Werewolf: The Wild West: A Storytelling Game of Historical Horror (Werewolf-The Apocalypse)
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Average customer review:Product Details
- Amazon Sales Rank: #888528 in Books
- Published on: 1997-05-01
- Original language: English
- Number of items: 1
- Binding: Hardcover
- 287 pages
Customer Reviews
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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.
How the West was Lost.
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.
Eh... You really want to know?
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.

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