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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

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