Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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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