Werewolf: The Apocalypse Reboots The Moonlight

An intriguing new take on World of Darkness' werewolves!

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The new, new World of Darkness, which began with Vampire: The Masquerade Fifth Edition, seems to be taking cues from an unexpected source: Disney. More specifically the Marvel Cinematic Universe and their decision to move the Star Wars Expanded Universe to Legends continuity. It makes sense from their perspective of the company; they don’t want new fans to feel like they have to read a bunch of books from thirty years ago to understand the products they are selling now. It also gives a chance for the new owners to clean house. They keep the stuff that works, ignore the stuff that doesn’t and change things they feel needs to be changed. Vampire: The Masquerade Fifth Edition massively changed the status quo but still offered some threads to continuity. Werewolf: The Apocalypse Fifth Edition, from designers Justin Achilli, Basheer Ghouse, Christopher Gunning, Dylan Jennings, Sasanehsaeh Jennings, Khaldoun Khelil, Karim Muammar, Juhana Pettersson, Pam Punzalan, and Bianca Savazz calls out the fact that this game is a reboot and older fans shouldn’t expect to see their old favorites. Renegade Game Studios sent along a review copy in advance of its Gen Con release. Can an old werewolf learn new tricks? Let’s play to find out.

Werewolf: The Apocalypse is a game of apocalyptic horror. Werewolves are beings split between multiple worlds; of wolf and man, of spirit and flesh. Their legends say they are in service to the earth itself, maintaining a balance between the spirits of the Triat: the order of the Weaver, the chaos of the Wyld and the decay of the Wyrm. Unfortunately, the Wyrm has become corrupted and rather than driving death to drive rebirth, it wants to destroy the whole universe. This corruption manifests as what they believe makes the World of Darkness dark; humans doing awful things, the planet dying, spirits violating the real world and so on. Maybe they could save things but political and ideological divides make long-term cooperation impossible, not to mention the fact that their most potent weapon is their rage which often has unintended consequences.

The original game shows the highs and lows of early White Wolf world-building. It reaches out to try and incorporate other cultures to give the struggle against the Wyrm a worldwide feel. But many of these efforts are heavy-handed at best and stereotypical at worst. The original game came of age during a time in the 90s when Native Americans were embraced as mystical beings that understood the planet in inscrutable ways rather than regular people with mortgages. Much of this has been removed in this edition, including changing some of the names of the tribes away from ones used by real world cultures and getting rid of bloodlines and breeding, but there’s only so much that can be done when these elements are built into the core of the game.

Characters are built via tribes (the werewolves you choose to join) and the auspice (the phase of the moon they were born under). This two part process gives characters a more modular aspect that allows packs to have characters who share one of these aspects. Rage fuels powers but also can get out of control. Garou must also be careful of losing all hope or not caring about who their rage hurts, lest they become NPC bad guys. These Garou are balanced on a precarious high wire that makes for good drama in between the heavy metal combat sequences.

Rage offers an interesting mechanic to reflect this balance. It’s similar to Hunger Dice but it’s something the werewolf wants to always have at least a little off. Not enough rage and the character loses the wolf, and is without the basic powers all Garou have like shapeshifting or healing for a while. Too much rage and the character risks frenzy where they become an unstoppable killing machine that can be useful when in the bowels of a secret PenteX facility, less so when you are on a date. Rage also mirrors the messy criticals of Vampire by offering brutal failures which bring to mind the botch mechanics of old.

While much of the grand feel of the old storyline has been reshrouded in mystery, a lot of the changes make more interesting choices. Gone is the easy Wyrm Sense that short circuited investigations. Vampires are no longer automatic enemies of werewolves allowing for more intrigue and politics to enter into the game. The game focuses on the pack and the actions they can take locally to try and stop the world from ending. These wolves have Touchstones that represent why they are fighting against the Wyrm even as those characters present themselves as tasty targets for corruption. They also get a caern and a territory to protect right out of the gate created during session zero to build the community they are protecting.

