Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
a strong way of rounding out a long-running story with the<br />
characters finally taking down their opponents once and<br />
for all, but using it too often doesn’t do justice to the range<br />
of struggle available in the game. <strong>The</strong> characters should<br />
be confronted with spiritual, emotional, social and intellectual<br />
struggle as well. Characters should struggle against<br />
violence, at least in the sense of fighting to keep themselves<br />
from brutally murdering their own friends and family<br />
in a fit of Death Rage. Maintaining a territory isn’t just<br />
a matter of tearing up the things the characters dislike. <strong>It</strong><br />
should be an active exercise in management of everything<br />
within that land. Father Wolf’s burdens are heavy ones.<br />
That said, <strong>Werewolf</strong> is a game with a large element of<br />
combat. <strong>The</strong> very nature of werewolves dictates that their<br />
reaction to many problems will be a violent one. <strong>The</strong> Primal<br />
Urge that drives them pushes them toward combat far<br />
more than most creatures. Don’t disdain combat as a crude<br />
way to vent steam — handled properly, combat brings out<br />
roleplaying as intense as any other situation might.<br />
CHARACTER CREATION<br />
Character creation might seem like the players’<br />
business rather than yours, but this point is<br />
very much the one at which the chronicle-creation<br />
process starts. Even if you have a distinct<br />
chronicle in mind when you recruit players, the<br />
process of defining the characters who are the<br />
main protagonists in the tale affects the form<br />
that the chronicle takes. After all, Storytelling is<br />
a communal pursuit, and unless the chronicle has<br />
something in it designed to appeal to everyone,<br />
it’s probably doomed to failure.<br />
<strong>The</strong> characters your players design will tell<br />
you much about the sort of chronicle they’re<br />
interested in. If they create a pack of urban characters,<br />
there’s a good chance they’re not interested<br />
in a chronicle set deep in the wilderness, or<br />
if they are, they want one that emphasizes the<br />
fact that they’re fish out of water. If they create a<br />
set of combat-oriented characters, there’s a good<br />
chance that a game of mystery and introspective<br />
struggle isn’t going to light their collective fire.<br />
<strong>The</strong> best way to avoid these sorts of conflicts is<br />
to sit down and discuss the sort of chronicle you’ll<br />
all be interested in from the start. Given the territorial<br />
nature of werewolves, working out an idea<br />
of the sort of environment the players desire is of<br />
paramount importance.<br />
• Pack Unity<br />
Just as werewolves are territorial creatures,<br />
they’re also pack creatures. Living and operating<br />
in packs is central to their very nature. All Storytelling<br />
games require that characters cooperate<br />
to some degree, but <strong>Werewolf</strong> demands more<br />
than that. Characters in a pack need to be able<br />
to trust one another utterly in the heat of battle.<br />
<strong>The</strong> characters have more than enough on their<br />
collective plates just defending their territories;<br />
internal fights are something they can ill afford.<br />
That’s not to say that disagreements won’t<br />
happen between the characters, but they need<br />
to be able to get on reasonably easily from the<br />
start. One of your jobs during the charactercreation<br />
process is to look for obvious points of<br />
irreconcilable conflict among the characters and<br />
suggest some alternatives. You shouldn’t need to<br />
be heavy handed about this — the players have<br />
chosen to play <strong>Werewolf</strong>, and packs are a distinct<br />
part of the setting. <strong>It</strong>’s something to keep an eye<br />
on, though. A pack that’s constantly torn with infighting<br />
is going to disrupt the “band of brothers<br />
against the world” feel of the game.<br />
• Dangling Hooks<br />
Aside from getting an idea of the type of<br />
chronicle that your players are interested in, the<br />
other major objective you have during character<br />
creation and the prelude stage of the process is to<br />
work out what dangling plot hooks are left from<br />
the characters’ lives before the First Change. Elements<br />
of a character’s past coming back to haunt<br />
her are a staple of any serial drama, and Storytelling<br />
games are no exception. <strong>The</strong>y give a strong<br />
sense of history to the character, one that makes<br />
the chronicle that much more immersive.<br />
Many plot elements are going to arise<br />
from the characters’ Merits. <strong>The</strong>se advantages<br />
numerically define people from the characters’<br />
pasts — useful contacts and the like — but the<br />
actual people or events the numbers represent<br />
don’t have to be detailed straight away. Some<br />
details, such as names and general relationship,<br />
can be useful, but there’s really no need to<br />
flesh all the details out now. One or two of the<br />
more important elements, such as the broad<br />
outlines of the character’s family and friends, are<br />
worth developing to give the player something<br />
to work with. <strong>The</strong> rest are best kept back for<br />
later development, both to allow the player to<br />
add details as she gets the feel of her character<br />
and to leave you some wiggle room in the plot<br />
elements you introduce later.<br />
THE WEREWOLF<br />
Werewolves aren’t human. An obvious statement,<br />
perhaps, but one that has a profound impact on the way you<br />
run a chronicle. Werewolves perceive the environment differently<br />
than humans (and even wolves) do, and their awareness<br />
of the spirit shadow gives them a unique perspective on<br />
the world. To truly immerse your players in the world of the<br />
<strong>Forsaken</strong>, you have to help them see the world through a<br />
werewolf’s eyes. That means giving thought to the things that<br />
make the Uratha different from us: their senses, their ability<br />
to shapeshift, their spirituality, and their inhuman fury.<br />
<strong>The</strong> <strong>Werewolf</strong><br />
213