The Werewolf setting has been updated with a semi-reboot, and the system updated to align with V5.
Sessions GM'd: 21
Sessions as Player: 0
I started with just the W5 core book. One of our players was enamoured with the old edition lore, and wanted to play a tribe that was dropped from W5. This necessitated incorporating some details from the old edition, but I largely confined myself to W5 to keep my life simple. I also found some fan-created content very useful. The Annihilation fan created document has some rewrites of rules which provide better clarity, and some extra ideas to help GMs build spirits. I used Foundry as VTT.
Twenty years ago, I played in a werewolf campaign that was loads of fun. When the new W5 book came out in 2023, a hankering grew in me to give it a try. I bought the PDF, and later bought the physical book also. Our campaign was set in a small town in Alaska, where our 2 PCs were school-going teenagers. I really enjoyed the small group, as everyone got plenty of spotlight time and we could play through their First Change in detail and their first steps into the supernatural world. The players were wonderful and their characters so different. Our story spread to other states as the PCs undertook a special quest given by their patron spirit, which ultimately had them travel into the spirit world and deep into top-secret government facilities. This game was a highlight of 2024 for me - in spite of my issues below.
The game mechanics are not fully baked but despite this our campaign was very memorable and engaging. The W5 book gives enough of the setting to make a good starting point, in a digestible size. If I were to run a Werewolf game again, I think I would use one of the older editions. However, my experience with the old World of Darkness materials for this campaign have reinforced for me that I will not be returning to this setting and game soon. There are better presented, more gameable, and more modern ways to play the Urban Fantasy genre.
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