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Werewolf: The Forsaken - Blank It

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228<br />

Chapter IV: Storytelling and Antagonists<br />

in the real world have consequences for the spirit word, and<br />

vice versa. <strong>The</strong> lives that the <strong>Forsaken</strong> currently live are<br />

considered a direct consequence of their ancestors’ putting<br />

down and taking over for Father Wolf. <strong>The</strong> problems in the<br />

Shadow are consequences of allowing humanity to grow<br />

and strengthen away from the yoke of the spirits. <strong>The</strong>se<br />

are all examples of consequences played out on the macro<br />

stage, but the same should apply to the werewolves in the<br />

micro stage of the pack and its territory. <strong>The</strong> resolution of<br />

one story might have unexpected consequences. <strong>The</strong> family<br />

members of a slain Spirit-Claimed might come looking for<br />

their relative’s murderers, for example, or the local spirits<br />

might grow distrustful of a pack that’s prone to dealing with<br />

troublesome spirits in a violent manner as a first recourse.<br />

Sometimes these consequences arise immediately. Sometimes<br />

they come to a head much later in the chronicle. Whichever<br />

way it occurs, the characters don’t have the option of walking<br />

away (because they’re bound to their territory) or ignoring<br />

the issue (because the problem will just grow worse, possibly<br />

causing damage in the spirit world and creating greater<br />

problems for the characters).<br />

<strong>The</strong>refore, it’s best to think of your chronicle on two<br />

levels. <strong>The</strong>re’s the individual story level, in which the<br />

characters face a challenge and deal with it. <strong>The</strong>n there’s<br />

the larger level, the major plot arcs that determine how the<br />

pack’s territory develops. Once you’ve got that introductory<br />

story or two out of the way, it’s time to start thinking about<br />

the first major plot arc. Those introductory stories give you<br />

a feel for what the players actually enjoy most in the game,<br />

be it in-character roleplaying, out-and-out combat, investigation<br />

or lupine territory patrolling. <strong>The</strong>se aspects might be<br />

completely different from what they said they wanted when<br />

you started setting up the chronicle, because what people<br />

think they want out of a new Storytelling game and what<br />

they find they enjoy are sometimes quite different. (This is<br />

one good reason for devoting much of your initial energy to<br />

the territory and the supporting cast, rather than the plot.<br />

You can recycle the former to a different style of game far<br />

more easily than the latter.) This should give you an idea of<br />

what the major antagonists your characters are going to face<br />

should be. Some examples include:<br />

• a horde of spirit fugitives hiding among the local<br />

population<br />

• one person whose actions are disrupting the spirit<br />

world<br />

• a spirit that’s grown strong on a series of events in<br />

the physical world, such as murders or car crashes, and is<br />

using its power to terrorize the local spirits<br />

• a neighboring pack that’s decided that the characters<br />

are weak and that their territory is ripe for conquest<br />

<strong>The</strong> next few stories should then start setting up this<br />

bigger threat, as the werewolves start to deal with the<br />

consequences of these adversaries’ interest in the pack’s<br />

territory, from murders by one of the Spirit-Claimed to<br />

incursions by the rival pack. Over the course of the arc,<br />

which can run from two or three stories to many more,<br />

it’s worth throwing in some random problems tangentially<br />

connected with the spirit world or the local people. Random,<br />

unconnected things happen in the real world, and<br />

they can help make a fictional world seem more real, too,<br />

just as long as you remember that the actions of everyone<br />

involved should always have consequences.<br />

FRESH START S<br />

For a while, your chronicle can almost write itself.<br />

Once you’ve introduced a number of elements and dealt<br />

with the consequences of the characters’ actions, you can<br />

let those stories play out in whichever order the players<br />

choose to address them. After a while, though, you’re going<br />

to have to start introducing new elements into the plot, to<br />

create new arcs — provided nothing disastrous wipes your<br />

characters out or renders their territory a desperate, spiritoverrun<br />

mess, leaving the neighboring packs no choice but<br />

to take over. <strong>The</strong> players might help you in this by deciding<br />

to expand the territory’s boundaries once their characters<br />

have a grip on it. That gives you the perfect opportunity to<br />

seed new antagonists or problems for the characters to face.<br />

If you’re going to introduce a new threat, though, it’s<br />

better to make that part of a larger story arc, rather than<br />

just a one-off story. Introducing one of the Hosts in one<br />

story and then one of the Pure Tribes in another creates<br />

a “monster of the week” chronicle, and lessens the feel of<br />

place and consequence that makes for really good <strong>Werewolf</strong><br />

stories. If the Beshilu are invading and polluting the<br />

pack’s territory, it’s fodder for a whole series of stories as<br />

the pack tries to hold back a foe as powerful as themselves,<br />

yet one that doesn’t have to deal with the same territorial<br />

issues. If the Pure show up, it’s a matter that affects not<br />

just one pack, but each surrounding werewolf pack, too.<br />

Introducing new antagonists is a time-tested method to<br />

shake up a chronicle that’s growing a little stale, but it has to<br />

be done in a measured way. If you introduce them on top of<br />

existing problems within the pack’s territories, the characters,<br />

or even the players, might start to feel overwhelmed. If new<br />

antagonists come out of the blue, you can undermine your<br />

game’s sense of reality. Often, the simplest approach is to start<br />

planning the conclusion of the current crop of running stories<br />

and start hinting at the coming threat. Perhaps the characters’<br />

friends start complaining that the rats are really bad lately,<br />

or the characters catch the scent of an entirely unfamiliar<br />

werewolf on the edge of their territory. <strong>The</strong>y raise this concern<br />

among the local <strong>Forsaken</strong> rumormill, but none of the neighboring<br />

packs have any new members. Later, one or two other<br />

alphas admit to having encountered the same thing. <strong>The</strong>se<br />

sorts of hints introduce the idea that something new is on its<br />

way, without giving the game away and distracting the players<br />

from their characters’ current concerns. <strong>It</strong>’s not a particularly<br />

subtle form of foreshadowing, but when your chronicle is based<br />

around a particular location, keeping the players’ suspension<br />

of disbelief strong requires that you give a sense that the new<br />

threats are moving in, rather than just having them turn up<br />

on the werewolves’ doorsteps. <strong>The</strong> spirit world is particularly

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