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