This is true, at least so far as the 1st edition and yes the acronym is pretty funny though a lot of people use a colon in their WoD/CofD game names these days, ala W:tF.
The second edition, released about a year ago however, has become a fan favorite, selling to platinum best-seller on DriveThruRPG in under a week of its initial release. It is still Forsaken, but it does away with a lot of the half-hearted/pointless holdovers from Apocalypse that worked for that game but only bogged down 1e Forsaken. They also significantly revamped other systems, such as Gifts which are now as awesome as they've ever been (even Apocalypse's gifts ran from 'must have' to 'utterly useless' lol. They added a lot of fundamental core systems with CofD that improve all aspects of the game, from combat to roleplaying, dramatically improving the over-all experience.
As to the concept, your territory can differ on setting. In my current chronicle set in the Yukon, the pack's territory is several square miles. Werewolves are the descendants of the God of the Hunt, Father Wolf. In Neolithic times the worlds of Flesh & Spirit were as one and he & his children - who's mother is the spirit of the moon - hunted and protected the world, saving humans from spirits and slaying ancient, god-like spirits to end their machinations. As father wolf grew old and failed at his work (by not slaying the progenitors of the Shartha, half flesh spirits, the Rat & Spider host), some of the First Born took it upon themselves to take over his job by slaying the old god, not having the hart to let him linger. In doing so they shattered the world in twain and earned the ire of all beings, including some of their brothers & sister Firstborn. All but Mother Luna Forsook them.
The mantra of W:tF 2e is 'The Wolf Must Hunt' and while auspices are largely the same as Apocalypse, only with new abilities & gifts (centered around the hunt), each tribe's theme revolves around that. The Blood Talons for example are warriors who take no quarter and give none. Their tribal prey are the Pure; werewolves who's First Born progenitors turned away from their god-slaying siblings and the moon. The Pure despise the Forsaken as well as humanity.
How do the Forsaken carry on Father Wolf's work when half of it doesn't know it needs protecting and the other half want them dead? The Forsaken are dogged at all sides, their lives to often cut short, but no one else will do what must be done and only the gifts of Mother Luna allow them the ferocity to do it.
Hope that clarifies a bit. But it just scratches the surface. My long-time group quite enjoyed Apocalypse (though mostly D&D players, these days we play mostly Chronicles of Darkness [formerly New WOrld of Darkness]). I think W:tA will make a great video game, I cant wait to tear some shit up in Cronos.
The above is simply to state that if you disliked how lukewarm W:tF was, you should really check out W:tF 2e & CoFD as a whole.
Flatline wrote on Jan 20, 2017, 18:36:This comment was edited on Jan 21, 2017, 14:47.
The Werewolf reboot literally had the acronym WTF which is about how the fanbase reacted to it.
The game as shipped in the core book was boring to the point of tears. Sure, WTA was about playing ecoterrorist walking blenders, but the fun part of that was the walking blender part.
WTF took that idea and said "eh... negotiable." The whole concept of the game is that you're a street gang protecting a few blocks from... like... stuff. Spirits I guess.