Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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MOOD<br />
As befits a game about creatures both wolf and<br />
human, the mood of <strong>Werewolf</strong> is two-pronged. On one<br />
hand, werewolves are creatures of savage violence, and<br />
a mood of fury — barely leashed or wholly unrestrained —<br />
is sure to permeate a story. On the other hand, the world<br />
of <strong>Werewolf</strong> is one of dark tension and strange mysteries,<br />
of things that owe very little to the “natural” world. <strong>The</strong><br />
layer of spirituality adds a more subtle form of menace to<br />
the mood. <strong>It</strong> adds a sense that the universe is more vast<br />
and frightening than humans will ever understand.<br />
HOW TO USE THIS BOOK<br />
This Introduction is a short overview of what to<br />
expect from the werewolves of <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong><br />
and the overall game-play experience.<br />
Chapter One reveals the world of the Uratha. <strong>It</strong> details<br />
their society and legends, as well as the entities that<br />
hunt them and that are hunted in turn.<br />
Chapter Two focuses on character creation and the<br />
traits granted thereby, from the strengths granted by moon<br />
sign and tribe to the strange powers that werewolves wrest<br />
from the Shadow Realm.<br />
Mechanical systems specific to werewolves are the focus<br />
of Chapter Three. <strong>The</strong>se systems represent the various capabilities<br />
and challenges common to all werewolves, from their<br />
powers of shapeshifting and rapid healing to the moral imperative<br />
of Harmony and the terrible dangers of the Death Rage.<br />
Storytelling is the main concern of Chapter Four.<br />
Here you’ll find advice on how to fine-tune a <strong>Werewolf</strong><br />
game into a dramatic, entertaining ride. <strong>It</strong> also provides<br />
antagonists to serve as the pack’s hunters or prey.<br />
Appendix One describes the spirit world, showcasing<br />
the animistic side of <strong>Werewolf</strong>. <strong>It</strong> shows what happens<br />
when werewolves enter the spirit wilds, and it provides the<br />
systems governing spirit creation.<br />
Finally, Appendix Two covers the sample setting of<br />
the Colorado Rockies, an area recently recovering from a<br />
shadow war. A pack can find plenty of opportunities there<br />
to carve out a territory and make a name for itself.<br />
SOURCES AND INSPIRATION<br />
Werewolves have been interpreted in many different<br />
ways. Yet too many werewolf movies or books either dial in<br />
the story with sensationalism or force werewolves to share the<br />
screen with other monster types (to regrettable effect). <strong>The</strong><br />
titles listed here are some of the more prominent examples of<br />
works that focus on the werewolf sufficiently to add interesting<br />
roleplaying ideas. <strong>The</strong> “Additional Inspirations” sections<br />
include titles that don’t necessarily feature werewolves but are<br />
thematically or dramatically suitable for consideration.<br />
FICTION<br />
Murcheston: <strong>The</strong> Wolf’s Tale by David Holland. A story<br />
about werewolves in the trappings of Victoriana, the real lure<br />
of the book is the journal kept by the werewolf. <strong>The</strong> werewolf<br />
character both welcomes his transformation and elaborates<br />
on the sensation of his hyper-acute senses — two things that<br />
are rarely seen from the werewolf’s point of view.<br />
Moon Dance by S. P. Somtow. This book paints a picture<br />
of conflict between immigrant European werewolves<br />
and Native American werewolves in the 1880s and doesn’t<br />
pull any punches. Very gory, but satisfying.<br />
Additional Inspirations<br />
King Rat by China Mieville, <strong>The</strong> Wolf by L. David<br />
Mech.<br />
MOVIES<br />
An American <strong>Werewolf</strong> in London, directed by John<br />
Landis. This is sometimes held up to be one of the first<br />
good werewolf movies since <strong>The</strong> Wolf Man. <strong>The</strong> lead<br />
character’s visions of the dead are a unique addition to<br />
the genre, and the transformation sequences are detailed<br />
with loving affection. <strong>The</strong> sequel, set in Paris, suffers from<br />
adopting CGI before CGI was ready for werewolves.<br />
<strong>The</strong> Howling directed by Joe Dante. Released the same<br />
year as An American <strong>Werewolf</strong> in London, this movie bothers<br />
less with black comedy and focuses more on pure horror.<br />
<strong>The</strong> original is a solid werewolf story, but the sequels<br />
aren’t worth the extra effort.<br />
Ginger Snaps directed by John Fawcett. A clever<br />
movie that documents a teenage girl’s coming of age side<br />
by side with her transformation into a werewolf. This<br />
movie isn’t as cute as its title would have you believe — in<br />
a good way. An excellent portrait of what a werewolf’s life<br />
just before the First Change can be like.<br />
Dog Soldiers directed by Neil Marshall. Billed as “not<br />
a werewolf movie with soldiers, but a soldier movie with<br />
werewolves.” <strong>It</strong>’s still a fine werewolf movie, even if the<br />
werewolves seem a touch low-budget. <strong>The</strong> werewolves<br />
are strong examples of how a solid pack is much more<br />
dangerous than a lone wolf, and the soldiers demonstrate<br />
teamwork a werewolf pack could learn from.<br />
<strong>The</strong> Wolf Man directed by George Waggner. <strong>It</strong> never<br />
hurts to have a foundation in the classics. This is where<br />
werewolves begin to be inextricably linked with silver.<br />
Wolf directed by Mike Nichols. Notable largely for the<br />
exploration of what it might be like to have lupine instinct<br />
guiding the way you deal with human problems. Another<br />
interesting take on life before the Change.<br />
Additional Inspirations<br />
Brotherhood of the Wolf, Predator, Wolfen, Princess<br />
Mononoke, <strong>The</strong> Blair Witch Project, Wolf’s Rain, <strong>The</strong> Ghost<br />
and the Darkness<br />
OTHER INSPIRATIONS<br />
Inspiration for a game can be found almost anywhere.<br />
Classical music such as Holst’s “Mars, the Bringer of War”<br />
or Mussorgsky’s “Night on Bald Mountain” can work well,<br />
as can a selection of powerful heavy metal songs. To go<br />
farther afield, the paintings of Goya might suggest the<br />
visual energy of a violent encounter, while journalistic<br />
How to Use This Book<br />
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