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