Retro Recall: Werewolf The Apocalypse
March 12, 2019 by brennon
As with most things in geekdom, it comes in waves. For me, as the early 2000s rolled through and I got further into my teenage years The Matrix happened and whilst I still loved Elves and Dwarves I was totally won over by leather, guns and altogether darker fantasy elements. That's where Werewolf: The Apocalypse came in.
Whilst many people who got embroiled with the World Of Darkness started out with Vampire: The Masquerade my friends and I cut out teeth on Werewolf. One of my pals came back from the local gaming store with this awesome book that had a huge claw mark across the front of it and was packed with amazing illustrations of people turning into badass Werewolves.
My friends and I were instantly hooked and Werewolf became THE game we stuck around to play through on a weekend. It was packed with furious action, brutal and bloodthirsty combat, wild and evocative characters and enemies that weren't Orcs and Goblins but something altogether more insidious.
What Is Werewolf: The Apocalypse?
Werewolf stuck you in the furry shoes of The Garou (even the name sends chills down my spine even now), defenders of Gaia looking to protect the world before it falls to the titular Apocalypse of the game's title. It dealt with grown-up themes surrounding the sometimes painful and harrowing First Change and how you, as a Werewolf, now have to live amongst human society. Not only did many still have to deal with the situations that face everyday folk but the shadowy world now exposed to them.
As well as dealing with the dangerous Pentex organisation (man I hate those guys) you were also having to deal with other supernatural beings like Vampires, Changelings, Mages and humans bestowed with powers called Hunters. There was also the agents of the Wyrm and the Weaver in the background, pulling the strings and threatening not only our material plane but also the Umbra (a shadowy sideways realm) too.
If that wasn't bad enough there was also a corrupted and twisted tribe of Werewolves known as the Black Spiral Dancers who were out for your blood!
This came together to create a role-playing game all about tough decisions, backstabbing, shadowy organisations, betrayal and lots of furious and bloody fighting. We freckin' loved it.
Fond, Funny (And Brutal) Memories
I have played newer versions of Werewolf but none of them hit the same note as Apocalypse did. Forsaken is great, and I like the twists they made in the way Werewolves were developed but I can still remember all of the different tribes, the Auspices and the forms that you could shapeshift into from memory from Apocalypse.
Every one of the tribes had something fascinating and distinct about them and whilst in later years I would play Get Of Fenris (yay for Germanic/Viking Werewolves) I actually started out playing as a Silent Strider. I loved their Egyptian background, being driven out of their homeland by Vampires, now travelling the world as wanderers. I played as a character of the Philodox auspice, effectively the judges and mediators and man...he was a freckin' awesome dude.
Being teenagers (and having watched The Matrix) we were obsessed with cool movie-style combat so most of our early games focused on getting stuck in and ripping the Wyrm a new one with hunts and ambushes at their places of power. My character had a spirit-infused weapon known as the Fang Scimitar and he was absurdly good with it. One of the nice things about the narrative system that drives Werewolf is that it encourages you to be descriptive with your actions. I was a bouncing furball of death, able to leap high and bring down bisecting blows on my foes with ruthless efficiency.
I don't just remember my own character either. We had a friend playing a Stargazer Theurge who was effectively our spiritual centre, offering up words of wisdom whenever we were about to throw ourselves into reckless assaults. My brother played a Red Talon Ahroun called Le'Jon who was an insane murder machine whilst another friend took on the role of a surly Get Of Fenris who had a love of sniper rifles and all things explosive.
One particular memory stands out concerning my brother's character. We had just cornered and butchered some agents of the Wyrm when the cops showed up outside. We knew we'd get locked up if we stuck around so Le'Jon turned round to us and said...
"I'll keep them busy..."
We thought he was as good as dead but all clambered up out of the back of the building we were in and slipped away through alleyways. Meanwhile, Le'Jon let out a howl and let the police open fire on him. He lept up into the ceiling in his Crinos (full-blooded werewolf) form as the bullets blasted through the brickwork. Our Storyteller described the scene, dust and more drifting down around him, the moonlight beaming through the holes in the ruined building and showing off his brutal, bloodstained form...the police's ammo spent.
Le'Jon then crashed through the front of the building, spending all of his Rage, smashed two police cars into twisted metal, tore the heads off two cops and vanished into the shadows like a shadowy nightmare. We thought it was the coolest thing we'd ever seen.
Another moment that stood out in my memory was when we had to actually stand up and do a bloody ritual in order to infuse a spirit into an appliance in our apartment. We actually (no word of a lie) stood up and danced around in a circle howling like lunatics until our Storyteller gave us a bonus for acting like fools. Still, it felt so cool...in a very nerdy way.
Ah man...then there was the time where we put our pack mate back together when he got riddled by a Gatling gun and the other time where (playing as a Lupus, a wolf-born werewolf) I thought that 'hacking' the computer meant cutting it in two. And then there wa...ahem, you get the picture.
A Hobby Of Its Own
Like with any good game, Werewolf: The Apocalypse drew us in so much that we ended up getting a lot of the supplementary books. We picked up many of the different sourcebooks for the various tribes, each snapping up one we were particularly interested in, and also a few that told alternative stories, even the Apocalypse itself.
