. It's also a hugely enjoyable Tabletop Roleplaying Game. Lavishly produced and durably bound, it remains great value for money if you can pick up a copy from Amazon Marketplace.The premise is that the players are members of the Garou, a race of shapechanging guardians defending holy Mother Earth from, well, from us humans really. Right at the start, there's this shocking flip - of course we regard werewolves as evil monsters, but that's because WE are the real monsters. The Garou have a doomed nobility to them, guarding the vanishing wilderness, striking out at the developers and polluters, but always dwindling in numbers. These werewolves aren't cursed humans and their state isn't infectious; they're shamanic saints and holy warriors of the Earth Goddess with a history going back to the Stone Age.This would be a compelling idea in its own right, but the game gives this conflict a cosmic dimension. As well as fighting the earth-raping despoilers in the material world, the Garou can "step sideways" to the spirit world to wage a parallel battle against the demons of pollution, poison and perversity. Lurking in the background is the Wyrm, a spiritual manifestation of death and corruption that infects humans and spirits, marshalling an army of mutants, zombies and monsters against Earth's furry champions.On a political level, the Garou are a house divided, so whole games can focus on their own internal conflicts. Some Garou tribes are descended from wolves, others from humans; some call for the brutal culling of humanity, others want to educate and save mankind; some think the battle is to be won in the spirit world, others on earth. There are the ancestral kings and leaders and the new upstarts and the modern urban werewolves who control the spirits of electricity and technology.The game uses the Storyteller System, which has its critics, but the basic premise can easily be extracted and applied to any other fantasy RPG. It would be interesting to cross the game with, say, Call of Cthulhu , Fudge or GURPS .There are some criticisms. The game is heavily combat orientated, but the Storyteller System uses a particularly blunt and inefficient combat system whose failings are only highlighted every time the werewolves frenzy and attack.The Garou society and culture is an interesting mixture of tribal practices, animistic religion and medieval real world societies (eg the Get of Fenris are modern day Vikings, the Black Furies are Greek Amazons, the Wendigo are Native Americans). This can be a bit hard to get your head around. Similarly, it's a bit hard to imagine what it's LIKE being a werewolf, how they live, how they grew up. The game gives a lot of articles, short fiction and cartoons to help illustrate this, but you'll be tempted to spend further cash on the separate Tribe Books or the Werewolf Player's Guide , which sure adds up to a big spend.Similarly, the spirit world (or Umbra) is a curious place that can be hard to visualise. Some sample spirits are provided, but if the players are going to be spending a lot of time here, the Storyteller is going to want Umbra: The Velvet Shadow and/or Book of the Wyrm to flesh things out.If you already play the other World of Darkness games, then Werewolf is a great addition. It gives a cosmic and philosophical framework to the ancient war between vampires and werewolves and many of the same concepts reoccur in Mage: The Ascension and Wraith: the Oblivion . However, it's a violence-heavy game and Storytellers who want to emphasise spirituality, indigenous cultures or the environment might struggle to rein in many players' natural inclination to "wolf out" and kill things. In crossover games, werewolves tend to overwhelm other characters too.A brilliant idea, then, and topical too (even now, 20 years after its first publication) but a complicated and confusing setting that needs a lot of fleshing out and a rules engine that is inadequate to the frenzied mayhem the heroes are capable of unleashing. Call of CthulhuFudgeGURPSWerewolf Player's GuideUmbra: The Velvet ShadowBook of the WyrmMage: The AscensionWraith: the Oblivion
B**D
role play game
a good role playing game for playing were wolfsA white wolf game using the D10 dice system the same as vampire
M**L
book was great! Excellent quality with everything as described
book was great! Excellent quality with everything as described, very fast delivery even though it came from the states to england! Excellent service 10/10 would use again
R**O
Five Stars
Thanks
Trustpilot
2 months ago
5 days ago