13.12.2012 Views

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

232<br />

Chapter IV: Storytelling and Antagonists<br />

PUSHING THE BOUNDARIES<br />

If you’re lucky enough that your chronicle becomes so<br />

popular with your players that it lasts for more than a few<br />

stories, it needs to change and develop over time. So far<br />

we’ve mainly looked at running a chronicle in its early stages.<br />

What other aspects come into play as the chronicle progresses?<br />

How can you inject variety into your Storytelling without<br />

losing sight of what made the game so enjoyable in the first<br />

place? In short, how can you make sure that your story and<br />

your Storytelling skills progress as the chronicle develops?<br />

GAINING TERRITORY<br />

<strong>The</strong> most obvious change in a <strong>Werewolf</strong> chronicle as<br />

time passes is the slow expansion of the pack’s<br />

territory. As the characters grow in strength and<br />

ability, they should be able to claim and protect<br />

more land, and possibly begin to take territory<br />

from other werewolves around them. This is<br />

great news. <strong>It</strong> gives the players a profound sense<br />

of accomplishment and creates a whole world<br />

of possibilities for you. New territory means<br />

new locations, new plots and new characters<br />

with whom to interact. <strong>The</strong> physical and spirit<br />

worlds of the new territory offer you the chance<br />

to develop your story and add more menacing<br />

antagonists and unfamiliar, exciting locations.<br />

Unlike the pack’s initial territory, you alone<br />

should create any new territory. <strong>It</strong> should feel alien<br />

and unfamiliar to both players and characters, which<br />

is best achieved by creating it yourself. That way, you<br />

can surprise them. <strong>The</strong>y might have an idea of what<br />

they’re taking on before they claim the territory, but<br />

if they’ve been foolish enough to claim their new turf<br />

without scouting it out first, you can throw a few unpleasant<br />

surprises into the local populace or spirit world.<br />

Each new street they walk down, every new valley they<br />

explore, is a place full of strange and unfamiliar scents,<br />

sounds, inhabitants and threats. That’s a lot for the<br />

characters to explore and tame, and they should never<br />

feel that it’s straightforward. Make sure that the spiritual<br />

and mundane threats are very different from the ones they<br />

faced in their original territory.<br />

You can also inject variety by including whole new types<br />

of landscape into your chronicle. Has the pack’s territory<br />

been mainly rural up until now? Well, now include the outskirts<br />

of a city as part of the new territory. Suddenly the pack<br />

has to deal with city-dwelling people and spirits. <strong>The</strong> latter in<br />

particular are very different from their rural cousins, presenting<br />

a whole new challenge for the werewolves. <strong>The</strong> city also<br />

brings the chance of encounters with a whole other group<br />

of supernaturals: vampires. <strong>The</strong> blood-drinkers are also territorial<br />

creatures, dependent upon the people of their turf<br />

for their nightly sustenance. Vampires have supernatural<br />

powers of their own, they often travel in groups, and they<br />

can be a significant threat in combat. While it’s possible<br />

for werewolves and vampires to negotiate and co-exist,

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!