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Werewolf: The Forsaken - Blank It

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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 />

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