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Werewolf: The Apocalypse
 
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Werewolf: The Apocalypse [Hardcover]

Brian Campbell (Author), Mitch Byrd (Illustrator), Steve Prescott (Illustrator)
4.1 out of 5 stars  See all reviews (12 customer reviews)


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Book Description

December 11, 2000
A storytelling game of savage horror...


Product Details

  • Hardcover: 309 pages
  • Publisher: White Wolf Publishing; Revised edition (December 11, 2000)
  • Language: English
  • ISBN-10: 1565043650
  • ISBN-13: 978-1565043657
  • Product Dimensions: 11.1 x 8.6 x 0.8 inches
  • Shipping Weight: 2.9 pounds
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #226,101 in Books (See Top 100 in Books)

 

Customer Reviews

12 Reviews
5 star:
 (6)
4 star:
 (4)
3 star:    (0)
2 star:
 (1)
1 star:
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Average Customer Review
4.1 out of 5 stars (12 customer reviews)
 
 
 
 
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25 of 26 people found the following review helpful:
5.0 out of 5 stars Something for everyone., December 31, 2000
By 
Richard E. Howard "seishin" (San Diego, CA United States) - See all my reviews
(REAL NAME)   
This review is from: Werewolf: The Apocalypse (Hardcover)
I agree that this 3rd edition is not a complete redue of the 2nd but it adds desperately needed changes: subtle but important rules changes (esp in the combat section), drastically improved artwork and an update of the situations presented by White Wolf in their ever changing world. Ex: With the destruction of the Sept of the Snow Leopard in Tibet, the Stargazers are pulling their small numbers back to the east to attempt to save their tribe, becoming more a part of the Beast Courts in the east than of the more 'western' tribes.

The new rules include those things introduced in the Vampire 3rd like different catagories of damage (bashing/lethal/aggrivated), fine tuning the combat system (which needed it) and adding/replacing new gifts and fetishes (I haven't gone through the rituals section to see if they added anything there.)

I do not agree that it is a waste of money. If you are new to the game, pick up this 3rd ed. If you have played before, leave the expanded information on cosmology and history to the vast number of suppliments that treat those subjects in detail (Rage Across the Heavens, Guardians of the Caerns, Croatan Song, the Mage suppliment Spirit Ways, etc). This book improves combat, adds more details and options for pack tactics and totem interaction plus much more.

For those of you who don't know much about the Werewolf genre it is the best gaming background I've ever experienced in an RPG; leaving itself open to give something to everyone- bloodthirsty combat, intense emotional turmoil, spiritual beauty, and what it all boils down to-characters who belong to a society whose underlying goal is something good, to defend life, creativity and beauty, even though they are loosing the war. Hack n' Slashers (roll-players), Pure Roleplayers and Storytellers of all genres (horror, fantasy, sci-fi, romance, tragedy, and more) can all find something to share in the Werewolf universe.

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9 of 9 people found the following review helpful:
4.0 out of 5 stars Makes it in the center of the Revised books., March 25, 2002
By 
This review is from: Werewolf: The Apocalypse (Hardcover)
I have the three revised Core White-Wolf books. To a new person to the genre this may not mean much but Revised has brought some serious changes to the three games that have come out. Vampire was the first and it was a great improvement to the game. Mage came second, and lost out. Their was alot to be expected from it, but it came short in many ways. Werewolf is middle of the road with most of it's changes being cosmetic.

The rules have changed to the revised Story Teller system like Vampire and Mage. This doesn't make Werewolves weaker or stronger like what happened in Mage or Vampire. It just makes things easier to do. Since the damage system changed, it also means that many damage stats are reduced. Some new gifts are created, and Rage, the thing that gives Werewolf players a strong advantage, is toned down.

Storywise some changes have happened as well. The Stargazers, the most enigmatic tribe, in the Western Concordant have left. It is mysterious why they did, but they claim it is to defend their homelands during the final days. Speaking of Final Days, this setting really drives that point home, every thing does seem hopeless. I really liked that being added to the setting as it gives the setting a much better feel, mainly so people don't act like Enviornmentalist who can shape change. This game is a very good introduction to the World of Darkness for beginners, that I'd highly reccomend.

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6 of 7 people found the following review helpful:
5.0 out of 5 stars Epic battles and a Sense of Urgency, February 3, 2004
By 
"lg_dave" (Hillsborough, NJ United States) - See all my reviews
This review is from: Werewolf: The Apocalypse (Hardcover)
For those who enjoy epic level battles where the little guy rises to power and glory only through a constant struggle against overwhelming odds, Werewolf will deliver that in spades. For those who enjoy the mixture of intense combat and deep spiritual reverence, Werewolf will deliver that in spades. And for those who wish to understand and appreciate the contrast between being man and wolf, Werewolf is the one for you.

None of the other White Wolf games can deliver the above, without truly playing outside their intended mood. Werewolf is a game of horror - of loosing your loved ones to horrific monsters; of failing in your duty to protect the Earth; and of betraying the trust that others (werewolf, spirit, and mortal alike) place in you. Take the phenominal powers bestowed upon you and decide whether it is time to unleash your fury on your enemies, or gently share your wisdom with the next generation.

Feel the fear of despiration. See your foes all around you. The world crumbles as the last memories of your ancestors drifts away like whisps of fog.

When will YOU rage?

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