" You've got history, you've got gifts, and you've got totems like 'O'mighty dolla'. "
Title: Tribebook: Glass Walkers by White Wolf
Format: Werewolf 2nd Ed Revised Supplement
Reviewing Monkey: Chimpan-A
The Hype: Trapped in the thrall of the Weaver? Just trying to beat the spider at her own game? There are many theories about Gaia's most human involved werewolves. This book should answer those questions. Take a real, and in depth look at the werewolves who've learned how to type with four inch claws.
What This Monkey Thought...
Story and Drama: In the beginning, they were the "Warders of Man". Then Man got a little to big to "ward". Later the Iron Horse came along and they took to it like nobody's business…becoming the Iron Riders in the process. Finally Man built skyscrapers and the modern Glass Walker was born. That's a pretty quick synopsis, but that's basically what this book is about. It gives the history of the Glass Walker tribe, the only tribe to really change their name. They've had some major changes since the last edition. The Wise Guys and Corporate Wolves are no longer in charge; it's mostly the Random Interrupts now. The first half of the book details changes and history of the Glass Walker tribe, including a lot of interesting background items to note. 4 out of 5
Layout and Presentation: Standard White Wolf supplement layout. The book has story information first (history into modern times), followed by society information, flowing into rules and powers. It's worked well for every book before and continues to work well now. The artwork is quite nice, and portrays the Glass Walkers accurately.
Playability: There are no gifts or totems introduced here that seriously unbalance play. There are some very cool gifts in here though. The Glass Walker's ties to the modern world open up many interesting avenues, with gifts like "Electro Shock" or "Skyscraper Vision". Playing with the ideas and camps introduced in this book is a great idea, and you're definitely covered. 4 out of 5
Desired Content: You've got history, you've got gifts, and you've got totems like "O'mighty dolla". They've even got cool cyber fetishes. About the only thing this book lacks are special merits and flaws for the Glass Walkers. It instead details the gifts of the prior ages of the Glass Walkers. Which is kind of cool, but not really useful for most werewolf games. 4 out of 5
|If you're a werewolf who'd rather just email everyone than go howling on a rooftop, then this is your tribe. This book will give you great information for playing a Glass Walker, and it's definitely worth picking up for any fans of the tribe.|
The Good: Great information on all aspects of Glass Walker life
The Bad: No merits or flaws for your techno wolf
The Overall Ugly: If you play Glass Walkers, get this book. If you think they're a bunch of weaver infected threats to Gaia… well still get the book. You'll better know how to defeat them!
What it's Worth: Market price.