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Werewolf: The Forsaken Cover Countdown
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Topic: Werewolf: The Forsaken The new items published under this topic are as follows.
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Werewolf cover text
Posted by
IanWatson
on
Thursday, November 11, 2004
Look what I found!
Full Moon Rising
The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt.
Wolves at the Door
Werewolf: The Forsaken — the game of bestial violence and supernatural terror — is the second core setting sourcebook intended for use with White Wolf’s new Storytelling System™. Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.
107 reads
Werewolf hint
Posted by
IanWatson
on
Wednesday, November 10, 2004
Rumour mill, start your engines.
On this RPGnet thread, Ethan Skemp chimed in about W:tA's themes, and how it compares to Werewolf: The Forsaken.
To elaborate on this point, several of the recognizable precedents aren't classic werewolf stories; Werewolf: The Apocalypse was influenced on a literary level by things like stories out of Norse legend and epics like Beowulf. Where Vampire tends to ask questions like "What are you willing to do to survive?", Werewolf asks "Are you ready to die in battle for what you believe in?" It's a game about a war that you're not winning, but that needs to be fought anyway.
Werewolf: The Forsaken will be different, theme-wise. Some of the core concepts will translate over, but the focus will not be on The War, but rather The Hunt. Regrettably, I can say no more yet.
99 reads
Werewolf Plush Toys
Posted by
IanWatson
on
Friday, October 29, 2004
From LJ and the WW forums:
Apparently in between bouts of drawing giant snarly monsters, Ron Spencer designs cuddly plush monsters.
Including a transforming werewolf plush. No, really.
It looks rather like Gere Hunts the Hunters, who he did the art for in Rage.
They show the full line of stuff at ToyVault.
He did the Egyptian Gods and Here Be Monsters series. You always wanted a plush Baba Yaga!
Thanks, fenris!
320 reads
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Werewolf updates coming soon
Posted by
IanWatson
on
Friday, October 15, 2004
The weather is getting a little cooler and the night colder and could wolf howls really be far behind? That’s right, the February launch of Werewolf: The Forsaken is only a few months away.
Werewolf: The Forsaken is of course the second major expansion of the World of Darkness, bringing the same level of detail and excitement to furry beast-men as we brought to undead blood-suckers in Vampire: The Requiem. Starting November 15th — a month from today — look for daily updates and sneak peaks right here on the website. We’ll bring you the stories of the Forsaken and get under their changing skin.
And the first update will reveal the cover!
In the meantime, here’s a few pieces of artwork to whet your appetites.
I recommend clicking on the link above. The art looks fantastic. Also more evidence showing that werespiders are probably going to feature prominently this time around.
899 reads
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More on Werewolf delays
Posted by
IanWatson
on
Tuesday, July 20, 2004
From the ELN forums, Justin talks about the delays to Werewolf, why such things happen, and gives an answer (of sorts) about what this means for Mage: The Awakening.
It's the state of constant revision that games go through, especially when you pull them completely apart and look at every individual piece, weighing it for change, inclusion or abandonment. Requiem underwent 20 months of design, writing and development, and Forsaken is even more different from the original property than Requiem is from Masquerade.
In truth, Vampire ran six months past its original design parameter. The only reason we managed to get it out on its original schedule is because we robbed Peter to pay Paul, shifting time out from the printing timetable. In fact, Vampire had already been completely edited when we sent it back into development, and then it went through a second edit.
458 reads
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Werewolf: The Forsaken Delayed Until February
FOR IMMEDIATE RELEASE
Direct Inquiries to:
Philippe Boulle, Marketing Director
White Wolf Publishing
1554 Litton Drive
Stone Mountain, GA 30083
[email protected]
404-292-1819 x203
White Wolf Delays Werewolf: The Forsaken Until February
Atlanta, GA, July 19, 2004
— White Wolf Publishing today announced that it is withholding the release of Werewolf: The Forsaken until February of 2005. It was originally scheduled for November of 2004.
The second Storytelling game set in the re-imagined World of Darkness, Werewolf: The Forsaken follows on the heels of the World of Darkness Rulebook and Vampire: The Requiem (releasing August 21st).
349 reads
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A little news on Werewolf: The Forsaken
In the New World Of Darkness forum topic "Werewolf: Born or Bitten?" Werewolf: The Forsaken developer Ethan Skemp made the following observation about the various theories and arguments about the new origins of werewolves:
ESkemp - 07/09/2004 21:17:53
There's a lot of discussion here about personal agendas, and even our own design meetings were filled with personal agendas - including my own. However, personal agendas on both sides were set aside or even in some cases unmercifully blown apart, as we analyzed how an agenda might affect one particular sub-group of people, but would overall not do much good in pleasing a wide variety of players.
In the end, the main question was always "Will it be playable?" Agendas such as personal horror vs. pack unity, "classic" werewolves vs. "mythical" werewolves vs. "White Wolf's" werewolves, control vs. lack of control, humanocentric vs. non-humanocentric - not a one survived without being picked apart and analyzed by the key standard of "Will it be fun to play - and will it be fun to play six months or a year down the road?"
(Which, at the risk of being a spoiler, does tend to imply that the "I should be able to take my players' character sheets away from them every full moon and roleplay their characters for them whenever they shapeshift" school of thought might be a wee bit disappointed.)
Ethan Skemp
WWGS
He also commented on various specific arguments and interpretations of Werewolf: the Apocalypse in the same thread, here.
Thanks to Pale Writer on the RPGnet forums for the link.
411 reads
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Werewolf & Mage dice
Posted by
IanWatson
on
Thursday, July 08, 2004
Found these on the WoD forums:
Subject: New Dice = Ugly
wolfmail - 07/08/2004 11:19:22
Also, I think the Werewolf dice will look even better.
Same design but bone/ivory with brown speckles. Red numbers with copper sucesses. Can't tell you what color the bag will be though.
I'll be getting my samples in soon. After the release of Requiem and the WoD core I will post some pics.
Brad Butkovich
Merchandise Developer
White Wolf Publishing
358 reads
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Werewolf Limited for Free
Posted by
IanWatson
on
Tuesday, April 27, 2004
The free book offer White Wolf has been having has an item of particular interest to Werewolf fans today.
Today only, spend $30 in the WW catalog and get Tribebook: Bone Gnawers and Tribebook: Uktena.
Spend $75 and get Werewolf Revised Edition Limited!
Can't beat that!
191 reads
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