HellHound
ENnies winner and NOT Scrappy Doo
I’ve been playing Vampire since it was first released. As an industrial music DJ, ex punk, and always around the goth community, the game rocked for me. It also introduced a lot of ‘cool’ people to gaming. Werewolf was the second game in the “world of darkness” setting created by Vampire, this time focused on lycanthropic spiritual ecoterrorists.
If you dig around enough on the net, you’ll find the reviews of Werewolf when it was first released. It was very much a game of black and white, with the motto “When will you rage?” implying that rage against the rape of nature by modern ‘civilization’ is the one answer to the problem. The werewolves are the good guys, who can see the spiritual damage the rape and pillage of nature has on the earth itself, and the spirits who dwell linked to it.
However, as the game evolved, so did the ethics. Why was humanity so messed up anyways? Because of the werewolves. Why did the werewolves fail to protect mother nature in the first place? Because of their own infighting. Werewolves are their own worst enemy. These themes remained with the game through the two following editions of the game, but are not as strong in the new version, Werewolf the Forsaken (WTF – which I won’t be talking about in this game a day).
Werewolf uses the Storyteller system, a die-pool mechanic where a number of d10s (equal to the total of the statistic and ability being used) are rolled and compared against a difficulty number. The number of dice that successfully make the roll are ‘successes’, and more successes means better results.
I was first introduced to the game by Andy, one of my regular players dating back to the Ottawa University gaming club, who became one of the core members of my long-running Vampire and CyberPunk campaigns. He loaned me the game once our vampire campaign was running well and when I was looking for other games of interest.
Werewolves are represented in game terms as any other human-based character, with a set of nine statistics and a collection of knowledges, skills and talents. On top of this, they have the ability to transform into killing machines, and occasionally into wolves or humans. They are governed by two special abilities, Rage and Gnosis – Rage is what fuels the combat ability of the werewolf, and gnosis is the spiritual fuel that powers most ‘gifts’. Gifts are super-powers granted by allied spirits of the werewolves. To gain new gifts, a werewolf usually has to convince a spirit to teach it to him, creating a significant amount of roleplayed interaction between spirits and werewolves whenever a werewolf wants to ‘level up’ and learn a new gift. And of course, since the spirits are typically hostile to what is being done to them by humanity, werewolves often pay for their gifts in the form of further ecoterrorism.
Many of the werewolf games I’ve been involved in pretty much end at this depth – werewolves exist to destroy people who do bad things to the earth, and they get to fight, kill and destroy in the name of nature and the wild. Occasionally, they also fight internally for status within the pack or within the sept (community). On rare occasion, this fighting is taken to the spirit world instead of conducted on earth. But at heart most games of Werewolf seem to revolve around combat and ‘avenging’ the earth.
The other use for werewolf has routinely been as the NPC adversaries for vampires in the more popular Vampire: the Masquerade RPG. In this role, they hate vampires for being servants of the wyrm (evil corruption) who encourage humanity to build cities (for the weaver) because cities give vampires nice convenient schmorgasborgs of humans to feed from. As NPCs, werewolves were rewarding because they were deadly. One or two hits and some poor fool vampire’s head pops off.
But we played a few games of werewolf that were distinctly different from these. We played heavily into the social and spiritual aspects of the game – focusing on the need to establish a community in the face of hostility, and the desire to find common ground in the form of common spirituality to cement the bonds of this community. As young packs of werewolves, the players would have to make themselves visible and heard among their older septmates who acted unilaterally in the name of the sept against their perceived enemies – humans, vampires and werewolves alike.
To do so, they form their pack, with all the jostling for position entailed by the creation of a microsociety or sub-tribe, figuring out who is the acting leader between a few characters with aggressive and outgoing personalities, and then go on a spiritual journey to find their totem animal in the spirit world and then offer their own services to it in exchange for it offering them a portion of its own energy and essence to support them in their endeavours. By the end of this three-session prelude to the characters’ involvement in a pack, all the players walked away amazed with the game instead of annoyed with it (especially the Andy, who had loaned me the game proper because he had been annoyed by it from playing it at the local gaming club).
However, not all my games were so successful. I also ran a few epic werewolf sessions that spanned the world of darkness spiritual multiverse, and they just didn’t fly as well. The strangeness of the setting was not lost on the players, but the rapid changes from one strangeness to another was disjointed and eventually made everyone lose interest in the game.
Werewolf remains a game I enjoy, but one that suffered from some amount of power-creep over the years. In the later books about other changing breeds (were coyotes, were tigers, and so on) there were some races that were distinctly and terrifyingly more dangerous in combat than the werewolves, but who had been driven to near extinction by the wolves working as packs, in concert. Just like AD&D players flocking to the ‘rare’ exiled drow character, people started wanting to play werebears and the dreaded mokole (were crocodile). As an example of how over-powered the were crocodiles were, we ran several published werewolf modules with only one PC – one Mokole PC – powered up with a few defensive gifts and that one character often dealt with situation that would have killed several werewolves in a standard party.
In the end, werewolf was a game I really enjoyed many aspects of as long as we didn’t try combining it with Vampire and the other games with PCs playing characters of each ‘species’.
