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Werewolf: The Forsaken - Blank It

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220<br />

Chapter IV: Storytelling and Antagonists<br />

players in defining that territory. You can pick some details<br />

out of the prelude as you discuss their pasts with them.<br />

Any places they mention should be incorporated into the<br />

setting. You can also encourage them to discuss favorite<br />

places and other locations they visit regularly as they write<br />

their character’s background. Where do they hang out?<br />

What place is their first line of defense in case of attack,<br />

or their last? Where’s the best hunting in the area? Where<br />

do they live? Where do their families live? What natural<br />

features mark the limits of their territory?<br />

In many ways, defining the pack’s territory is much like<br />

a second character-creation exercise, but one that involves<br />

all of the players. If you have the time and inclination during<br />

the character-creation process, take an hour with the<br />

players and a large sheet of paper and start sketching out<br />

the key locations mentioned thus far, and how they relate<br />

to each other. Alternately, search around for photographs<br />

of neighborhoods, landmarks or urban structures to set<br />

the mood. Be careful not to let one player dominate this<br />

process, and be aware that they can’t define every little<br />

detail of the landscape, because you might need some room<br />

to maneuver as you start to write your plots. With a bit of<br />

luck, though, this session will give the players the same sort<br />

of proprietary feeling over the territory that the characters<br />

have. If any of the players can draw, paint or use computer-modeling<br />

software to generate pictures of particular<br />

landmarks within the territory, so much the better.<br />

PEOPLE AND PLACES<br />

People and places are deeply linked. Humanity has a<br />

greater impact on the landscape than any other species on<br />

the face of the Earth. People redefine places to their own<br />

ends, building and destroying to make way for their places<br />

of living, working and playing. <strong>The</strong> nature of the people<br />

in an area should be reflected in the environment around<br />

them. Think of this as a lower-key version of the way that<br />

the inhabitants of an area can shape the Shadow, a reflection<br />

of <strong>Werewolf</strong>’s theme of the effect people’s actions have<br />

on their surroundings. A seemingly idyllic village were the<br />

local people live in reasonable harmony with their surroundings,<br />

respecting the seasons and farming the land by<br />

reasonably traditional methods, is likely to build along the<br />

contours of the landscape, using as many natural materials<br />

as possible. On the other hand, if the same area is farmed<br />

by a ruthless agribusiness, it’s likely to be dominated by<br />

bland housing estates, roadside malls and restaurants that<br />

intrude on the landscape rather than working with it.<br />

<strong>The</strong> same goes for an urban environment, where<br />

people who live in harmony with an area create an urban<br />

landscape with parks, roof gardens and a clean, litter-free<br />

environment. Those who choose to succumb to the worst<br />

impulses of urban living could create a blighted wasteland<br />

of concrete, brick and litter that is as unwholesome for its<br />

inhabitants as it is for any other form of life.<br />

<strong>The</strong>se are all extremes, but they give a feel for how<br />

an environment reflects the people in it. Most places are<br />

somewhere between the extremes, almost always leaning<br />

toward the worse, and most territories contain places at<br />

different points along that continuum. As a rule, a pack’s<br />

territory starts off in poor condition and beset with potential<br />

threats, demanding immediate action in order for the<br />

pack to improve its lot. If you start forging links between<br />

people and places at the beginning of the chronicle, it will<br />

be easier to change them to reflect what the pack does in<br />

the course of the story.<br />

THE HUMAN ELEMENT<br />

Humanity plays a complicated role in the world of<br />

<strong>Werewolf</strong>. <strong>It</strong>’s easy to say that werewolves grow up thinking<br />

of themselves as human, and that they would treasure<br />

their families, but that’s not always true. Few werewolves go<br />

through childhood and adolescence without any scars — a<br />

troubled childhood and a general feeling of alienation are<br />

frequently the lot of an Uratha. Some nuzusul are treated<br />

like shit even by their own families, and they learn to resent<br />

the humans around them very quickly. As a result, frighteningly<br />

few werewolves believe that human life is any more<br />

innately sacred than the life of a deer, stray cat or street<br />

pigeon. <strong>The</strong>y might care for a mate or beloved relative, but<br />

they’ll tear apart any human who threatens them or theirs.<br />

<strong>The</strong> instinctive fear that twists in a human’s gut when he’s<br />

near a werewolf only sharpens this feeling.<br />

On the other hand, humans provide a level of comfort<br />

that’s hard to find elsewhere. No human can truly understand<br />

a werewolf’s heart, but they can at least try. Some werewolves<br />

continue to think of humanity as their closest relatives, and<br />

still feel protective of the human race as a whole. To these<br />

werewolves, humanity is a significant part of the reason they<br />

protect the physical world in the first place — to preserve<br />

their mates, parents, siblings and children.<br />

Ultimately, it’s up to your players to decide exactly<br />

where they fall along this line. If a player wants to play<br />

a werewolf who cares more for animal rights than human<br />

rights, that’s his prerogative as surely as it is another<br />

player’s to play a werewolf who honestly believes humans<br />

are worth protecting on their own merits, and says as<br />

much. Try to encourage players of even the most antisocial<br />

werewolves to care about at least one human being, be it a<br />

child down the street who gets along well with the neighbor’s<br />

pit bulls or a bus driver who makes a point of being<br />

friendly despite her nervousness. <strong>It</strong> gives the werewolves<br />

something else to fight for, and these supporting characters<br />

can provide extra roleplaying grist. Some players resist<br />

these attachments, of course, feeling that any characters<br />

they become fond of will simply wind up being killed or<br />

captured to get a rise out of them. (To some extent, that’s<br />

true. This is the horror genre, where nobody is really safe.)<br />

<strong>The</strong> best thing to do is to talk it over if your players seem<br />

reluctant. Reassure them that you’re not going to torture<br />

them to the point where they feel everything they do is<br />

futile, then ask them to accept the risks to their loved<br />

ones as part of what makes a “Storytelling game of Savage<br />

Fury” so interesting.

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