Werewolf: The Apocalypse invaded our geek lives and took over. We were obsessed with it and I still look back on it with immense fondness. Even writing this now brings a smile to my face. The system was a bit janky sure, and it was very easy to become a runaway killing machine, but it was so very different than everything we'd played before and encouraged us to become better role-players thanks to its systems and mechanics.
Maybe we missed a lot of the nuances of the world which we picked up later when playing Forsaken but for a bunch of not especially sporty geeky lads who were obsessed with martial arts movies, black leather trench coats and sunglasses in the dark...it was an excellent excuse to become wrecking balls of muscley fur and fury.
If you get a chance to pick up Werewolf: The Apocalypse, either the older editions of the 2013 20th Anniversary Edition, do so. It's an amazing world primed for intense adventures.
What was your first exposure to the World Of Darkness?
""I'll keep them busy..." "
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"...it was an excellent excuse to become wrecking balls of fur and fury"
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I had the first edition as a teenager and my friends got into this game a lot easier than Vampire. Probably because of the action involved as the article points out. We originally played the teenage mutant ninja turtles and other strangeness game were my friend was a hamster. Werewolf seemed a natural progression into something more adult.
Werewolf was a bit of a playground for us. We were excited by the options it presented to us that we hadn’t really realised we could engage with as players and Storytellers. And, the focus on action and visceral combat really did help our teenage minds…
For me it was Vampire: The Masquerade. Eventually I ran a decade long campaign made up of a series of sessions that was spread among Vampire: The Masquerade, Werewolf The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and some hunter based sessions using the various source books tied to the Year of the Hunter theme so the players experience the events from different view points. It was blast to do but dang it wore my brain out. heh heh
I have played Masquerade, Hunter (had an amazing few sessions of that) and Wraith (never really got into that one though sadly). I highly rate the experiences in Masquerade and the focus towards a little more of the role-playing side of things but Werewolf was the first and it sticks with me.
Back in day to me all there was to WoD was Vampire: The Masquerade because it was only RPG based on that setting that I knew about. So I was surprised when I eventually discovered Werewolf: The Apocalypse and through that rest what WoD had to offer. Then again Vampire: the Masquerade is highest profile one because of it’s theme (lot of people love vampires after all) so it had most visibility back then. I haven’t known anyone around here that would play any of WoD products and most RPG players around here are into either DnD or Pathfinder so… Read more »
One of these days I’d love to go back to the Apocalypse world. Maybe using the new edition of it or with Forsaken as a template to help build the world.
My old RPG group had gone from DSA (The Dark Eye) to Vampire the Masquerade and did a one of to Werewolf and to … what was it called? some sort of fantasy cyberpunk-bloodmagic…. totally stupid. At least from what I remember. So we stayed at Vampire XD
My issue with Werewolf the Apocalypse is that where Vampire has issues with “noble barbarians” and ethnic slurs and stereotypes, Werewolf has it more pronounced. Hopefully Werewolf 5th will tread carefully.
On the flip side of things, because Werewolf the Forsaken removes the tribes as being linked to particular ethnic groups it becomes a much more palatable game, and we remove the “Ugh… aktually you can’t play that tribe because your character is not X ethnic group”.
Local/ethnic elements come back in through lodges in Forsaken, which is much easier to work with, given Lodges are not the main way the game operates.
Yeah, I totally agree that Forsaken handles things in a somewhat better way when it comes to the generation and essential character development. As teenagers, I think a lot of the stereotypes and such presented in Werewolf passed us by. That’s not a good thing, but I don’t think it hit quite the same point as it would do now. In saying that, we always used to use the Tribes and that focus for each of them as more of a mantle than a serious ‘you must be Native American’ thing. For many of our characters, it was almost a… Read more »
Proper Get of Fenris is a really sticky point, because depending on the edition they are actual Teutonic Nazi types. More recently for W20 there was some push back as Werewolves, and their anti-science position, ran up against them being written as anti-trans, and anti-abortion, and anti-vaccine. This is also something I have an issue with when it comes to Mage the Ascension now, as some of the traditions again have that “noble savage” angle and again, dangerous “anti-science” angle. Hell look at Darker Days Radio’s recent review of Kindred of the East, which is really pretty much “white people… Read more »
‘Get of Fenris’ are Teutonic Nazi types ? Really ? I must say I don’t remember their stereotype. What about the ‘Red Talons’ ? If you ain’t Wolf by birth you ain’t worthy according to them. If anything those guys were all about racial purity … not exactly ‘nice guys’ and almost textbook Nazi. I’m not against stereotypes in RPG’s because they tend to highlight the extremes and make for an easy reference. I never read them as ‘all X in this faction must be like this’. To me it’s more like ‘this is how outsiders see your faction, do… Read more »
From the wikia for Get of Fenris, “The Get of Fenris were greatly involved in the struggles of the European continent, partly because events like the Great War lead to an upsurge of Bane activity. During the struggle, Get often ended up fighting Get, accusing the other of serving the interests of the Wyrm. This sentiment even worsened after the end of the Great War, and saw the support of numerous misguided Get for the growing NSDAP and occult movements in Germany. Many felt that the reverence of the Übermensch was directed at the descendants of Fenris and Sigun and… Read more »
How is an archetype different from a stereotype?
