| White Wolf|
| Justin Achilli, Ethan Skemp|
Werewolf: The Wild West is a role-playing game from the World of Darkness line by White Wolf Game Studio. The setting is similar to Werewolf: The Apocalypse but is taking place in the Wild West in the 19th century. This time, players take upon the roles of Garou, raging werewolves, and wage holy war defending the Pure Lands (the Americas) from overwhelming corruption in the form of the mighty Bane called the Storm-Eater.
There were differences in the gifts available to be attained, and Glass Walkers were known as Iron Riders.
White Wolf Publishing came up with a new model for game releases as historical RPGs, each based on one of the original World of Darkness games. This resulted in three new lines: Vampire: The Dark Ages (1996), Werewolf: The Wild West (1997), and Mage: The Sorcerer's Crusade (1998). By 1998 White Wolf was facing continued economic problems, and was hitting a crisis. Of their last five World of Darkness games – the three new historical games, as well as 1994's Wraith: The Oblivion and 1995's Changeling: The Dreaming – only Vampire: The Dark Ages sold well. White Wolf also decided that they could not afford to keep publishing Changeling: The Dreaming, Werewolf: The Wild West, or Mage: The Sorcerer's Crusade, so the company began publishing them under its new imprint called "Arthaus". The Changeling line did well at ArtHaus, as did Mage: The Sorcerers Crusade, but Werewolf: The Wild West was unable to succeed even given the cheaper costs of the imprint.
Werewolf: The Wild West Wikipedia