This product offers different takes on playing Werewolf: the Forsaken and is one of the most drastic deconstructions of a game line I've seen. In some cases a setting is offered with suggestions on what stories lend well to that genre, such as coming of age stories. Some "kits" give you different takes on handing systems. Two of them relate directly to Gifts and spirits. In others core concepts, mythology and history relating to Forsaken are cored away. Often it is a complete vivisection and what you are left with is still a werewolf game but is drastically far from the source.
Don't get it twisted, that's not a bad thing. If you have been a true fan of Forsaken these past five years this is your chance for a fresh take. If, like me, you had hesitation to invest in the line this series may change your mind.
It did with me. I've been frustrated for 19 years that this game called Werewolf didn't actually feature lycanthropes. They were shape-shifters. Lycanthropes can't control their change. It's a curse, and really hampers your social life. I wanted to play American Werewolf in London the role-playing game and this was not it. But then unexpectedly comes Forsaken Chronicler's Guide Volume 1, section two "The Cursed" and I had the European legend-inspired monster I had craved for so long. I'm going to play Forsaken for the first time soon because of this product.
You can read the volume descriptions and buy piecemean or just pay ten bucks for the whole thing and get a bargain vs. return on investment of ideas and hours of gameplay. Some of the ideas are sedate. Some of them are extreme and really bring the "game of savage horror" theme. A minority were kind of duds in my mind but your tastes may vary. There was at least one in every volume I found enjoyable and some that made me call up my friends and rave about them.