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Werewolf: The Apocalypse (Werewolf) |
List Price: $29.95
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Product Info |
Reviews |
Rating: Summary: One of the better games in the "World of Darkness" Review: A nice introduction into the World of Darkness. This book, though not as elegant as Vampire revised, delivers on the content. Rich, involving, and complex. The only problem is the organisation of the book(it laks that polished feel that is present in the newer White Wolf products). I will eagerly wait for the Revised Edition of this book.
Rating: Summary: "Battle the Wyrm Wherever It Breeds and Wherever it Dwells" Review: A role-playing game in the traditional White Wolf style, "Werewolf: The Apocalypse" takes the World of Darkness to a whole new level. You are the warriors of Gaia, the earth, who is threatened by the corruptive nature of the Wyrm. Werewolves, or the Garou, are her last line of defense against this malevolent force, yet they are far from perfect. The 13 tribes constantly vie for territory and control of the other tribes, rather than creating the united front needed to defeat the Wyrm. As they bicker over petty ideological differences, the Wyrm grows more powerful both without and within. It is a losing battle, but there may still be hope. The Apocalypse is approaching -- when will you Rage?
Rating: Summary: The richest storytelling venue available today... Review: Don't be fooled by the derisive comments that your goth buddies give you about this 'combat game.' Werewolf: the Apocalypse is IMO the most personally challenging venue White Wolf has published for storytelling (followed closely by Mage). Buy the book, enjoy, and find a sophisticated group of friends who can help you along! We have more info on our AOL website
Rating: Summary: Scary...In a Bad Way. Review: First, I'd like to say that Werewolf is a very well fleshed-out and detailed book. That being said, I will now justify why I gave it two stars. First, there's the Crinos form. In legend, werewolves (-tigers, -leopards, etc.) simply transformed into an animal...The whole idea of the "wolfman" was created for old movies when the special effects weren't good enough to effect a man-to-wolf transformation on screen. So the whole idea of the Crinos is really quaint and ridiculous. To say nothing of how powerful the Crinos form is... Second is the whole organization Werewolf society and symbolism. Although the werewolf comes from primarily European myths, werewolf society is organized into something akin to Sub-Saharan African tribalism. The werewolves are separated into tribes. (This idea also perpetuated the concept of splitting each supernatural species up into "clans","tribes," etc. which would continue ad nauseum for every World of Darkness game.) The werewolves also worship "Gaia," the great spirit of life and the Earth (who they serve primarily by killing things). I know that African cultures also had their werecreatures, but the combination of horrific monsters with primitive pantheism results in something not horrific at all. Lastly, and worst of all, is the combination of the werewolves' powers and their typical attitude toward other World of Darknes supernaturals. As a whole, they hate vampires, most mages, many wraiths, and sometimes changelings. Granted, it is indeed possible for other World of Darkness supernaturals to defeat werewolves. I don't believe that they're as overwhelmingly powerful as some have claimed. But the werewolves' first and foremost characteristic is their ability to transform into huge, stomping monsters, and their driving goal is to fight the "Wyrm," great spirit of evil. This is most often accomplished by ripping up evil monsters, usually including other supernaturals. The fact that werewolves are wired for combat together with the simple "good vs. bad" or "Gaia vs. Wyrm" plot makes for a very hack'n'slash and munchkinish game.
Rating: Summary: Scary...In a Bad Way. Review: First, I'd like to say that Werewolf is a very well fleshed-out and detailed book. That being said, I will now justify why I gave it two stars. First, there's the Crinos form. In legend, werewolves (-tigers, -leopards, etc.) simply transformed into an animal...The whole idea of the "wolfman" was created for old movies when the special effects weren't good enough to effect a man-to-wolf transformation on screen. So the whole idea of the Crinos is really quaint and ridiculous. To say nothing of how powerful the Crinos form is... Second is the whole organization Werewolf society and symbolism. Although the werewolf comes from primarily European myths, werewolf society is organized into something akin to Sub-Saharan African tribalism. The werewolves are separated into tribes. (This idea also perpetuated the concept of splitting each supernatural species up into "clans","tribes," etc. which would continue ad nauseum for every World of Darkness game.) The werewolves also worship "Gaia," the great spirit of life and the Earth (who they serve primarily by killing things). I know that African cultures also had their werecreatures, but the combination of horrific monsters with primitive pantheism results in something not horrific at all. Lastly, and worst of all, is the combination of the werewolves' powers and their typical attitude toward other World of Darknes supernaturals. As a whole, they hate vampires, most mages, many wraiths, and sometimes changelings. Granted, it is indeed possible for other World of Darkness supernaturals to defeat werewolves. I don't believe that they're as overwhelmingly powerful as some have claimed. But the werewolves' first and foremost characteristic is their ability to transform into huge, stomping monsters, and their driving goal is to fight the "Wyrm," great spirit of evil. This is most often accomplished by ripping up evil monsters, usually including other supernaturals. The fact that werewolves are wired for combat together with the simple "good vs. bad" or "Gaia vs. Wyrm" plot makes for a very hack'n'slash and munchkinish game.
Rating: Summary: This book rocks Review: for all you die hard Role Playing fans this book has the game for you, plain and simple it rocks and that's the bottom line
Rating: Summary: This books is sharp Review: Hey the other people that wrote before me did a good job of telling you why this book is a must for any roleplayer. And if you have done Vampire: the Masquerade and liked it then get ready to have your socks knocked off as this book is just as good (if not better :) and totally different for a serious change in flavor. I have played it since second edition came out over two years ago and will keep on going untill i run out of stories. And if you don't know what roleplaying is then this book is but a small envestment for hundreds+ of hours of fun and a way to channel your creativity. Finally if you just wanted something fresh on Werewolves but not a roleplaying book, don't turn this away, because it is 90% story, setting and background and 10% simple rules. Plain and simple this is a sharp book.
Rating: Summary: Wonderful... but what it spawned.. MAGNIFICENT!!! Review: I bought the Werewolf books (screens, tribebooks, etc.) because of Ratkin, Changing Breeds Book Five. Now that book is incredible!! Weave the Werewolf and Vampire mythos in with the wererats own, and you've got a highly complex society. And the wererats are angry at what the werewolves did to them. I highly recommend any World of Darkness book... but if you start with one of these small and self contained Changing Breeds books, you can't go wrong. I started out on WoD with Vampire: The Masquerade, but it lacked something for me... and was far too... civilized!! Ratkin, Servietors of the Wyld.... Beware the Weaver and the Wyrm.
Rating: Summary: The wolves have won.... Review: I loved this book. I got my friends into it and such. I always though RP games were bad, evil things but after reading this book I found that they aren't if played right. I recomedn it.
Rating: Summary: Not as good as some Review: It could use some work. I personally think that the Garou are a wee bit to strong. I loved it though, and am buying the rest of the supplements for the WOD, which is NOT real.
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