Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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230<br />
Chapter IV: Storytelling and Antagonists<br />
had planned and allow you to build a more<br />
interesting plot off the back of it. One very good<br />
reason for refusing an Offer is that the player<br />
making it is very obviously taking advantage of<br />
this flexibility to stack things in his favor. <strong>The</strong><br />
idea of an Offer is to add color and variety to<br />
the setting, and to give the players a stake in<br />
developing their own territory, not to act as a<br />
deus ex machina where the players randomly<br />
drop in setting elements to aid themselves. <strong>It</strong><br />
takes a little while to get a feel for which Offers<br />
you should accept and which you should refuse,<br />
so it’s better to err on the side of caution if<br />
you’re new to Storytelling.<br />
Storytelling is at its most enjoyable when it’s a collaborative<br />
process. Both you and the players are telling<br />
the story, but only they are playing their characters<br />
constantly as well. Listen carefully to what your players<br />
suggest as they discuss what’s going on. <strong>It</strong>’s possible that<br />
they’ll come up with a far better explanation of what’s<br />
going on than you did. If that’s the case, jettison your<br />
original thoughts and work with the new plot elements<br />
that the players have inadvertently added to the mix.<br />
<strong>The</strong>y need never know that you’ve done it. <strong>The</strong> result<br />
is a player who thinks she’s been clever enough to work<br />
out your plot, and a group that has a new respect for your<br />
plot-writing skills. Don’t rely on this method, though. If<br />
the players feel that they can always guess which way the<br />
plot’s going, they’re going to lose interest in the chronicle<br />
pretty quickly.<br />
Flexibility is your watchword at all times. If you can<br />
think on your feet, come up with new ideas on the fly and<br />
adapt what you’ve got to changing circumstances, you’ll<br />
make a fine Storyteller. <strong>It</strong> sounds intimidating at first, but<br />
remember that this is a Storytelling game. <strong>The</strong> idea is for<br />
everyone to have fun, including yourself. You can take the<br />
pressure off when you need it in some pretty simple ways,<br />
the foremost of which is by taking time out.<br />
TAKING TIME OUT<br />
One really crucial thing to remember is that, if you<br />
need a break, take it. Storytelling games are meant to<br />
be fun. A stressed-out, uncertain Storyteller can rob the<br />
game of enjoyment for both herself and the other players.<br />
Don’t be afraid to ask your players for a 10-minute hiatus<br />
to figure out the details of a particular location, character<br />
or twist in the plot. Get the players to grab some drinks,<br />
order in a pizza or just play some computer games for as<br />
long as you need to get everything in order. <strong>The</strong>n start the<br />
session once you’re confidently on top of everything.<br />
<strong>The</strong> Storyteller who can run five- or six-hour games<br />
without breaks, time out and general banter doesn’t exist.<br />
Sometimes it’s better to draw a clear line between the<br />
banter time and the game time by calling a full time-out.<br />
<strong>It</strong>’s somewhere between an ad break in a TV show, giving<br />
you the chance to fetch a coffee and go to the toilet, and<br />
a time-out in a sports game, giving the referee time to<br />
sort everything out so that the game flows smoothly when<br />
it resumes. You never know, your players might enjoy it<br />
too. Staying in character can be quite draining at times,<br />
especially if the story has become extremely intense. If<br />
your players are starting to break character frequently and<br />
swapping out-of-character banter, it’s probably time to give<br />
everyone a quick break.<br />
Don’t be afraid to put the game on hiatus for a few<br />
weeks, either. If you need a break from running the chronicle,<br />
take it. <strong>It</strong>’s far better to give your players a few weeks<br />
off and come back refreshed, than it is to bleed fun out of<br />
the game by running sessions where you’re not enthused<br />
or prepared. <strong>The</strong>y’ll thank you for it in the end.<br />
TAKING NOTES<br />
We’ve already established that there’s no need to<br />
detail every single element of the setting in advance and<br />
that the environment is likely to develop through the<br />
course of the game. Many players have a very sharp eye<br />
and a good memory for continuity. If you establish the<br />
length of time it takes to get from the pack’s meeting<br />
shack deep in the woods to the local lake as three hours,<br />
but then you say a few sessions later that it’s half a day’s<br />
walk away, they’re going to pick up on the discrepancy.<br />
If they point it out or worry about it, your suspension of<br />
disbelief is gone and the mood of the session lost.<br />
This is one Storytelling trap that’s easily avoided by doing<br />
two things: taking notes then writing them up afterward.<br />
Taking copious notes during a session is a vital skill for a<br />
Storyteller. <strong>It</strong>’s inevitable that whatever you forget to note<br />
down is exactly what the players will remember and call you<br />
on in a future session. You need to make notes of new characters,<br />
or new details about old ones, new locations, changes<br />
to locations or anything that has a permanent effect on the<br />
game environment and which could possibly recur in a future<br />
game session. You can either use the traditional methods of<br />
noting the information or use a computer. Many Storytellers<br />
use file cards, hardbound notebooks or loose-leaf files to keep<br />
information about their games. An individual page or card<br />
is used for all the information about a particular character,<br />
organization or location, and is updated from the Storyteller’s<br />
notes between sessions. A laptop or PDA can be used in a<br />
similar manner, but some people find them less convenient to<br />
use during a game session.<br />
In particular, it’s worth making notes of any new details<br />
of the pack’s territory. You’ll want to add those details<br />
to the overall map of the area later on, but it’s probably<br />
too time-consuming to do so during a session. If you have<br />
access to a computer, map-making software is invaluable.<br />
<strong>The</strong>re’s software available on most platforms specifically<br />
designed for roleplaying games that can make your life<br />
considerably easier. Otherwise, good old graph paper<br />
works fine, giving you ready-made grid lines for whatever<br />
scale of map you choose to make.