As a fan of White Wolf from very early on, Werewolf was always my least favorite of their settings.It seemed like the game the kids who still wanted to constantly fight things picked over my beloved Vampire and Mage. Maybe it’s me, maybe it’s the world, maybe it’s both, but I understood this version of Werewolf far better. I get why you might want to spend some time raging against the machine now. The elements of action horror, body horror of spirit possession, the intrigues of revolutionary politics and examining the loss of a normal life in exchange for pursuing your calling combine for an intriguing mix. Leaping at a tentacled Wyrm beast the size of a 747 didn’t appeal to me. Racing another pack to kill the thing in the mine that’s on the borders between your territories does appeal.

Werewolf: The Apocalypse Fifth Edition offers an intriguing new take on werewolves that opens up the World of Darkness even if it can’t completely outrun its past.
 

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Rob Wieland

Rob Wieland

MGibster

Legend
Well. This time around, you get a whole sidebar about how corporations are nuanced and can be quite helpful to the world. And that they are just one way of people gathering to affect change.
It's nice to move away from the Captain Planet mode of thinking "Corporations bad! Nature lovers good!"
 

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doctorbadwolf

Heretic of The Seventh Circle
It's nice to move away from the Captain Planet mode of thinking "Corporations bad! Nature lovers good!"
Oh yeah such a prevalent mode of thinking that…checks notes…the planet is on fire and the big corporations that profit from making it that way are raking in bigger heaps of ill-gotten loot than ever before.

When will we be free of the prevalent pov that ecological sustainability is more important than corporate greed!??
 

MGibster

Legend
So, sorry. It looks like I'm on someone's ignore list. But I don't have a problem with bad corporations, I just prefer games involving the PCs playing 400 pound furry monsters of death to have a bit more nuance to it.
 

datreus

Villager
Well. This time around, you get a whole sidebar about how corporations are nuanced and can be quite helpful to the world. And that they are just one way of people gathering to affect change.

'Companies aren’t themselves bad by definition. Companies represent one approach to large-scale cooperation. Even accumulations of capital aren’t inherently bad, so long as they’re put to positive use.'

...is what it actually says.

So feel free to tell me why my homeless food kitchen company is bad by definition, and why I shouldn't accumulate capital in order to run it and feed homeless people.

The bad faith arguments people are making about this book are really something else.

This is a nuanced discussion. The game is set in a version of the contemporary world, not some angsty teenager's imagining of the fall of the Winter Palace. This is about how you make the greatest impact for the world by dealing with the reality available to you, not how you sulk and refuse to do anything because you can't magically change the entire fabric of society.

And that's kind of the point of W5. It challenges by creating a setting that's actually more realistic, rather than the furry superhero hijinks of its predecessors.
 

datreus

Villager
So, sorry. It looks like I'm on someone's ignore list. But I don't have a problem with bad corporations, I just prefer games involving the PCs playing 400 pound furry monsters of death to have a bit more nuance to it.

That's my reading of W5 and so far I like it. The complaints I'm seeing seem to be from people who actually know this is what the game is about, don't like it, but are reaching for more internally palatable arguments. Either that or a lot of people are just making stuff up based on nothing.
 

datreus

Villager
Oh yeah such a prevalent mode of thinking that…checks notes…the planet is on fire and the big corporations that profit from making it that way are raking in bigger heaps of ill-gotten loot than ever before.

When will we be free of the prevalent pov that ecological sustainability is more important than corporate greed!??

I think you misunderstand what this game is about. Earlier editions were written for the Gen X 90s zeitgeist

'If you turn into furry captain planet, smash through the window of the big evil corporation, kill that wyrm infested CEO and hoowwwwll then you can save the world!'

It was a superhero game, straight up and obvious.

This edition is not that. You can't stop the apocalypse because it has already begun. So this is about asking the question of what do you do when the planet is on fire?

And that's the point. The people complaining about this game are mostly older gamers. And quite frankly, I don't think their opinion matters to the volume they are outputting.

