This is the second edition core rulebook for Werewolf: The Apocalypse (1994). This game is set in the same world as Vampire: The Masquerade and its introduction effectively launches the larger World of Darkness idea. All the discrete systems are built with essentially the same mechanics, meaning you can mix vamps and weres if you want, which is cool, but this also required a lot of revised handbooks to be published as the rules systems were overhauled over the years.

Anyway, its like Vampire, but with werewolves. Well, not entirely. Werewolves are on the one hand trying to protect humanity’s connection to nature while on the other hand trying to prevent a supernatural apocalypse (at the hands of a big bad called the Wyrm). Like VtM, there is a complex mythology at play, numerous werewolf tribes and other shapeshifters. I generally prefer werewolves to vampires, but I don’t think all the lore and aesthetic come together quite as well in Apocalypse as it does in VtM. The art in the book, with the exception of the Tony DiTerlizzi comic (a highlight), is pretty evenly split between stuff that looks like internet furry art and stuff that embraces an urban primitive aesthetic. Neither do it for me. Green pants and flannel shirts or GTFO. Still, I think WtA has a stronger horror vibe overall than VtM.
WtA also reveals a larger problem with the World of Darkness’ secret histories. The “Masquerade” in VtM is a conspiracy aimed at convincing the world at large that vampires don’t exist. By introducing werewolves with their own deep and rich history, the shadows everyone is supposed to be hiding in suddenly seems more crowded. This gets downright comical as the World of Darkness continues to expand.





