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Werewolf: The Forsaken - Blank It

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WRITING UP<br />

Writing up your notes between sessions fixes the details<br />

of the last game session in your mind and reminds you of<br />

things you need to address before the next session. <strong>It</strong>’s also<br />

the perfect opportunity to take all the notes you’ve made<br />

about the game session and pull them together in some<br />

meaningful way. You can add character details that you<br />

made up on the spot or which evolved during the course of<br />

the game to the master file for the characters, for example.<br />

Don’t rely entirely on your notes, though. Players’<br />

memories can be funny things. <strong>It</strong>’s often a good idea to<br />

start off a new session by having one of the players recount<br />

what happened last time. <strong>It</strong>’s a little bit like one of those<br />

“last time on…” collections of clips that you get before some<br />

TV shows. <strong>It</strong> helps set the scene and get everyone in the<br />

mood before the sessions starts. <strong>It</strong> could turn out, however,<br />

that the players remember the session slightly differently<br />

from the way you do. If that’s the case, and the variations<br />

between the two different versions aren’t huge, then go<br />

with their version. <strong>It</strong>’s so much less trouble than trying to<br />

persuade them that it happened the way you remember it.<br />

Writing up is also the first step in preparing for the<br />

next session. Most players spend the time immediately<br />

after the game session ends, while you’re packing away<br />

your books and everyone’s fetching coats, to discuss what’s<br />

going to happen next week. If you possibly can, without<br />

being completely obvious, grabs some notes about this as<br />

well. This is the best clue you’re going to get about how<br />

the chronicle will develop in the next session and the sort<br />

of things you’ll need to prepare in advance.<br />

CLIFFHANGER OR CONCLUSION?<br />

Knowing when to end a session is sometimes obvious.<br />

If you’re playing in a pub and the throwing-out time is 11:30<br />

PM, you’ll have to be done by then, whatever stage the story<br />

is at. If you have more flexibility, however, you should try to<br />

aim for one of two end points: a cliffhanger or a conclusion.<br />

Cliffhangers are great, because they leave the players gasping<br />

for more. “What happens next?” “How do we get out of<br />

this?” <strong>The</strong>y’ll spend time between the two games speculating<br />

on how the next session will start. <strong>The</strong>y can also be a right<br />

pain, though, if too much time passes between sessions or if<br />

someone who was at the last session can’t be at the next one.<br />

In that situation, a conclusion point is a better way to finish<br />

the session. Ideally, the characters should have just overcome<br />

some challenge, be it a fight, extracting some information<br />

from another character or striking a meeting between packs.<br />

This gives the players a sense of achievement at the end of<br />

the session, even if the story itself isn’t over. You can then<br />

keep them engaged with the story between sessions by contacting<br />

them by email or phone to find out what the characters<br />

plan to do next. <strong>It</strong>’s a good way of doing things that only<br />

one character is involved with, too, as the rest of the players<br />

aren’t sitting around waiting for that section to conclude.<br />

That way you can start the next session with the characters<br />

all assembled, their individual agendas already resolved.<br />

231<br />

DOWNTIME<br />

<strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong> presents particular problems<br />

when dealing with “downtime” — the time that passes<br />

between stories, which isn’t actually played out in a session.<br />

<strong>The</strong> pack’s job of maintaining its territory is a constant one.<br />

<strong>It</strong>s members should be in position to spot any changes within<br />

that territory, be they physical or spiritual, pretty quickly.<br />

<strong>The</strong> players would be well within their rights to be annoyed<br />

if you use a period of downtime to allow a new threat to<br />

build up within the territory. <strong>The</strong> characters would have<br />

spotted it while they were patrolling their territories.<br />

Two solutions exist for this problem. <strong>The</strong> first is to<br />

avoid significant downtime entirely. A week or so might<br />

pass between stories, where the pack patrols its territory<br />

and finds nothing amiss, and the next story starts when the<br />

pack catches the scent of a problem. Many players prefer<br />

the story to develop only when you’re all gathered to play.<br />

<strong>It</strong> makes less work for you and gives you plenty of time to<br />

catch up on your game paperwork and plan for the next session.<br />

<strong>It</strong>’s also a familiar pattern from most TV shows, where<br />

nothing usually happens between each broadcast episode,<br />

no matter how much time has passed in the setting.<br />

You might not be able to meet for several weeks,<br />

however, and you want to maintain some momentum for<br />

the game by pursing some downtime activity, either over the<br />

phone, through email or in online messaging. In that case,<br />

it’s better to focus on the pack members’ individual efforts to<br />

patrol their territory, keep up with friends and family and do<br />

what they can to protect and improve the area. Pack activity<br />

is difficult to coordinate when everyone is separated, so this<br />

focus on the individual characters is easier to accomplish. <strong>It</strong><br />

also helps give each character some segments of ordinary life<br />

without having to sacrifice valuable table time to focus on<br />

one particular character during the sessions where everyone’s<br />

together. This can make threats to the character’s friends<br />

and family seem all the more real and important if they’re<br />

introduced in the run of a story. <strong>The</strong> character has spent<br />

time interacting with these people, even if the other players<br />

haven’t seen it occur. That existing relationship heightens<br />

the sense of horror. You can also seed hints of the upcoming<br />

stories in each character’s downtime activities. <strong>The</strong>se should<br />

just be odd hints: rumors, unexpected scents, unusual patterns<br />

of behavior in either the spirit or physical worlds, that<br />

sort of thing. <strong>It</strong> shouldn’t be enough to make the characters<br />

want to go off and investigate immediately, but it should be<br />

enough for them to bring it up the next time the pack meets.<br />

Downtime Storytelling is a useful way to deal with<br />

character advancement, though. If you choose to have<br />

spirits demand services from the characters before they<br />

teach new powers, then the quest to find the spirit, negotiate<br />

with it and perform the required service can be carried<br />

out using the time between sessions. <strong>The</strong> same applies to<br />

more mundane forms of training, which can occur without<br />

detracting from the main flow of the plot.<br />

At the Table

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