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Werewolf: The Forsaken - Blank It

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eminds us of how vulnerable our bodies truly are and how<br />

easily we can die. <strong>It</strong>’s often a good way to introduce horror<br />

into the early days of your chronicle. We live lives isolated<br />

from the reality of death. Our meat arrives neatly packed,<br />

bearing very little resemblance to the animal it once was.<br />

Luckily, very few of us have witnessed violent death. Such<br />

things still have the power to shock us.<br />

Yet, as any fan of splatter horror movies can tell you,<br />

that reaction dulls after time. <strong>The</strong> more a human mind<br />

experiences something, the more inured it becomes. Films<br />

that would once have left you awake at night in fear become<br />

old friends, where you laugh as much as jump. New<br />

films have to up the ante considerably to have the same<br />

effect on you as they did before.<br />

<strong>The</strong> same is true of gore within your chronicle.<br />

Initially, vivid descriptions of gore, entrails and the other<br />

detritus of battle are going to have a significant impact on<br />

both your players and their characters. Yet, as time goes<br />

by, they’ll get used to the viscera. <strong>Werewolf</strong> tends to create<br />

a lot of opportunities for it, after all.<br />

So, how on earth do you sustain the horror through<br />

the course of your chronicle?<br />

SUSTAINING THE HORROR<br />

One of the most difficult challenges that awaits you<br />

is keeping your chronicle horrific. As noted, horror often<br />

contains an element of shock, of the unexpected. Sometimes,<br />

it’s an unexpected event. Sometimes it’s an expected<br />

event that happens in an unexpected way.<br />

Of course, sometimes horror doesn’t come from the<br />

unexpected at all, but from things that the characters<br />

dread coming true. This is probably most applicable when<br />

it comes to the character’s loved ones. Part of being a<br />

werewolf is the knowledge that the world is a far more<br />

dangerous and complicated place than ordinary people are<br />

capable of recognizing. <strong>The</strong> characters know the dangers<br />

of the world, but they have no way of warning their loved<br />

ones of them. All they can do is hope to protect them<br />

and fear that they’ll fail. Now, if they fail to protect them,<br />

that generates a form of horror in its own right. <strong>The</strong><br />

long-dreaded event comes to pass. But what if the hidden<br />

world affects a character’s friends or family in an unexpected<br />

way? Perhaps a lover becomes a duguthim or, more<br />

unexpectedly, becomes the source of power for a newborn<br />

spirit. <strong>The</strong> lover’s fear, pain or anger has become so strong<br />

and focused that it’s given birth to a new spirit, one that’s<br />

helping itself grow by spreading that emotion among more<br />

of the werewolf’s friends and family. <strong>The</strong> form of the enemy<br />

might be familiar, but its expression is different.<br />

This is one of the advantages of the territorial nature<br />

of <strong>Werewolf</strong>. <strong>The</strong> characters come to know and care for<br />

(or dislike) many of the people and places in the area. As<br />

time goes by, you can start to increase the horror level<br />

by drawing the threats closer to the characters’ lives. A<br />

complete stranger who has become one of the Ridden is<br />

one thing; an acquaintance from the local bar is quite an-<br />

other. If a member of the family is claimed, the character<br />

faces some of the most difficult choices she has to make. A<br />

werewolf might be able to kill a Claimed stranger without<br />

hesitation, but can she do the same to her niece?<br />

This escalation of threat and impact has to be managed<br />

carefully. If you overuse the threat to friends and<br />

family, it loses its power too quickly. String it out, and<br />

the players will be on tenterhooks waiting to see whose<br />

character goes through the emotional wringer next. This<br />

might seem like a big challenge now, but as time passes,<br />

it becomes second nature, as you learn to read your<br />

players and see when they’re becoming bored or finding<br />

things commonplace. Like all things, the more you run a<br />

chronicle, the more your skills as a Storyteller will grow.<br />

PLOT<br />

So far, we’ve concentrated on setting up the environment<br />

and characters of the chronicle. What about the<br />

plot, the story that runs through the chronicle? <strong>The</strong> nature<br />

of the <strong>Forsaken</strong> means that their story is the story of<br />

the land they claim and protect. <strong>The</strong>re’s an intimate link<br />

between werewolves and their territory, which means that<br />

much of the plot springs out of threats to that landscape<br />

and the people within it. <strong>The</strong>refore, by spending plenty of<br />

time getting the setting right, the business of writing plots<br />

becomes a great deal simpler. In fact, it’s worth keeping<br />

things simple in the early part of a new chronicle, because<br />

it gives the players and their characters a chance to get to<br />

know the people, the spirits and the landscape before you<br />

start ramping up the threat level. <strong>The</strong> threats aren’t going<br />

to mean very much if they’re aimed at an area that the<br />

characters have yet to start really thinking of as their own.<br />

Besides, it gives you a chance to take things easily as you<br />

get used to Storytelling and an opportunity to see what<br />

the players really want out of the chronicle.<br />

YOUR FIRST STORIES<br />

<strong>The</strong> first story in any chronicle is going to be a challenge.<br />

You’re getting used to the game and the players;<br />

they’re getting used to their characters, the territory and<br />

possibly even the rules. <strong>The</strong> last thing you need is a story<br />

that’s too complex and challenging. Keep the first story in<br />

your chronicle simple. Set up a problem that can be fairly<br />

easily isolated, confronted and resolved. If you have plans<br />

in mind for a larger story arc, then work in hints of that,<br />

but leave the main story simple and self-contained. <strong>It</strong>’ll<br />

give you and the players plenty of time to focus on getting<br />

familiar with everything yet give an immediate reward to<br />

everyone involved as well.<br />

BIG ARC, SMALL STORY<br />

Most <strong>Werewolf</strong> chronicles center on a territory,<br />

which makes them ideal for long-ranging story arcs. As the<br />

characters are tied to one place, they have to deal with the<br />

consequences of their actions, and consequences are a big<br />

part of what <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong> is all about. Actions<br />

Plot<br />

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