The Nature of the Beast

The situation has changed. Where once there were innumerable clans of vampires, there are now only a few, organized as they have never been before. Other creatures, never before seen, have arisen in great numbers, those tied to the seasons more than the Wendigo, others appearing to be fallen angels on the hunt for … something. The nature of the world has changed, and some elders are resistant to change with it, although they remember the terrifying monsters they had already seen, the intense depravity in the world expounded a hundred fold.

Werewolf: The Enraged is no longer focused solely on fighting the corruption in the world; instead, it more focuses on an antiquated social system struggling to evolve with the ever changing universe, while still striving to drive the evil from the world. While Werewolf, at it’s core, is a feral, violent struggle, the heart of it is not about combat; the social hierarchy and in-fighting between tribes, auspices, and sometimes even Septs, causes a spiritual drama very unique for the World of Darkness. This allows for a range of different play styles, from a streamlined, laser-precise focus on one pack attempting to make a name for themselves to the nation, and even branching out into a political maelstrom, laced with tragedy, spirituality, and even delving into the rich history that has made it’s predecessor the staple of the Classic World of Darkness.

Enraged builds on this, updating the universe to mesh seamlessly with the New World of Darkness, from Requiem to Lost, Cursed to Awakening, while still compounding on the history that has already been set forth through numerous supplements, as well as organizations that have allowed the history to be set by the players actions themselves.