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Werewolf: The Forsaken - Blank It

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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 />

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