Disclaimer: I was provided with a free copy of this product by the publisher - Misfit Studios - for the purpose of writing this review. I have not been compensated in any other way for this review.
Overview:
As you're probably guessed by the title, the [i]Bite Me[/i] series is about playing Lycanthropes - and this review covers two products. The first is "The Gaming Guide to Lycanthropes", while the second is simply "Werewolves", focused entirely on the most iconic class. Both products came with printer-friendly versions.
The Gaming Guide to Lycanthropes (hereafter "Gaming Guide", or simply "Guide") comes in at 126 pages total in the PDF, almost all of which is content.
This is an IN-DEPTH review, so if all you want is the conclusion and whether or not it's worth buying, feel free to jump to the end.
The Guide:
The Gaming Guide opens with a brief forward, explaining the history and ideas that went into the creation of this book.
Chapter One: Playing Lycanthropes
This chapter focuses on how to actually play a shapeshifting character in a game. The first major issue that comes up is the difference between Natural and Afflicted lycanthropes. Now, for those who don't already know, Pathfinder does feature two types of lycanthropes - Afflicted Lycanthropes follow the traditional "You're cursed and lose control" style (and is what player characters are most threatened with), while Natural Lycanthropes generally have full control of their powers (these are the type you might meet as, oh, the leader of a pack of werewolves out in the woods). The Gaming Guide promptly defines a number of terms as used in the book to help clarify all differences, and gives both rules and ideas for playing either type.
Following this bit is one of the most important sections for players - dealing with Lycanthropy, and more specifically, what happens when you get it (either as an affliction or as something you start the game with). The advice here is quite solid (and focuses on making sure everyone is still having fun, always an important consideration). If you really want to play a lycanthrope, then read this section in full - it'll help.
I was especially fond of the advice for roleplaying a lycanthrope - the most heavily-personalized characters tend to be the most interesting, and there's more than a few words on how to make a character you'll remember for a long time to come.
Following this is a section for GMs - how to run lycanthropes in games, make sure the players are all having fun, and generally keep things moving along. And let's face it, Lycanthropy IS one of the weirder things that can happen to a game (especially if it's Afflicted, and there are times when the players aren't in control of their own character). It's not just advice for the players, either - there's world-building advice, too, to make sure the rest of your game can react in a believable way.
Somewhat amusingly, this chapter even has a section on what to do if a player brings the book to you, asking to play a natural lycanthrope.
After this, we have a section on the different aspects of lycanthropes (animal type, spellcasting ability, speech, the scent power, and so on) and how they might affect the game. Advice is also given for the appearance of silver weapons and dealing with other things that might affect the character in different ways at different times. This is excellent material to be familiar with, and all of it is presented in a straightforward format for easy reference.
The section continues with a discussion of the differences in power between natural lycanthropes and afflicted ones. At this point, it's probably worth noting that there are three functional ways of becoming a lycanthrope: templates, racial classes, and race. As the book points out, nobody wants to use racial classes, and the templates aren't necessarily a good way of playing a lycanthrope. That leaves them as a racial option - for natural lycanthropes, at least, as afflicted generally remains a template - and the Gaming Guide strongly supports this method of balancing things.
Moving on, we have an in-depth section on playing natural lycanthropes as a race, complete with a broad selection of base animals (with varying statistic choices), background on community and social life, and a number of alternate racial traits, standard traits, favored class options, and even equipment that natural lycanthropes are likely to use. Supporting feats are also available, as are magical items (including an evil one that [i]looks[/i] like a valuable Ring of Protection until the night of the full moon... muwahahahaha). This chapter closes out with some spells and a few samples of natural lycanthropes.
Chapter Two: Archetypes
It's exactly what it sounds like. People don't want racial classes, but archetypes for existing classes may be seen as far more favorable, and options exist for Alchemists, Barbarians, Bards, Cavaliers, Clerics, Druids, Fighters, Gunslingers (named, for some reason, 'Gunfighter' - typo?), Inquisitors, Magus, Monks, Oracles, Paladins, Rangers, Rogues, Sorcerers, Summoners, Witches, and Wizards.
So, basically, most of the classes in the game (except the newest). XD An Occult Adventures supplement might not be a bad idea. I'm not going to go into great detail on the overall balance or value of each option - if you're playing a Lycanthrope, you're probably doing it for flavor anyway, and all of these archetypes are about enhancing your ability to do that. It's an EXCELLENT addition to the book, and in my mind, one of the biggest points of value. You're not just "a Barbarian that happens to be a Werebear". Now you can actually integrate your class into your race properly, and I'd recommend doing so if you're going to play a lycanthrope at all. ...For your first time doing it, at least.
Chapter Three: Wereblooded
This chapter presents another racial choice - Wereblooded, a 6 RP race (that's below humans, for those who aren't familiar with the system) based around the theme of being descended from lycanthropes. The guide notes that they're a lot like half-orcs, aasimar, and tieflings in that they're the scion of different ancestries, and the low RP cost means they should be easily balanced enough for any game you're running.
An alternate option is available for monstrous Wereblooded, who act as a 12 RP race.
Basically, this section is for getting some of the flavor and power of lycanthropy without going full-on furry - lycanthropy lite, as it were. If you're not sure about whether or not to allow lycanthropes in your game, this can be a good compromise point that allows both the player and the GM to see how these characters feel. Sample Wereblooded are included.
Chapter Four: Minor Wereblooded
This part is an expansion to the previous chapter, covering a number of less-common racial options. (The main Wereblooded are Cats, Wolves, and Bears - this chapter goes for things like Bats, Rats, Sharks, Mantises... stuff like that.)
Numerous examples - quite usable as NPCs, complete with plot ideas - are given.
Chapter Five: Skindancers
This chapter presents a 12 RP race that lives alongside lycanthropic society, albeit in a somewhat horrifying fashion given their racial history. As with the other races in this book, enough information is presented for both players and GMs to figure out how the character should be played and how they'd fit into the world. Racial subtypes with alternate options, favored class options, and even race-specific archetypes are all included.
Chapter Six: The Duke's Tramp
The book ends with a short story, and I don't think you'll have much trouble guessing what type of character it's about. XD
Conclusion
Together, the Bite Me books are [i]extremely[/i] solid - if focused - additions for Pathfinder. Great thought was put into these books, with an emphasis on fairness, fun, and expanding player opportunities to play shapeshifting characters instead of limiting them to narrow concepts. If you really want to play lycanthropes - or introduce them as a significant part of your world - these books are worth picking up.
Lycanthropes aren't for every game, but if you're going to play them at all, then Bite Me will help you play them well.
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