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Werewolf: The Forsaken - Blank It

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useful for this, as spirits are more aware of these partially supernatural<br />

threats. A slow dribble of refugee spirits into the pack’s<br />

territory hints that something is awry elsewhere, but if the<br />

pack is busy enough with its existing problems, it won’t have<br />

time to investigate. When that dribble becomes a torrent, then<br />

the pack knows how bad things must truly be.<br />

<strong>The</strong> new hints don’t have to be supernatural, either.<br />

<strong>The</strong> sudden discovery of land surveyors in the pack’s territory<br />

or of planning notices on streetlight posts can hint<br />

at a forthcoming corporate interest in the pack’s territory.<br />

<strong>The</strong> sudden disappearance of a member of the pack’s<br />

extended social circle could hint at one of any number<br />

of things, from the missing person becoming Urged or<br />

Claimed to an abusive family member who’s fomenting<br />

some serious unpleasantness in the Shadow.<br />

<strong>The</strong> key to a good transition from one set of threats to<br />

the next is to start hinting to the players that something<br />

is amiss, without revealing exactly what the threat is until<br />

the last threat from the old set of plots is resolved. Give the<br />

characters a conclusion to the last story, a set-piece battle<br />

with the major antagonist most likely, and then let them<br />

start investigating that little worry that’s been niggling at<br />

the back of their minds. If you do so, you can avoid the<br />

anticlimax that can follow the resolution of a major plot arc<br />

by giving the characters something to do immediately. This<br />

also reinforces the notion that the werewolves are stuck in a<br />

constant battle to protect their territory on their own.<br />

THE END<br />

All good stories come to an end, but the problem with<br />

many chronicles is that they never do. Many chronicles<br />

just drift into hiatus, without a defined conclusion. Sometimes<br />

it’s better to stop a chronicle before that happens.<br />

If you, or the players, are starting to lose interest in the<br />

current chronicle, it’s time to bring it to an end.<br />

Stop planning or running one-off stories, and start<br />

focusing on the existing plot arcs. Stop introducing new elements<br />

into the pack’s territory and let the existing story elements<br />

play out. Start planning for a big confrontation with<br />

the major antagonist. <strong>Werewolf</strong> is a game with a heavy<br />

emphasis on visceral, tooth-and-claw combat. When the<br />

main antagonist finally falls, it should be beneath the teeth<br />

and claws of the Raging pack, giving in to their bloodlust.<br />

You can always return to that pack and its territory<br />

after a break of a few weeks, months or years. You might<br />

choose to stop there entirely and play a different form of<br />

<strong>Werewolf</strong> chronicle, a different World of Darkness game,<br />

or maybe a crossover between two or three. You might<br />

even recycle elements of the chronicle for the new one. If<br />

you start playing a game of Vampire: <strong>The</strong> Requiem in the<br />

same city as your <strong>Werewolf</strong> chronicle, the vampiric antagonists<br />

from your old chronicle could turn up in the new<br />

one. Whatever your decisions, you won’t regret giving the<br />

chronicle a proper climax. In people’s minds, a chronicle<br />

that ended well will always be better remembered than<br />

one that never ended at all.<br />

AT THE TABLE<br />

So, you now know how to create and develop a setting,<br />

how to tailor your story to the needs of the characters and<br />

how to inject horror into you game. You’re good to go,<br />

you gather your players and are ready to start. <strong>It</strong>’s time for<br />

the single most important lesson of Storytelling. As you<br />

sit down with your players and start to unfold your story,<br />

remember one thing: Plot never survives contact with the<br />

players. Your plot is the result of your own fevered imagination<br />

and, unlike a playwright or film director, you can’t force<br />

your players to move along the lines you’ve set out for them.<br />

With multiple other imaginations at work on your story, it’s<br />

going to twist and turn in unexpected directions. Believe<br />

it or not, though, this is good news. <strong>It</strong> means that you don’t<br />

have to detail every little aspect of your plot in advance, because<br />

if you do, you’ll only guarantee that the players will go<br />

off in another direction entirely. Instead, a <strong>Werewolf</strong>: <strong>The</strong><br />

<strong>Forsaken</strong> plot is far better designed as a series of locations,<br />

characters and events that can be transferred and manipulated<br />

as needed, based on how the characters react.<br />

You can’t afford to be protective of your plot as the<br />

Storyteller. <strong>The</strong> chronicle has to be enjoyable for everyone.<br />

If the plot you’ve created is dependent on the characters<br />

visiting a certain place, you’re in trouble, because the<br />

laws of Storytelling mean that that’s the one place they’ll<br />

avoid at all costs. <strong>The</strong> plot needs enough flexibility to allow<br />

your players multiple paths through it.<br />

THE OFFER<br />

<strong>The</strong> Offer is an idea from improvisational<br />

theater and comedy, but it works equally well in<br />

Storytelling games. An Offer occurs when a participant<br />

introduces a new idea or concept into the<br />

game, and the other participants react. Offers are<br />

the primary means by which players influence the<br />

setting and plot as the chronicle moves forward.<br />

For example, they might suggest visiting a shop,<br />

bar, lake or cabin that has never been mentioned<br />

before. <strong>The</strong>re’s nothing to suggest that it exists,<br />

but there’s nothing to say it doesn’t either. If it<br />

moves the chronicle forward, there’s no reason<br />

not to accept the Offer and incorporate it into the<br />

game. <strong>The</strong> same can apply to characters or major<br />

landscape features. <strong>It</strong> can also apply to events in<br />

the area or the characters’ history that haven’t<br />

been explicitly detailed already.<br />

You, as the Storyteller, are the person with<br />

the power to refuse an Offer. You should do so<br />

only with good reason, though. <strong>The</strong> Offer might<br />

contradict the established continuity of the<br />

chronicle, for example, or there might not be<br />

room for it within the setting, supporting cast or<br />

plot of the chronicle as you’ve conceived it. <strong>The</strong><br />

latter alone isn’t always grounds for a refusal;<br />

the Offer might actually improve on what you<br />

At the Table<br />

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