Laws of the Wyld West Reviewer: Brett Peters from Austin, Texas
Great setting overcomes weak system The setting is so strong that it overcomes the weak rule system and makes this book a standout in the Mind's Eye Theatre line. Laws of the Wyld West contains live-action role playing rules for Garou (White Wolf's modern-mystic-primitive werewolf) in the Wild West. It requires the live-action rulebook Laws of the Wild to furnish the core rule system. Approximately 52 pages of gifts, merits and flaws, and spirit powers are omitted from the hefty (308 page) Laws of the Wyld West. The absent material doesn't get in the way of the real strength of this book - a setting that is heroic, engaging, and *fun*. Nearly every section on the setting is outstanding, and the first fifty pages on Garou society in the Savage West is fantastic. The systems that are unique to this book (like staredown and gunfighting rules) reinforce the setting and help get you into the mindset of the Savage West. You can't help but drawl after reading this book. The system detailed in Laws of the Wild used by Laws of the Wyld West is not the best, but with some hard work and/or mature players you can get around it. The omission of a complete rule system is the only drawback to this book and prevents me from rating it five stars. The well-presented setting is a cut above the standard angst-ridden World of Darkness fare LARPers are normally fed.
Mr. Woodsworth, my Stetson is off to you.
SETTING: Five stars. Fun with a lot of depth. Doesn't gloss over the real tragedy of the Wild West.
SYSTEM: Three stars. Mind's Eye Theatre in the Wild West is still Mind's Eye Theatre.
OVERALL: Four stars. Best Mind's Eye Theatre book to date. |