>>5597295Apocalypse is about basically "ecoterrorists vs capitilism", the werewolves are the ecoterrorists. They're also angry bigots a lot of the time. Filled with angst and rage, fighting in a lost war against all sorts of nasty stuff like the Wyrm and it's minons, a lot of which are tech and pharma companies. They had a global network of tribes, had laws about territorial respect, got along with spirits and generally were tree-cops. They were created by Gaia as warriors in the aforementioned war, their whole purpose is basically being killpigs. They also shouldn't fuck each other. Generally just a bunch of fatalistic sad sacks, very 90s, kinda all over the place in a lot of ways too. It's kinda hard to talk about in broad terms because it's big and has little in the way of really strong themes that I haven't mentioned. I really quite like WtA but it is what it is.
Forsaken (CofD) werewolves are a whole different thing. Uratha are half-spirit half-flesh, they're not human but raised by them and require them to keep grounded, incredibly territorial, pack focused, self-appointed guardians of the World of Darkness from the spirits that live in the Shadow. The reason they're "Forskan" is because pre-history the material and spirt worlds were much closer and guarded by Father Wolf. Father Wolf fell in love with another great spirit, Luna, and werewolves were their offsping. Eventually Father Wolf grew weak and failed to uphold its duties so some werewolves killed him to take his place and this rent the two worlds apart and shattered Pangaea. Luna cursed all werewolves, and the Forsaken seeing all the damage they cause pledged an Oath to her to take up Father Wolf's mantle. Now they maintain the balance between the two worlds. Their are those that want revenge against them for the death of Father Wolf too. The wolf theme is much stronger here, with lots of emphasis on the pack (and no Garou Nation), they aren't sad half the time, and the stuff that does make them sad is generally more interesting IMO.
The half-spirit thing for example, its a theme in both games but WtA doesn't really do much with it. In WtF as you're torn between the two extremes of Flesh and Spirit you have a stat called "Harmony". It goes from 0-10 and at 10 you're all about the Flesh, at 0 you're all about the Spirit. As you drift towards either extreme things get bad, it makes the Death Rage more likely, it effects how you shapeshift (either makes it very painful, or forces you to take new forms all the time). At 10 it prevents you crossing over into the Shadow, the realm of spirits, and at 0 you are stranded there unable to cross back. This stat can swing pretty wildly too, so trying to keep yourself in tune with your dualistic nature is a big thing. Garou don't get anything like that, they get Rage and that's what it sounds like. The shapeshifting mechanics in WtF2e are also so much better, and it's the major thing that stops me going back to oWoD woofs.
She just likes Pentex and the Wyrm, I imagine. That and I think she must just be far more familiar with it than anything in Werewolf the Forsaken. It's not really like anything that happened in the session couldn't have been done with WtF fluff, it just wasn't. Could have easily been a Maeljin instead of the Wyrm, or an Idigam, or a could have been a weird sort of Shard of an ancient primordial god too. There is always a good bit of overlap between the two gamelines, so stuff in WtA and WtF are always very different but very similar too.
>>5596815Okay as a better answer to your oWoD vs CofD question. Chronicles of Darkness is a whole new set of games based upon oWoD game lines but entirely separate from them, and doing their own thing with new lore. Chronicles of Darkness is the name for all the 2e games, before this it was "New World of Darkness".
The setting is modern day now, not the 90s, the rules have had a total overhaul. Its engine is based on the oWoD rulesets (they're actually good now), there is a bigger focus on toolbox design so you can pick the bits of lore you want, there isn't much of a metaplot, all the game lines are built to be compatible to allow crossover play, the mechanical design as a whole is a lot more interesting, the games aren't nearly as edgey for the sake of it. So all in all they're very different beasts.
Individual game lines follow the same name scheme but with a different subtitle. So WoD had Vampire: The Masquerade, Werewolf: The Apocolypse, Mage: The Ascension, etc. CofD has Vampire: The Requiem, Werewolf: The Forsaken, Mage: The Awkening, etc. Not every WoD game has a CofD equivalent (Wraith: The Oblivion, Kindred of the East, or Orpheus) but it also has it's own game lines too (Promethean: The Created, Geist: The Sin-Eaters, and Deviant: The Renegades. all three are fantastic too). The comparable game lines will also have massive difference in lore, tone, mechanics, etc. They always have a lot of overlap, but always a load of difference too