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216<br />

Chapter IV: Storytelling and Antagonists<br />

PACK<br />

<strong>The</strong> pack is the most important element of werewolf<br />

society. Tribes inform a werewolf’s approach to tending his<br />

territory and provide him some spiritual guidance, but when<br />

the blood hits the walls, his pack is all he can rely on. A<br />

pack is closer than blood ties, closer than friends or lovers.<br />

<strong>The</strong> pack members likely live together or in close proximity<br />

to one another. <strong>The</strong>y spend much of their time with one<br />

another and owe loyalty to the other members that exceeds<br />

their loyalty to their families. <strong>It</strong>’s worth playing up the pack<br />

aspect of the game, as it’s one of the key thematic elements<br />

of <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong>. People notice the fact that<br />

the werewolves hang out in this “gang,” and they comment<br />

and react accordingly. If the local people are familiar<br />

with the pack, and they see one member of it, they’ll be on<br />

the lookout for the rest. Lovers and friends might secretly<br />

resent the closeness that the pack members share, without<br />

understanding what it’s all about. Ironically, this distrust or<br />

jealousy only drives the pack members closer together. Still,<br />

that’s exactly what you’re trying to do.<br />

Things don’t always go according to plan, however,<br />

and you might find yourself in a position where the pack<br />

starts to fall apart through the course of natural roleplaying.<br />

What should you do then?<br />

PACK DISUNIT Y<br />

<strong>It</strong>’s often said that the worst thing that members of a<br />

pack of werewolves can do is turn bloodily on each another.<br />

Protecting a territory from intrusions from the spirit world<br />

is grueling work even for unified packmates. Packmates who<br />

are constantly at each others’ throats are in for a very hard<br />

time indeed. Don’t hesitate to inflict the consequences of<br />

pack disunity on the characters. <strong>The</strong>ir neighbors will quickly<br />

scent trouble brewing and start making incursions into<br />

the characters’ territory, checking to see if those incursions<br />

could become permanent. <strong>The</strong> murderous soldiers of the<br />

Pure Tribes will seize the opportunity to divide and conquer<br />

the pack in final fashion. Even more spirits might take the<br />

opportunity to cross the Gauntlet and ride a host while the<br />

werewolves are distracted with their internal problems. <strong>The</strong><br />

results of a split in a pack become evident in the declining<br />

health of the territory. If the pack gets its act together, it<br />

has some major challenges ahead of it. More to the point, if<br />

the characters can no longer work together, it’s likely they’ll<br />

bring down the whole edifice of the story with them. Of<br />

course, some internal conflict is virtually necessary — a<br />

pack that gets along perfectly is boring — but if the conflict<br />

has gone beyond roleplaying spice into a real threat to the<br />

continued chronicle, it’s time to take action.<br />

So, what can you do to help bring the pack members<br />

back into alignment with one another? <strong>The</strong> quick answer<br />

is to give them an immediate threat to deal with. Nothing<br />

focuses the minds of players toward working together faster<br />

than a very real threat to the survival of their characters.<br />

If there’s a fight in the offing, it’s surprising how quickly<br />

quarrels disappear in favor of combat. If the combat hints<br />

at a greater problem, so much the better. With a meatier<br />

problem to chew on, the players should quickly set aside<br />

the worst parts of the divisive internal conflict.<br />

If worse comes to worst, though, take the players in<br />

question aside and talk to them about the issues out of<br />

character. <strong>Werewolf</strong> focuses on the idea of a pack working<br />

together to protect a mutual territory, at least to the extent<br />

that the players agree on what they mean by “protect.” If<br />

that doesn’t prove attractive to some (or all) of the players,<br />

it’s possible that they’ve misunderstood the game entirely<br />

and would actually be happier playing something else.<br />

<strong>It</strong>’s better to find that out quickly, rather than letting the<br />

chronicle die a slow, lingering death.<br />

PACK HIERARCHY<br />

<strong>The</strong> one exception to the rule of pack unity is struggling<br />

to establish the pack’s hierarchy. Each pack needs a leader,<br />

even if leadership rotates in an established pattern. Often<br />

the leader just emerges through the course of play, and that’s<br />

a perfectly acceptable route to take. Some players, however,<br />

want to act out more wolf-like games of dominance and<br />

submission between members of the pack, which is equally<br />

acceptable. You need to be sure, though, that all the players<br />

are comfortable with this sort of struggle happening between<br />

their characters and that they’re able to leave the antagonism<br />

at the table when the game session’s over.<br />

AUSPICES<br />

One crucial element of pack life is the auspices of<br />

the characters. When it’s working well, a pack should<br />

naturally defer to the werewolf who’s most skilled in the<br />

particular field at hand. For example, if it’s trying a peaceful<br />

negotiation with spirits, the pack defers to the Elodoth.<br />

If it needs to infiltrate an organization or sabotage an<br />

establishment, the Irraka is the natural choice. You should<br />

encourage this sort of behavior by creating situations that<br />

favor one auspice or another and spreading these opportunities<br />

equally among the players.<br />

<strong>Werewolf</strong> is a game with a heavy element of combat.<br />

If you let the balance slip too far in favor of combat, however,<br />

you also tilt the fun toward the players with Rahu<br />

characters. All werewolves are creatures of battle, but the<br />

Rahu are the elite forces, the Uratha whose whole life is<br />

dedicated to becoming the best warriors and tacticians<br />

they can possibly be. Your chronicle will be more enjoyable<br />

for all the players involved if you build in a range of<br />

challenges that suit the different roles the auspices play.<br />

<strong>The</strong>re’s no guarantee that the players will take you up on<br />

all of the possibilities you offer them, but as long as you<br />

keep presenting them throughout the chronicle, every<br />

character can have his turn in the spotlight.<br />

Naturally, this advice assumes that you have enough<br />

players to create at least one character per auspice in a pack.<br />

While building a five-werewolf pack in which each auspice<br />

is represented is ideal, though, doing so isn’t strictly necessary<br />

— especially if you don’t have at least five players in<br />

your game. If you have too few werewolves on hand, you can

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