Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold th Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.
Werewolf: The Wild West: A Storytelling Game of Historical Horror
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold th Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.
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Charles –
Overall, Werewolf: the Wild West has a lot of missed opportunities and a few strange choices made, but is generally a solid book, despite these flaws. First, the good: the opening fiction is excellent. It has a very strong Canterbury Tales vibe to it, and I was a bit disappointed that after the opening the characters in it were never mentioned again, when they would have been great running examples. Another nice thing was that it actually mentioned the Native Tribes working with Dreamspeaker Kinf Overall, Werewolf: the Wild West has a lot of missed opportunities and a few strange choices made, but is generally a solid book, despite these flaws. First, the good: the opening fiction is excellent. It has a very strong Canterbury Tales vibe to it, and I was a bit disappointed that after the opening the characters in it were never mentioned again, when they would have been great running examples. Another nice thing was that it actually mentioned the Native Tribes working with Dreamspeaker Kinfolk! This actually tries (though doesn't super-well) to address one of my running criticisms of Werewolf. The other truly excellent thing is Storm-Eater/The Storm Umbra, creating a unique environment for gameplay. Now, the bad: there's a LOT of Noble Savage in this book. A painful amount. The claim that the Weaver and Wyrm were basically absent from pre-Colombian America is bad. For one, Cahokia, the Incas and Aztecs, the Iroquois Confederation (not pre-Colombian, but more-or-less pre-contact), the Dine, and others all existed and were complex societies, indicating the Weaver (hell, Teotihuacan was one of the largest cities on the planet) and as for the Wyrm, you have all sorts of awful things going on. They even mention a "web of power" that bound Storm-Eater, which screams Weaver (and could tie into the cosmology). Another bad point on this is that there was no direct mention of the Trail of Tears, somehow! Other than that, my complaints are mostly minor: grammatical and layout errors exist, some aspects of Werewolf cosmology make no sense, etc.
Garrett Henke –
Part of the Holy Trinity of White Wolf games (Vampire: The Dark Ages, Werewolf: The Wild West, Mage: The Sorcerer’s Crusade), the historical games were always some of the best in the industry. Werewolf: WW is unfortunately highly underrated and never sold well back in the late 90’s. This is an amazing game though. It does not pull any punches with regards to how terrible the settlers were to the western frontier and its overall theme is that the West wasn’t won, it was lost.
Paul –
Werewolf Wild West is brilliant fun, its a world away from, dare I say tedious or pretentious ;-) Vampire The Masquerade. You can play it gritty and straight up or as we played it, a tongue in cheek parody of the great westerns movies. If you want to play a bunch of Clint Eastwoods / The Young Guns / Desperadoes, the strangers riding into town, stumbling on the bad things going on, nipping off to meet up with the local Native American Shamans to work out what the agents of Wyrm are doing before Werewolf Wild West is brilliant fun, its a world away from, dare I say tedious or pretentious ;-) Vampire The Masquerade. You can play it gritty and straight up or as we played it, a tongue in cheek parody of the great westerns movies. If you want to play a bunch of Clint Eastwoods / The Young Guns / Desperadoes, the strangers riding into town, stumbling on the bad things going on, nipping off to meet up with the local Native American Shamans to work out what the agents of Wyrm are doing before heading off for a shoot out with Wyrm tainted cavalry and outlaws... then this is the game for you.
Christopher –
Back in Middle School, this was the first rpg I ever learned to run as a game master. I just re-discovered the old book last night and flipped through it, realizing its still a pretty solid and original system.
Barbara Holloway –
Marco –
Elysse –
Nifty Device –
Noah –
Mike –
Jake –
Rigel –
Andreas –
Nate –
Samuel –
Morgan Mcleod –
Cintain 昆遊龍 –
Earchiel Johnson –
Cadrac –
Popeclone –
YeeTsun –
Derek –
Stacey –
Björn Boots –
Justin MacCormack –
Heather –
Trevor –
Jesse VanDeWalker –
Paul –
Lennoria –