Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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212<br />
Chapter IV: Storytelling and Antagonists<br />
THE POWER OF HIDING OURSELVES FROM ONE ANOTHER IS MERCIFULLY GIVEN, FOR MEN ARE WILD<br />
BEAST S, AND WOULD DEVOUR ONE ANOTHER BUT FOR THIS PROTECTION.<br />
—HENRY WARD BEECHER, “PROVERBS FROM PLYMOUTH PULPIT”<br />
This chapter assumes you’ve read and digested the<br />
information presented in the Storytelling chapter of the World<br />
of Darkness Rulebook. That chapter teaches the basics of<br />
Storytelling and defines some of the central terms we’ll be using<br />
here: chronicle, story, flashback and the like. This chapter<br />
focuses on more advanced Storytelling skills and the specific<br />
things you need to bear in mind while running a <strong>Werewolf</strong>:<br />
<strong>The</strong> <strong>Forsaken</strong> chronicle.<br />
Many people say life is a struggle or they’re fighting to<br />
survive. For most of them, it simply isn’t true. <strong>The</strong>y have a<br />
roof over their heads, an income and enough food to keep<br />
their families healthy. For a pack of werewolves, though, it<br />
should be true. For the Uratha, life is struggle, and they do<br />
have to fight to survive. <strong>The</strong>y fight to protect their families,<br />
friends and, most importantly, their territory from threats<br />
ranging from the Pure Tribes to the Spirit-Claimed. <strong>The</strong>y also<br />
struggle against themselves, so that they can prevent themselves<br />
from emerging from a nightmarish blackout steeped<br />
in the blood of their loved ones. And they fight to make the<br />
fringes of the spirit world that touch their territories a better<br />
place. Your job, as the Storyteller, is to determine what conflicts<br />
the characters face in the course of the chronicle, while<br />
making the things that the characters are fighting to defend<br />
as real as possible. You must also show how one pack’s struggle<br />
is part of a larger effort by all of the <strong>Forsaken</strong>.<br />
WORLD OF THE FORSAKEN<br />
In the classic werewolf stories, there’s an element of<br />
internal horror built into the story. <strong>The</strong> protagonist, or one of<br />
his friends, finds himself slowly becoming an animalistic creature<br />
that retains some of its human sentience while becoming<br />
subject to powerful predatory urges. <strong>The</strong> story often centers<br />
on his or her struggle against that transformation, and<br />
the tragic outcome of the battle. A <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong><br />
game takes that moment and builds upon it until you have a<br />
complete story about what it means to become such a creature.<br />
For the Uratha, there is no escaping the transformation:<br />
<strong>The</strong> change is inevitable when it comes. <strong>The</strong> horror grows<br />
from adapting to this life and the knowledge that comes with<br />
it. Werewolves are aware of the Shadow and how it feeds on<br />
actions in the physical world. <strong>The</strong>y also find their horizons<br />
suddenly narrowed. Travel, ambition, relationships all change<br />
or end. <strong>The</strong> pack usually has a territory to maintain, and its<br />
members are hard pressed to do that, let alone pursue wider<br />
ambitions. Your responsibility is to bring that home ground<br />
to life and make its boundaries seem real. For the threats to<br />
be credible, for them to chill and anger both the characters<br />
and the players, the places and people under threat have to<br />
be vivid and live in the players’ imaginations.<br />
One of the simplest ways to find inspiration for a <strong>Werewolf</strong><br />
chronicle is to read or watch any of the source material<br />
listed on p. 17, and think about it from the perspective<br />
of the werewolves. Doing so takes an imaginative leap as<br />
the majority of stories are told from the perspective of the<br />
human victims of the werewolves. If you keep in mind the<br />
setting details outlined in this book, however, it’s surprisingly<br />
easy to start seeing a whole different plot at work.<br />
<strong>It</strong>’s usually something along the lines of arrogant humans<br />
invading the werewolves’ territory, and the locals fighting<br />
back, but it’s a good starting place for any chronicle.<br />
THE HUNT<br />
<strong>The</strong> heart of <strong>Werewolf</strong> is the hunt. <strong>The</strong> hunt means<br />
something to us as humans — it’s a symbol of our relationship<br />
with nature, as we act as predators and fear being<br />
prey. This engages the players immediately, as they can<br />
roleplay hunters greater than any human with a gun and<br />
enjoy the vicarious thrill of being hunted by the <strong>Forsaken</strong>’s<br />
many foes. <strong>The</strong> hunt also drives the game, motivating<br />
the players to take the initiative and act. Even if their<br />
characters are the prey, they have to get in motion and<br />
stay in motion, lest they fall to their pursuers. <strong>The</strong> hunt is<br />
at the core of the constant struggle against intrusions from<br />
the Shadow, and it’s what makes the <strong>Forsaken</strong>’s war with<br />
the Pure Tribes a devilishly dangerous game of stalking<br />
and ambushes rather than a simple bloody free-for-all.<br />
Though not every story you tell will be a “hunt” story,<br />
it’s good to keep the hunt in mind throughout the chronicle.<br />
A struggle against a dangerous foe can be all the more exciting<br />
if the players can figure out a way to tip the odds so that<br />
they’re the ones doing the hunting, and their enemy is the<br />
one on the run. <strong>The</strong> hunt can also retain its thematic power<br />
even in other venues. A romantic subplot is more interesting<br />
if the player’s intended is subconsciously aware that he’s her<br />
prey, and an edge of instinctive fear colors their courtship. A<br />
truce negotiation with vampires becomes more tense as each<br />
side looks the other over, trying to determine who would be<br />
stalking whom if it breaks. Like any theme, mood, plot or<br />
description, of course, you shouldn’t overdo it. If your players<br />
begin each session by asking one another “So what are we<br />
hunting, or who will be hunting us, tonight?”, the gimmick<br />
has worn thin for a while. But if handled well, the hunt as a<br />
theme reinforces to the players that they aren’t playing ordinary<br />
people who just happen to have the power to shapeshift<br />
into animals, but predatory beasts in human skin. <strong>The</strong>y’ll<br />
truly believe their characters are werewolves.<br />
STRUGGLE VERSUS COMBAT<br />
Struggle and violent conflict aren’t the same thing,<br />
but a Storyteller can very easily slip into making them so.<br />
When you’re pressed for time and need a plot for the next<br />
couple of sessions, it’s all too easy to just stack up a series<br />
of foes for the characters to take apart. Such a plot makes