Werewolf the Apocalypse roared into hobby games in 1992, inspiring a generation of fans to stand up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA presented the Garou: creatures at once both man and wolf, and filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds. Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in the end they would fall. But what stories would be told and what songs sang of their exploits!
This epic tragic story, combined with the unwavering dedication of an unparalleled fan base, is the reason this book is being published. Werewolf: The Apocalypse – 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming the epic sagas of the Garou.
What’s in it?
All thirteen original tribes, tribe variants and Lost Tribes, with their signature Gifts and Rites updated from the Werewolf: The Apocalypse Revised tabletop rules. Rules for character creation and advancement. Gifts from level one through six, including expanded lists. Updated setting to the modern nights. New full color original art by Ron Spencer, John Bridges, Steve Prescott, Dan Brereton, Richard Kane Ferguson, and other classic “Apocalypse” artists, as well as classic B&W pieces carefully chosen from the earlier editions.
I think I only played Werewolf maybe once or twice back in the day (25+ years ago. Vampire was my jam, though), so I didn't really remember a lot of it as I was reading this. Also, some of the rules seemed a little cleaned up, but I have heard that the rules for the 20th anniversary editions are based on revised and I played first edition of the White Wolf games so I don't know which rules are revised and which are new to this edition.
The core rules as I remember them are here in all of their glory, though (add two stats together and roll that many 10-sided dice hoping to get as many as possible over a difficulty number). I always felt that the Storyteller system was actually quite light, but all of the crunch comes from all of the options, powers, and world information you have to digest to master the system.
I will say that this is a very complete edition of the game. A metric ton of lore, background information, powers, etc. I will say that this book is in desperate need of another editorial pass, though. Missing letters in words and entire missing words abound.
It would require a more root-and-branch rethink to overcome some of the issues with Werewolf, but this makes about as good an attempt as can be made whilst retaining continuity with what came before. Full review: https://refereeingandreflection.wordp...