

While this book doesn't include everything from the game line's entire run, it is intended to be close enough to comprehensive that it covers all areas of the game at least a little bit. No matter what you're interested in as a Storyteller or a player, it can be relevant to the struggle of the Garou. It can keep a narrow, precise course of the story of a pack or sept's war against the Wyrm, or it can branch out into stories of politics, tragedy, spirituality, history, ecology - the entirety of human experience and far, far beyond. Werewolf is a game with a laser-precise focus, mixed with and almost contradicted by a remarkable mélange of components. To this day, it's still hard to find many games like it. Twenty years have passed since Werewolf: The Apocalypse came clawing its way into the world. We even learned a new name for these creatures - the Garou. They still hated vampires, but they were defined by an entirely new struggle, a battle against cosmic horror that incorporated a commentary on the horrible things humans do to one another and the world we live on. Werewolf opened up an entirely new facet of the World of Darkness: the spirit world. And although they were every inch the physically powerful, terrifying monsters we'd expected, they were also incredibly spiritual. They were born of humans or wolves, or neither. Where the vampires gathered in clans, the werewolves had tribes. But there had to be more to it than that, right? And of course, we knew what to expect from werewolf movies: creatures that went mad by the light of the full moon.

Vampire: The Masquerade had alluded to werewolves - we knew they were out there, that they were terrifyingly strong, and that they hated vampires. Twenty years ago, a game about werewolves hit the shelves like a hammer.
