Pyramid Review: Werewolf: The Apocalypse Revised Edition

Pyramid Review

Werewolf: The Apocalypse Revised Edition

Published by White Wolf Publishing

Written by Deirdre Brooks, Brian Campbell, Harry Heckel, Heather Heckel, Forrest Marchinton, Matt McFarland, Denna McKinney, Kyle Olson and Ethan Skemp

$29.95

I'm going to start this review off with a statement of position. Werewolf is my favorite game of the Storyteller series. Unfortunately, I like it for all the wrong reasons. My style of play is generally termed "superheroes with fangs," and I see no problem with that. I love the fact that there's a race of inhuman creatures, organized along tribal lines, that are attempting to perform a duty they were charged with ages ago, and are failing miserably. The spiritualism of the game and the visceral charge it can deliver give me chills. The varieties of games that can be played, with an emphasis on any one of the game's aspects, fill my mind with possibilities.

So, yeah, I'm the developer's worst nightmare. But gamers tend to be annoying like that; the wrong people keep playing the wrong games.

So, what do I think of Werewolf Revised? I like it.

The basic concept behind Werewolf is as such: millennia ago, the Garou (werewolves) were charged by Gaia, the Earth spirit, with protecting the planet and safeguarding humanity (or safeguarding the planet from humanity, depending on who you ask).

They failed, and one of the great spirit forces of the universe, the Wyrm, has gone insane and is attempting to bring about the . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: January 26, 2001


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