13.12.2012 Views

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!