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Rating: Summary: A Must Have Review: I got this book just for the heck of it, but it turned out to be an amazing WoD addition. It is very in depth, and is a must have for a WW:tA fan!
Rating: Summary: A Must Have Review: I got this book just for the heck of it, but it turned out to be an amazing WoD addition. It is very in depth, and is a must have for a WW:tA fan!
Rating: Summary: Eh... You really want to know? Review: I really wanted to like this book. I really did. The illustrations were excellent, and the book was well written. However, it was also a little disappointing. I really had been hoping to get some more information on the lost tribe on the Bunyip and some relatively new antagonists for my players. However, the only new tribe was the Iron Riders, a more archaic name for the Glass Walkers. And while there were some fairly original fomori, they weren't terribly interesting. Some of the totems and gifts were all right, but overall I think White-Wolf could have done so much more with this book.
Rating: Summary: How the West was Lost. Review: I've heard rumours that White Wolf may be cancelling this game line in the near future. If so, its a damn shame. Werewolf: The Wild West is easily one of the finest gaming systems I've come across, and certainly one of the most original. In the game, you assume the role of one of the Garou, the werewolf defenders of the earth goddess Gaia. The time is the late nineteenth century, and the westward expansion of European " Manifest Destiny " is leading to great disturbance and chaos. An ancient entity, the Storm Eater, has been unleashed upon the spirit world, and its power is leaking into the real world of the west. Thats the barest description of what this game is about. The Garou are a culture more intricate by far than that of the Kindred (vampires). The game is pretty bang-on with historical accuracy, the artwork is superior, and the system is easy and fun to learn. White Wolf emphasizes character and drama over cold game mechanics, and thats what makes this game superior. If you're looking for a game with passion, of a last chance to save the world from Apocalypse, this is the game for you. Its not for the squeamish, though. But if you've got the sand, then strap on your six shooter and saddle up. We got us a world to save.
Rating: Summary: You can get the same info online Review: If you own WWtA STOP. This books is nothing but a rehash with about 20 pages of origional material, a few new gifts and rules for gun duels. Af ar as plot info you may as well look it up on the net. The only reason to buy this book is if you don't have WWtA and never intend to buy and or play it.
Rating: Summary: Easily the most eccentric of all the Werewolf offerings... Review: The civil war draws to a close and the battle continues between the Weaver and the Wyrm. An ideal setting to play Werewolves... all the fun of kicking the crap out of bad-guys while not having to worry about cities full of bystanders. The West lends a more magical feel to the game than Apocalypse had. The lawlessness of the land contributes to a more straightforward kick-in-the-door style, while the lack of real exploration allows for a feeling of "who knows what could be out there?" One of White Wolf's best.
Rating: Summary: The ideal setting for Werewolf Review: The civil war draws to a close and the battle continues between the Weaver and the Wyrm. An ideal setting to play Werewolves... all the fun of kicking the crap out of bad-guys while not having to worry about cities full of bystanders. The West lends a more magical feel to the game than Apocalypse had. The lawlessness of the land contributes to a more straightforward kick-in-the-door style, while the lack of real exploration allows for a feeling of "who knows what could be out there?" One of White Wolf's best.
Rating: Summary: Easily the most eccentric of all the Werewolf offerings... Review: This special version of Werewolf has a bizarre but uniquely fasinating appeal all its own. And I do highly recommend it, and not just because of the new information it contains for more variety.....While it *is* true that the new bits of info can be downloaded from various areas of the internet, there's a HUGE plus for Werewolf buffs to actually buy the book...IT HAS DROP-DEAD GORGEOUS ART DIRECTION! Even its cover is weirdly original (it has a fake bullet hole actually drilled through it!), and the illustrations, reproduced in traditional "western" brown on light-brown paper, are so beautiful that I simply can't take my eyes off of them--they are even more gorgeous (especially in the drawings of various werewolves) than most of the illustrations in the original "Apocalypse" books! If short, get the book so you can experience the whole look and feel of Wild West, and not just the new rules! Fans of the game won't regret it.
Rating: Summary: The West Was Won, or Was It? Review: This was one of the better white wolf books out there. It is exciting to read and fun to play. You can play anything from a Lupus Red Talon, to a Metis Shadow lord, to a Homid Wendigo. You can go through adventures dealing with Humans, Mockeries, or the Native and European Garou. From a long time Storyteller, This is one of white wolf's best books.
Rating: Summary: "Great historical ideas" Review: Werewolf The Wild West is an awsome example of Whitewolf's ability to research and collect historical information. This book has a very complete timeline which gives you a real good idea of westward expanshion.
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