Unleash Your Rage With New Werewolf: The Apocalypse Rules!
August 21, 2023 by brennon
You can now get your hands on the Core Rulebook for the eagerly anticipated return to the World Of Darkness and Werewolf: The Apocalypse. Become one of the Garou, pick your Tribe and get ready to embrace your rage as you fight to save Gaia.
Werewolf: The Apocalypse - Core Rulebook // World Of Darkness
As the World Of Darkness team state, this is "A Storytelling Game of Environmental And Spiritual Horror" and it's possibly my favourite of the games from their world. I had some fun with Vampire: The Masquerade but a lot of my time was spent in a handful of campaigns based around Werewolf: The Apocalypse and later, Werewolf: The Forsaken.
This new Core Rulebook takes things back to the original Apocalypse setting but updated for the modern roleplaying tabletop. The core Storyteller mechanics will be familiar to those who have played World Of Darkness games before making this like sliding back into a nice pair of shoes.
Werewolf: The Apocalypse - Introduction // World Of Darkness
In games of Werewolf: The Apocalypse, you'll take on the role of a werewolf from one of a number of different tribes, drawing on your gifts in order to fight back against the forces of destruction that are ravaging the earth-mother. That all feels quite apt considering the state of the world today.
Plenty of the original tribes are returning (eleven of them in total), each with their own stories to tell, guiding you as the player in your fight. I love that we're seeing the return of iconic tribes like the Glass Walkers, Silent Striders and Red Talons.
Werewolf: The Apocalypse - Glass Walkers // World Of Darkness
Simply flicking through the previews of the book is bringing back memories of playing Werewolf: The Apocalypse and the sessions I enjoyed back in the day. There was a really awesome mix in your stories of feeling like an absolute wrecking ball, crushing everything in your path, whilst also having to deal with the realities of the monster slumbering within you. I absolutely loved telling various stories about my characters and getting stuck into the back and forth roleplaying of pack politics.
I think the "pack" element is quite a key part to why the roleplaying game works. Having something to bond the group is really good for starting out and gives you a purpose and a want to help each other out, even if your individual tribes might normally be at odds with each other.
I like that this new hardback book also comes with a full introductory story so you can guide new Werewolf players into this world. If you're starting out, you can also grab yourself Character Sheets from the folks at Renegade Game Studios. Oh, and if you want to work out which tribe is for you, have a peek at this persona questionnaire.
Which was your tribe of choice? My first one was Silent Striders but I did enjoy Get Of Fenris!
"...this new hardback book also comes with a full introductory story so you can guide new Werewolf players into this world"
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