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Hudson Young
Hudson Young

Werewolf: The Apocalypse 20th Anniversary Edition - The Ultimate Guide to the World of Darkness

Werewolf: The Apocalypse 20th Anniversary Edition - A Full Review

Werewolf: The Apocalypse is one of the most iconic and influential tabletop roleplaying games of all time. It was first published in 1992 by White Wolf as part of the World of Darkness, a dark and gritty setting where supernatural creatures hide in the shadows of modern society. Werewolf: The Apocalypse introduced the Garou, a race of shape-shifting warriors who are sworn to protect Gaia, the living spirit of the Earth, from the corruption and destruction caused by humans, vampires, demons, and other enemies. For 20 years, Werewolf: The Apocalypse inspired countless fans to stand up and howl their defiance at a doomed world, creating epic stories of heroism, tragedy, and rage.

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In 2012, Onyx Path Publishing released Werewolf: The Apocalypse 20th Anniversary Edition, a revised and updated version of the classic game that celebrates its legacy and brings it to a new generation of players. This edition contains all the rules, lore, art, and content from the original game, as well as new material that expands and enhances the experience. Whether you are a veteran fan or a newcomer to the World of Darkness, this edition is the ultimate way to play Werewolf: The Apocalypse.

In this review, we will take a look at what Werewolf: The Apocalypse 20th Anniversary Edition has to offer, covering its setting, system, quality, and value. We will also give our honest opinion on whether this edition is worth buying or not. Let's begin with an overview of the world and the werewolves that inhabit it.

The World of Darkness and the Garou

The World of Darkness is a fictional version of our own world, but darker, more dangerous, and more mysterious. It is a world where monsters are real, magic is hidden, and conspiracies are everywhere. It is a world where humanity is on the brink of extinction, facing environmental disasters, social unrest, wars, plagues, and supernatural threats. It is a world where hope is scarce, but not lost.

The Garou are one of the few forces that stand against the darkness. They are werewolves, beings who can shift between human, wolf, and hybrid forms at will. They are descendants of Gaia, who created them to be her guardians and warriors. They are divided into thirteen tribes, each with its own culture, history, strengths, weaknesses, allies, enemies, goals, beliefs, traditions. They are also influenced by their auspices, which are determined by the phase of the moon under which they were born. Each auspice has its own role in Garou society.

The Garou have a sacred duty to fight for Gaia against the Wyrm, a cosmic force of entropy that seeks to destroy everything. The Wyrm has corrupted many creatures and forces in the world, such as humans (especially those who work for Endron, an evil oil company), vampires (who drain life from their victims), demons (who tempt souls with dark bargains), Pentex (a multinational corporation that serves the Wyrm), Black Spiral Dancers (a tribe of fallen werewolves who worship the Wyrm), Banes (spiritual manifestations of evil), Fomori (humans mutated by Bane possession), etc.

The Garou are not alone in their fight. They have allies among other supernatural beings who share their respect for Gaia or their hatred for the Wyrm. These include mages (humans who can manipulate reality with their will), changelings (faeries who live in two worlds), wraiths (ghosts who haunt the underworld), hunters (humans who fight monsters with faith or technology), kinfolk (humans or wolves who are related to werewolves), spirits (entities that dwell in the Umbra, a parallel dimension that reflects reality), etc.

The Garou also have enemies among themselves. They are plagued by internal conflicts that threaten to tear them apart. These include tribal rivalries (such as between Silver Fangs, who claim leadership but suffer from inbreeding; Shadow Lords, who seek power through manipulation; Red Talons, who hate humans; Bone Gnawers, who live among humans; etc.), ideological differences (such as between Wyld, Weaver, or Wyrm camps within each tribe), personal grudges (such as between packs, groups of werewolves who work together; septs, communities of werewolves who live together; caerns, sacred sites where Gaia's power is strong; etc.), political intrigues (such as between elders, who hold authority but are conservative; young ones, who challenge authority but are reckless; etc.), spiritual crises (such as between Harano, a state of depression caused by despair; Thrall, a state of frenzy caused by rage; etc.), etc.

The Garou live in a complex and fascinating world that offers endless possibilities for adventure. Whether they are fighting for survival against overwhelming odds or struggling for balance within themselves or their society; whether they are exploring ancient mysteries or facing modern challenges; whether they are heroes or anti-heroes or something in between; whether they are tragic or triumphant or both; they always have stories worth telling.

The Game System ...

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