The Not-So-Good
Toxic community. I really feel sorry for the writers of World of Darkness. On Reddit, it feels like a big segment of their audience has a knee-jerk reaction to oppose anything new that comes out, and who often attack or deride new GMs and players. Don't believe all the ranting and raving you read online, because much of it seems to come from entitled fans of older and more problematic products.
Enemy stat blocks are difficult to use. This is werewolf, perhaps the most combat-oriented of all the World of Darkness games. They do present a number of mundane enemies, like security guards, and a handful of supernatural enemies, like spirits. I felt like none of the supernatural ones could be run at the table with ease. Instead of providing a handy stat block that contains all the info I need to run the enemy, you are told to just use an equivalent werewolf power. For example, your players are facing a vampire. You need to be able to glance down at the monster page and know how to resolve their mind control ability. No luck. You are told to just use the werewolf ability Command the Gathering on page 156. Same thing for their celerity; just use Close The Gap on page 163. Figure it out, lol. The stat block for a magician is particularly useless; "The Magician may invoke the equivalent of all theurge and Ghost Council gifts".
Style over substance. As with all World of Darkness books, the writing style favours flowery text and descriptions of concepts over practical, gameable mechanics. I created my own rules summary that cuts out all the gumph and presents only the rules.
Rage rules as written need some work. Rage is a metacurrency that allows your werewolf to do cool supernatural stuff. It is part of the core game loop. But the Rage economy felt overly punishing, and our characters frequently were perilously low on Rage. You lose Rage for shape changing, for regenerating, and for using powers. Basically, you risk losing Rage every time you do werewolf stuff. But you regain it infrequently. If your Rage drops to zero, you Lose The Wolf and lose all supernatural abilities until you can next howl at the moon. If this happens halfway through a mission, the party might as well abort and go home. So our players were really reluctant to use their werewolf abilities because they feared becoming effectively human again. So I asked on Reddit for advice, and the overwhelming response was, "Oh yeah Rage is broken, we houserule it." This is a core game system. My house rules allowed much easier regeneration of damage between combats, and easier recovery of Rage.
Combat system needs work. Some of the rules seem to contradict themselves. For example, the paragraph "Multiple Opponents" on page 125 says you can use your full defence pool against incoming attacks from multiple opponents, minus 1 dice for each successive attack - but this only applies if you do not make any attacks yourself. The very next paragraph says the opposite. These writers seem pretty clumsy at describing game mechanics. Combat is definitely going to happen in a werewolf campaign. Combat against multiple opponents also. Not good enough.
My table was not the intended audience. I guess that W5 is intended to attract a new generation of players, who are looking to move on from D&D5e. It certainly is not intended to reinvigorate interest from the old body of players. One of the players at our table is a deep fan and knows all of the lore from 30 years of Werewolf. Such a player will be grossly dissatisfied with the limited lore and options available from W5. For me, the deep lore of older editions is more of a hindrance to me than a help. It is poorly presented and spread over innumerable books. I find it to be a straight jacket rather than an enabler. But if your group includes fans of the old editions, they may not be satisfied with the clean slate approach.