Werewolf: The Apocalypse 5e — Rage Across Old Florida (New Pack)
Even the veteran packs missed this one. Yours won't — and that's how you'll earn your place.
$25.00
/ Session
Details
1 player following this game
Weekly / Tuesday - 9:30 PM UTC
Session Duration / 2.5–3.5 hours
1 / 5 Seats Filled
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About the adventure
Some games drop you into a chronicle that's already been running for years, in someone else's territory, cleaning up someone else's mess. This one starts with you. You're a brand-new pack — nobody's understudies, nobody's sidekicks — stepping into a Sept that has real history, real politics, and real stakes, ready to be shaped by whatever you do next. That Sept lives in Highlands County, Florida: citrus groves, cattle ranches, a lake town best known for one of the world's great endurance races, all within easy reach of Tampa, Orlando, the Space Coast, and Fort Myers — the kind of place most people only pass through. At its heart is a Caern beneath old-growth hammock forest, one of the last true wild places left in this part of the state, watched over by the Florida panther and protected by a Sept whose packs stretch outward in every direction, ignoring county lines the way the old ways always have. Some of those packs have held their ground for generations — territory they've patrolled and protected for so long that they've stopped looking closely at the edges of it. That's where you come in. Something has gone wrong at the seam between two veteran packs' territory, something they were stretched too thin to catch in time. Your pack — untested, unproven, and the only ones who can deal with this problem before it was too late — gets the chance no green pack usually gets: to fix what the old guard missed, and to earn, perhaps permanently, whatever ground you're willing to fight for...and maintain! This is rural Werewolf played straight — family, land, and legacy as much as claws and Rage — and it's built to run as a real ongoing chronicle. You'll get an actual arc: a pack that grows, a territory that means something because you fought for it, and a Sept full of established Garou who'll notice what you do and remember it. New to Werewolf entirely? No problem — this table is built to be beginner-friendly from the ground up, with everything you need to get up to speed before your first session, so the only thing you need to bring is a character concept and a willingness to howl. A five-seat pack, perhaps one for each auspice as in the old days, meeting weekly — apply now if you want to be there from the star It is important to note that Werewolf: The Apocalypse deals honestly with heavy material — violence, body horror, corruption, generational trauma, and the slow destruction of the natural world aren't incidental to this genre, they're part of what it's about. I take that seriously. Before we ever sit down to play, we'll talk through Lines and Veils together, so you have real say in what this table explores head-on, what gets a lighter touch, and what's off the table entirely. That conversation doesn't happen once and get filed away — we'll revisit it openly during Session Zero and throughout the campaign, so this stays a game everyone at the table genuinely wants to keep coming back to.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Game themes
Meet the Game Master
5 years on StartPlaying
14 games hosted
Highly rated for: Creativity, Storytelling, Voices
About me
Greetings! I am Brent - a mature, reliable, and consistent GM with three decades of experience with a wide variety of games. I provide well-developed, immersive worlds where players and I collaboratively spin yarns that are intriguing, exciting, and (most importantly) fun! Here is some information about me: * Began playing and GMing in the early 1990's * Experience with a wide variety of games from the traditional, such as D&D and World of Darkness, to newer systems, such as Star Wars 5e and Monster of the Week. * Marine Corps veteran, active Freemason, and gym rat * Educated (five degrees, including a Ph.D.) * Husband to an amazing wife, father to five adult children, and grandfather of one beautiful little girl
View Profile →Character creation
Creating your character
Character creation will occur during Session 0. If you are brand new to Werewolf and need ideas, there are pre-existing concepts to choose from that we can flesh out during Session 0.
What to expect
Preparing for the session
You will need a free Discord account and a free Roll20 account. You may also find this link valuable: https://wta.paradoxwikis.com/Werewolf_The_Apocalypse_Wiki
What Yarnspinner brings to the table
I have access to the core Werewolf: The Apocalypse 5th Edition rulebook, plus Tribes of Gaia and Shattered Nation, so we're never short on material as your pack — and this world — both grow. At the table, expect a blend: Rules as Written and Rule of Cool exceptions when a mechanic would get in the way of a great moment rather than serve it, which is rather inherent in the W5 system. Combat follows the same philosophy — enough tactical weight that positioning and choices matter, without grinding the story to a halt. I'm no voice actor, but I'll do my best to bring distinct voices to key NPCs when a scene calls for it. More than anything, I provide a deeply developed, living world — built on real history and geography — where your character and their pack can learn, grow, and leave a mark the rest of the Sept actually remembers.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Yarnspinner creates a safe table
I will send a link to identify Lines and Veils. We will go over safety concerns and select tools for managing them during Session 0.
Content warnings
Safety tools used