Werewolf: the Wild West– Released as a set of three historical games, one for each of the main White Wolf lines, Wild West never did very well. Everything from big cats to alligators (with ancestral memories that go back millennia) to sharks were involved. Player’s Guide to the Changing Breeds– While not a true sub-line of the game, the Changing Breeds were other lycanthropes that existed in the setting and that could be played with Werewolves. Were-rats and Were-gators (the mokole) were especially cool. These were shape-changers that aren’t wolves that were given different tasks to do by Gaia. Some of the Changing Breeds were really cool and added a lot to the setting. This is a spirit mascot that gives you bonuses but also lifestyle restrictions and was one of the coolest things ever put into a roleplaying game. You get to communally make a pack totem if your group spends enough points at character generation. It was like getting a job template, but your job was always to protect the Earth Spirit and war against the Wyrm and its spawn. I really liked that each werewolf was tied to a phase of the moon and that determined their caste abilities. The spirit realms the Werewolves talked with were rich and vibrant, the powers they gave you were strange and useful.
The game had a lot of depth mechanically and thematically. Werewolves are pretty cool, but werewolves with tribal powers and magical weapons are even more cool. Even though you could and would face enemies other than the Wyrm/Pentex, having its presence in the setting made everything a potential plot of the insane destroyer god. There was a very tangible, easy to understand foe and goal.