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