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After Sunset -- Werewolves $3.50
Publisher: Clockwork Golem Workshop
by Charles B. [Verified Purchaser] Date Added: 12/18/2005 00:00:00
Looking for supplements to throw into the mix in an ongoing D20 Modern Campaign, and having quite a love for lycanthropes, this seemed quite the natural choice. It's decently short, and tightly focussed on the subject at hand.
There are a couple of ideas I might have added into the mix (and I still can for my use), and I would likely have gone in another direction in at least one portion, but overall a decent supplement.
I would say that for $2.50 for 12 pages (+1 for the cover, +1 for the OGL), I would expect a shade more bang for my buck but I certainly wouldn't say I'm displeased with the value to the point of that knocking anything off the score I give it.

There were several good parts of this supplement, and I would quite recommend it for almost any gaming groups looking to include werewolves into their D20 Modern game.

The lower score is quite simply for the one assumption the product made and the places where I would have gone in a different direction.
If this were an objective review, I'd likely give it 4 stars, but as it's a subjective review, I'm going to stick to 3.


LIKED: Breaking the werewolf's abilities into Talents and Bonus Feats in order to make it a viable player character option.
Leaving the 3 nights of the full moon phase as a time for the werewolf to remain feral and easily roused into a berserk fury.
Not keeping the werewolf as an absolutely evil monster. No reference whatsoever that a character who changes voluntarily into the hybrid form becomes evil. (I believe the modern terminology I'm looking for here is "mad props!" unless it has recently changed)

DISLIKED: The built-in assumption that lycanthropy is an inherited condition, solely (though this is somewhat mitigated by the infectious lycanthropy optional rule).

QUALITY: Very Good

VALUE: Satisfied


Rating:
[3 of 5 Stars!]
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After Sunset -- Werewolves
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