I look forward to trying out the new Werewolf game, from a somewhat different angle than my old games, however. And of course, I’ll write about it here.
If you dig around enough on the net, you’ll find the reviews of Werewolf when it was first released. It was very much a game of black and white, with the motto “When will you rage?” implying that rage against the rape of nature by modern ‘civilization’ is the one answer to the problem. The werewolves are the good guys, who can see the spiritual damage the rape and pillage of nature has on the earth itself, and the spirits who dwell linked to it.
However, as the game evolved, so did the ethics. Why was humanity so messed up anyways? Because of the werewolves. Why did the werewolves fail to protect mother nature in the first place? Because of their own infighting. Werewolves are their own worst enemy. These themes remained with the game through the two following editions of the game, but are not as strong in the new version, Werewolf the Forsaken (WTF – which I won’t be talking about in this game a day).
Werewolf uses the Storyteller system, a die-pool mechanic where a number of d10s (equal to the total of the statistic and ability being used) are rolled and compared against a difficulty number. The number of dice that successfully make the roll are ‘successes’, and more successes means better results.
I was first introduced to the game by Andy, one of my regular players dating back to the Ottawa University gaming club, who became one of the core members of my long-running Vampire and CyberPunk campaigns. He loaned me the game once our vampire campaign was running well and when I was looking for other games of interest.
Werewolves are represented in game terms as any other human-based character, with a set of nine statistics and a collection of knowledges, skills and talents. On top of this, they have the ability to transform into killing machines, and occasionally into wolves or humans. They are governed by two special abilities, Rage and Gnosis – Rage is what fuels the combat ability of the werewolf, and gnosis is the spiritual fuel that powers most ‘gifts’. Gifts are super-powers granted by allied spirits of the werewolves. To gain new gifts, a werewolf usually has to convince a spirit to teach it to him, creating a significant amount of roleplayed interaction between spirits and werewolves whenever a werewolf wants to ‘level up’ and learn a new gift. And of course, since the spirits are typically hostile to what is being done to them by humanity, werewolves often pay for their gifts in the form of further ecoterrorism.
Many of the werewolf games I’ve been involved in pretty much end at this depth – werewolves exist to destroy people who do bad things to the earth, and they get to fight, kill and destroy in the name of nature and the wild. Occasionally, they also fight internally for status within the pack or within the sept (community). On rare occasion, this fighting is taken to the spirit world instead of conducted on earth. But at heart most games of Werewolf seem to revolve around combat and ‘avenging’ the earth.
The other use for werewolf has routinely been as the NPC adversaries for vampires in the more popular Vampire: the Masquerade RPG. In this role, they hate vampires for being servants of the wyrm (evil corruption) who encourage humanity to build cities (for the weaver) because cities give vampires nice convenient schmorgasborgs of humans to feed from. As NPCs, werewolves were rewarding because they were deadly. One or two hits and some poor fool vampire’s head pops off.
But we played a few games of werewolf that were distinctly different from these. We played heavily into the social and spiritual aspects of the game – focusing on the need to establish a community in the face of hostility, and the desire to find common ground in the form of common spirituality to cement the bonds of this community. As young packs of werewolves, the players would have to make themselves visible and heard among their older septmates who acted unilaterally in the name of the sept against their perceived enemies – humans, vampires and werewolves alike.
To do so, they form their pack, with all the jostling for position entailed by the creation of a microsociety or sub-tribe, figuring out who is the acting leader between a few characters with aggressive and outgoing personalities, and then go on a spiritual journey to find their totem animal in the spirit world and then offer their own services to it in exchange for it offering them a portion of its own energy and essence to support them in their endeavours. By the end of this three-session prelude to the characters’ involvement in a pack, all the players walked away amazed with the game instead of annoyed with it (especially the Andy, who had loaned me the game proper because he had been annoyed by it from playing it at the local gaming club).
However, not all my games were so successful. I also ran a few epic werewolf sessions that spanned the world of darkness spiritual multiverse, and they just didn’t fly as well. The strangeness of the setting was not lost on the players, but the rapid changes from one strangeness to another was disjointed and eventually made everyone lose interest in the game.
Werewolf remains a game I enjoy, but one that suffered from some amount of power-creep over the years. In the later books about other changing breeds (were coyotes, were tigers, and so on) there were some races that were distinctly and terrifyingly more dangerous in combat than the werewolves, but who had been driven to near extinction by the wolves working as packs, in concert. Just like AD&D players flocking to the ‘rare’ exiled drow character, people started wanting to play werebears and the dreaded mokole (were crocodile). As an example of how over-powered the were crocodiles were, we ran several published werewolf modules with only one PC – one Mokole PC – powered up with a few defensive gifts and that one character often dealt with situation that would have killed several werewolves in a standard party.
In the end, werewolf was a game I really enjoyed many aspects of as long as we didn’t try combining it with Vampire and the other games with PCs playing characters of each ‘species’.
I look forward to trying out the new Werewolf game, from a somewhat different angle than my old games, however. And of course, I’ll write about it here.