They are both short descriptions of what a character can be like?
I doubt that the kind of people who play stereotypes as written will act different when using an archetype.
It’s not like any of these decisions are visible.
It’s subtle. But Archetypes is more about what you do, not a default of who you are. Consider this. The near definitive stereotype of the Brujah is the anarch punk gang banger. That stereotype has held fast for so long it is hard to break. When people open the books they see that front and centre and play that. Now let’s consider the Requiem equivalent. The Daeva. The Archetype is “a vampire with dangerous passions”. Now depending on the faction you align with that then becomes many more concepts; Carthian agent provocateur, Invictus law keeper, Circle of the Crone hedonist,… Read more »
Of white wolf’s games warewolf was my favourite,just loved the back story, the action of the game and of course gutting the occasional leach (vampires for those who don’t know about the background of warewolf). And truthful glad they went back to the original style when celebrate the game, because I really didn’t like the system they came up with when they re-wrote it in the early 2000.
Werewolf the Forsaken isn’t a rewrite. It’s an entirely different setting built of similar concepts. Both versions of Werewolf are published, with Forsaken now in it’s second edition.
That’s cool, didn’t know that. But to be truthful just couldn’t stand the way they gave us vampire or werewolf. So I stuck with second edition for ever lol.
All of the new versions are their own settings divorced of the World of Darkness, hence the recent rebrand to “Chronicles of Darkness”.
To further build upon that, there have been translation guides so you can run the setting with the game system you like (Requiem ruleset has been a popular go to for Masquerade players), and that influence can be seen in Vampire the Masquerade 5th edition.
I think the rules and overall concepts for Forsaken are probably for the best and it encourages a lot more focus on the life behind being a Werewolf, which is what I enjoy exploring now, but Apocalypse still has its claws (pun intended) stuck in me…it had a lot of coolness about it.
Played a few Werewolf games in the pub, but preferred Vampire (did a lot of Vampire larp). Once played a Mage game where the chantry was a pub.
Also +1 for the TMNT rpg. I had a Elephant character called Sam.
Vampire: The Masquerade was my first experience of a true story focused RPG, but I have fond memories of sitting in on a Werewolf game as an Anansi. I didn’t tell the main group of players who I was and it turned out that two of them were arachnophobes. They did not like it when this kindly old gentleman who had been helping them out suddenly disintegrated into a swarm of spider.
I always like vampire, but found that the game ran better with a small group and also if the group where the rebel group of vampires ( the actual name of the group escape me at the moment) it could be really fun. But I did find that the other games based in that universe such as mage, mummies,hunter and the other two which I think one it about ghost the other is changelings. Ran best with ever solo games as in GM and one player or a small group of four maybe five.
Pentex were awesome as an enemy. Totally evil and morally corrupt. They get even ‘better’ (at least from a fluff/background point of view) in “Freak Legion: A Players Guide to Fomori”. It wasn’t subtle and it certainly could have been better, but it did show the kind of things Pentex would do. However as with Vampire I never really understood how a society of creatures like this could exist. Maybe I just never got the size of a place like New York ? The link to tribes was another mystery that simply didn’t click. One thing I always wondered was… Read more »
I think it comes down to the idea that as one of these supernatural creatures, you’re trying to maintain the balance. Vampires need to maintain the Masquerade to keep themselves from being hunted down. Werewolves were working in the background to stop all of these supernatural threats to the existence of pretty much everyone but if humans got involved you’d end up with a whole lot of problems on your doorstep. You can’t get a whole lot done if someone keeps stepping in the way and telling you that you can’t rip apart that Pentex barracks in the middle of… Read more »
Loved the Underworld series so this is going right up on the wanted list a great read Sam.
Sam is cool, but I wrote this one chap haha.
lol apologys had a mind fart I was meant to say Ben.
I loved this game too, for all its flaws. I think Vampire: the Masquerade was the better game – a more nuanced and interesting setting with more scope for storytelling and creating characters with real depth, but I loved Werewolf and found something about the setting really gelled with me. One of my favourite scenes was from a live action Werewolf game set around a party being thrown by one of our Bonegnawer characters. We had about 20 players playing in one gigantic game of cards – firstly as a real game and then with ‘gloves off’ where anyone could… Read more »
I only played one game of Apocalypse but it wasn’t explained at all during play. Realistically I just kinda sat there dumb and then got bored and left. With that it opened me up to see VtM and started me into collecting some of the books. This all was before I sidestepped (heh heh heh) into Changeling. Definitely a different vibe to the WoD. Not at all able to keep up with the walking murder carpets as far as physical destruction but let them do their thing and suddenly break out what looks to be a silver butter knife that… Read more »
Wow. I just don’t think I’m mentally ready for a game that was so fundamental to me to be considered retro. o_O 🙂 🙂 🙂