

There's no melding with the ground or mesmerizing people into seeing you as whoever they most expect. Furthermore, most of the gifts just didn't have the coolness factor that a lot of the Vampire ones had. I don't know that I care for the way learning Gifts works - you have a power stat like Vampires, which determines certain limits, but you also have to raise another, separate stat to unlock more gifts. The mechanics seemed to more or less work, albeit they were sometimes poorly explained.
#Looking for werewolf the forsaken game full#
This was rectified a little by the full descriptions, other than the fact that I still don't like the "we're super awesome Alphas" faction. Further, going off the short blurbs about the social groups, none of them sounded great - and most of them sounded like idiots. I never got a sense of why the werewolves were justified in killing their sire. It feels as if there's some important aspect of the legends about the death of Father Wolf missing, because that story never quite coheres. Also, a lot of the fluff in the first chapter turned me off. I know that that's sort of the point, since the World of Darkness is a horror setting, but still.

It seems as if they're abusive jerks to all of their loved ones, and have a chance of straight up killing friends and families members if things go wrong. Their defining thing is their rage, and it's definitely much more of a drawback than an asset. On the other hand, I don't really get why anybody would want to be a werewolf. There are also some cool plot hooks and ideas sprinkled throughout, such as a trio of werewolves who run a bookshop, mentioned in the sample setting in the back of the book. In fact, the spirit world in general is pretty cool - too bad it gets relegated to an appendix and suffers from a lot of poorly explained mechanics. Some of the stuff is pretty cool, such as werewolves as the police of the spirit world. I have rather mixed feelings about this setting. It won't replace Apocalypse in anyone's heart or library, but it is a fine inheritor of that game's legacy. In short, Werewolf: the Forsaken is an excellent game. Gone is the stern uncompromising warrior for goodness (and Gaia), replaced by a fighter who has to make compromises and pick his targets carefully. Similarly, gone is the beautiful-and-strange Umbra, replaced by the strange-and-terrble Hisil. In his place is the werewolf who patrols the boundary between the physical and the spiritual. Gone (and mourned, at least by me) is the savage eco-warrior werewolf. Forsaken is a tighter, narrower game, but still full of possibilities. It captures the spirit of the old game, and goes one further, by being better organized, better written, and truer to the premise of savage horror.ĭon't expect Forsaken to be Apocalypse repackaged. I wholeheartedly recommend this game to all fans of Werewolf: the Apocalypse. Then, at GenCon, I picked up a copy and started reading it.ĭespite twelve hours of gaming a day, I finished it in two days. I even read the Wikipedia page on the game. I read Black Hat Matt's campaign blog and essay. I posted a thread on rpg.net asking for advice. Then, on a whim, I started reading about Werewolf: the Forsaken. I was a Werewolf: the Apocalypse, and somewhere in my heart, I was still grumpy that White Wolf had ended the line in the first place. I had never read Werewolf: the Forasken, and I never planned to.