This is a game made for younger people who have inherited a planet on fire and I hope this game reaches them, instead of being poisoned by the performative whingeing of people it's not meant to connect with in that way.
 
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Scribe

Legend
Like moth to flame....

I'd be interested in reading the book, at a level of 'wait what...' but yeah.

So this is about asking the question of what do you do when the planet is on fire?

Burn it down? Retreat from civilization and try and cut out your own corner to live in for you and yours? Not that that isolationist approach would work anymore considering my part of the world is quite literally burning all around me.

If the Apocalypse has already started, and its already burning, unless you can reverse it (maybe you can) the answer is not 'buddy up with the corpos and make the best of it' because that kind of thinking is exactly how the 'Wyrm' already won.

Or maybe its like 40K, where the default and unchanging assumption is 'yeah its trash, and you live in it, enjoy it before you die'? But for that I already have 40K...
 

datreus

Villager
Like moth to flame....

I'd be interested in reading the book, at a level of 'wait what...' but yeah.



Burn it down? Retreat from civilization and try and cut out your own corner to live in for you and yours? Not that that isolationist approach would work anymore considering my part of the world is quite literally burning all around me.

If the Apocalypse has already started, and its already burning, unless you can reverse it (maybe you can) the answer is not 'buddy up with the corpos and make the best of it' because that kind of thinking is exactly how the 'Wyrm' already won.

Or maybe its like 40K, where the default and unchanging assumption is 'yeah its trash, and you live in it, enjoy it before you die'? But for that I already have 40K...

And this is the problem. Nowhere, not once, in the book is it suggested to 'buddy up with the corpos'. Quite the opposite, repeatedly, loudly and violently.

But thanks to 'people on the internet', this notion is now circling the bowl.

That's the real problem right now. The game is fine - and if you wanted a more nuanced Werewolf, probably great.

However, the amount of hatred from performative progressives who just wanted more of the same superhero fantasy is waaaaay out of order.

It's a different game. This was never hidden, and it's a pretty clear exploration of themes more relevant to current generations than the 90s zeitgeist would be.

The greatest irony, above all, is that a primary theme of the game is that the older garou generations were more interested in performative posturing and infighting and as a result they didn't stop the apocalypse.

Which begs the awkward question whether things might be different today if the people complaining had gone outside and actually done something in the 90s rather than play out their frustrations around the game table....
 

Scribe

Legend
And this is the problem. Nowhere, not once, in the book is it suggested to 'buddy up with the corpos'. Quite the opposite, repeatedly, loudly and violently.

But thanks to 'people on the internet', this notion is now circling the bowl.

That's the real problem right now. The game is fine - and if you wanted a more nuanced Werewolf, probably great.

However, the amount of hatred from performative progressives who just wanted more of the same superhero fantasy is waaaaay out of order.

It's a different game. This was never hidden, and it's a pretty clear exploration of themes more relevant to current generations than the 90s zeitgeist would be.

The greatest irony, above all, is that a primary theme of the game is that the older garou generations were more interested in performative posturing and infighting and as a result they didn't stop the apocalypse.

Which begs the awkward question whether things might be different today if the people complaining had gone outside and actually done something in the 90s rather than play out their frustrations around the game table....
Which is (not sarcastically) a number of interesting things to discuss.

So if the question of "nuanced view" on corporations has been exaggerated, what's the answer presented by the book?

If the Apocalypse is here, and underway, and the world (quite literally for me) is burning, what's the answer put forward by this edition?

Rage?
 

datreus

Villager
Which is (not sarcastically) a number of interesting things to discuss.

So if the question of "nuanced view" on corporations has been exaggerated, what's the answer presented by the book?

If the Apocalypse is here, and underway, and the world (quite literally for me) is burning, what's the answer put forward by this edition?

Rage?

I don't think it sets out to answer that rather than ask it, but that would probably be the closest response I think.

It's a game that's more 'hopeless' than previous editions and I think that's rubbing a lot of people the wrong way - understandable, but not the grounds for some of the treatment it's receiving.
 

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