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.
to defend the territory while they’re away or forge powerful<br />
allegiances with neighboring packs to keep their own<br />
territory safe while they’re traveling. For the time being,<br />
though, the pack’s territory is the setting for your chronicle.<br />
<strong>The</strong> richer and more detailed it is, the better your<br />
game becomes. Getting that detail right starts at the very<br />
beginning of the character-creation process and deeply<br />
involves your players from the get-go.<br />
RURAL OR URBAN<br />
<strong>The</strong> decision to base your game in a rural or urban<br />
area has a significant impact on the feel of the chronicle<br />
and the nature of the antagonists you use. Again, one<br />
of the main rules of Storytelling applies here: Find out<br />
what your players want. Do they thrill to the idea of being<br />
urban wolves, prowling through the darkened streets of<br />
the city, possibly trading occasional favors or blows with<br />
the local vampires and hunting the city’s cold, inhuman<br />
spirit denizens? Or does the classic werewolf trope of<br />
the deep, dark woods, isolated houses and communities<br />
that look askance at strangers resonate more with them?<br />
Atmosphere is key — what most effectively speaks to their<br />
concept of modern werewolves and savage fury?<br />
You have the option to change this setting later on<br />
by having the werewolves driven from their territory<br />
and forced to find a new base, for example, but that’s a<br />
poor second to getting the territory right at the start of<br />
the chronicle.<br />
<strong>It</strong>’s possible, even likely, that a mix of opinions will<br />
arise within the group over the sort of environment the<br />
players want for the chronicle. In that case, work with that<br />
and use a suburban area, or an area that borders on a small<br />
town. Doing so opens up possibilities of intra-pack conflict<br />
later on, as the characters argue over whether to gain territory<br />
in the town or the surrounding countryside.<br />
GET TING DOWN TO DETAIL<br />
Actually detailing the setting of your game might<br />
seem like an intimidating prospect. After all, this is going<br />
to be the core of your story over the course of the chronicle,<br />
and getting it wrong now could have serious implications<br />
down the line. That would be the case, apart from a<br />
little secret that’s easy to forget: You don’t have to do all<br />
the work. <strong>The</strong> territory you’re describing belongs to the<br />
characters, and a good way of stimulating that feeling of<br />
ownership is to allow the players some input into the way<br />
you create the landscape. Ideally, this input should come<br />
during character creation.<br />
<strong>The</strong> way the pack came together has some bearing<br />
on the way the characters relate to their landscape. If the<br />
older werewolves who found and trained them moved<br />
them to another part of the world entirely, the characters<br />
might have very little idea of their environment and territory,<br />
so the initial sessions can be spent in exploration. If<br />
the new pack’s likely territory is one with which some or<br />
all of them are familiar, however, you should involve the<br />
Territory<br />
219