Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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222<br />
Chapter IV: Storytelling and Antagonists<br />
applies, of course, to friends and relatives who live outside<br />
the territory, as it becomes harder for the werewolves to<br />
interact with them. If you give careful thought to where<br />
your supporting cast members live, you can really bring<br />
home to the players the alien nature of life as a werewolf.<br />
<strong>The</strong>ir characters have to think twice about going to places<br />
that they could visit easily before their First Change.<br />
ANTAGONIST S<br />
Antagonists are a special form of supporting cast all in<br />
their own right. <strong>The</strong>y’re the enemy. When you watch a film<br />
or read a book, it’s rare that all but the best supporting characters<br />
stick in your mind. <strong>The</strong> antagonists, though, should<br />
be really memorable. With most of the supporting cast, you<br />
have time to develop their characters and quirks throughout<br />
the chronicle. With antagonists, that work really needs to<br />
be done up front. Antagonists might be around for only one<br />
story, or possibly just a single session. You don’t have the time<br />
to develop them much through play, and if you haven’t put<br />
the work in up front, they’re going to come across as insipid<br />
characters. That won’t do much to inspire an emotional<br />
response in your players. And you want emotion: you want<br />
fear, and anger, and even delight — in the sense of “we love<br />
the idea of getting another shot at this bastard,” that is.<br />
Like all characters, most antagonists fall into one of the<br />
categories mentioned thus far. Rival packs of werewolves are<br />
typically outsiders, for example. <strong>The</strong> walk-ons include the<br />
henchmen, hapless pawns, security guards and other lowranking<br />
opponents: good for a fight scene or a quick bit of<br />
interrogation, but not likely to be around for long.<br />
Recurring local characters are the local foils. <strong>The</strong>y<br />
might not be the same people to werewolves as they are to<br />
the local populace. A thief is probably not doing much to<br />
roil the Shadow, while a really vicious gossip might actually<br />
change the context of local emotion enough to draw down<br />
the attention of… something. Society would view the former<br />
as a villain, but not the latter. <strong>The</strong> <strong>Forsaken</strong> might view the<br />
situation the other way around. <strong>The</strong> outsiders are likely to<br />
be the recurring antagonists in the chronicle — Pure Tribe<br />
werewolves, malign and powerful spirits (either local or from<br />
the deeper reaches of the spirit wilds) or even neighboring<br />
<strong>Forsaken</strong>. In an urban chronicle, the antagonists could even<br />
be vampires or human werewolf-hunters. With their cavalier<br />
attitude to the spiritual effects of their sorcery, mages make<br />
good recurring rivals too. (Yet, if the Elodoth is good at his<br />
job, the characters might be able to strike mutual non-aggression<br />
agreements with local vampires and mages who aren’t<br />
immediately dangerous enough to necessitate driving them<br />
off. Such characters can even go from being antagonists to<br />
being recurring local characters.)<br />
SPIRIT S<br />
Spirits make up another category of supporting cast<br />
that’s worth noting in its own right. <strong>The</strong> spirit world<br />
plays a central role in a <strong>Werewolf</strong> game, and the werewolves<br />
watch over its inhabitants carefully. <strong>The</strong> spirit<br />
characters in your chronicle need to be richly detailed<br />
just as the local humans and wolves are, if this part of<br />
the chronicle is to take on the importance it needs. Of<br />
course, you’re much more familiar with humans and<br />
animals than you are with spirits. Much more detailed<br />
information on the spirit world and its inhabitants can<br />
be found in Appendix One. In the meantime, keep these<br />
basic guidelines in mind.<br />
Again, the three basic categories apply here. <strong>The</strong> walkons<br />
are the weaker spirits that populate the Hisil and which<br />
the werewolves can afford to ignore unless something’s<br />
amiss with them. <strong>The</strong>se are the spirits of the trees, the<br />
plants, the buildings and other local natives, or the spirits<br />
that pass into the physical world for a time before their Essence<br />
depletes and they must flee back to the spirit world or<br />
before the pack summarily disposes of them. Spirit “walkons”<br />
establish mood, however, and shouldn’t be overused.<br />
A step up is the recurring local spirits. <strong>The</strong>se include the<br />
pack’s totem, as well as other, more significant spirits: the<br />
spirit of the forest that marks one edge of the pack’s territory,<br />
the spirit of the lake at the bottom of the neighboring<br />
valley and the many shifting spirits of the towns and cities.<br />
Any Ridden whom the werewolves have allowed to live in<br />
their territory fall into this category, as do any spirit fugitives<br />
who choose to exist immaterial on the material side<br />
of the Gauntlet. <strong>The</strong> outsiders are the powerful spirits from<br />
the deeper spirit wilds, or hostile spirits from regions outside<br />
the pack’s control.<br />
Most often these spirits are antagonists, often directly<br />
so — those that disrupt the werewolves’ territory or neighboring<br />
areas through accident or intention. Sometimes<br />
they’re sources of aid or teaching, hunted by the werewolves<br />
who need to advance and learn new things from these wise,<br />
older spirits. In any case, they’re significant figures who<br />
have an impact on the chronicle and who deserve to have a<br />
distinct character of their own. If they’re the rare exceptions<br />
who aren’t as antagonistic or resentful toward the werewolves,<br />
there should always be a reason for that to be the<br />
case — an openly helpful spirit is unusual enough to cause<br />
comment. <strong>It</strong>’s very easy to look upon spirits as being cookiecutter<br />
beings, with indistinguishable personalities, but<br />
that’s not fair to the themes of the game. Werewolves have<br />
raised themselves to an implied position of authority over<br />
the spirit world, and they’re part spirit themselves. While<br />
most spirits are bitter and resentful of that authority, some<br />
agree to respect, placate or cooperate with the werewolves<br />
nonetheless. <strong>The</strong>ir reasons for doing so vary based on the<br />
individual, so their personalities should be as rich and interesting<br />
as that of the people in the physical world.<br />
HORROR<br />
Like the other World of Darkness games, <strong>Werewolf</strong>:<br />
<strong>The</strong> <strong>Forsaken</strong> is about horror Storytelling. Although<br />
elements of investigation and mystery, strong elements of<br />
action and violence, and even a little humor run through<br />
the game, horror is at its heart. That might seem like a