Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
it’s a tense relationship, as the many hunts indulged in by a<br />
significant vampiric presence can attract unwanted human<br />
attention or perhaps feed an unwelcome class of spirit.<br />
Conversely, the pack might have expanded beyond the<br />
town it called its own into the surrounding countryside.<br />
Now the werewolves have to learn to deal with the natural<br />
spirits of those places and get to know the people who live<br />
there. Here more than in the city, ordinary people are going<br />
to notice a change in the local management. <strong>The</strong>y might<br />
not realize exactly what that grizzled band of toughs who<br />
used to run the place were, but they’ll notice pretty damn<br />
quick when they stop turning up and a whole new group of<br />
strangers comes around poking their noses into everything.<br />
Werewolves who are used to patrolling the urban environment<br />
could find keeping track of changes in the countryside<br />
far more challenging.<br />
NEW-TOY SYNDROME<br />
What happens if the players become obsessed with<br />
exploring and pacifying their new territory rather than<br />
keeping an eye on their original lands? That’s an opportunity<br />
for a new plot thread that you’d be foolish to turn<br />
down. Imagine coming back from exploring new territory<br />
to find that a friend or family member is Ridden or, worse,<br />
Claimed — and by a powerful spirit at that? That sort of<br />
plot certainly brings home to the players just how difficult<br />
it is to defend a large territory.<br />
<strong>It</strong>’s worth taking a moment to think about their<br />
reasons for exploring the new territory with such enthusiasm,<br />
though. Have you made it too easy for them? Don’t<br />
they see any serious threats in their new lands to send<br />
them back home to lick their wounds before trying again?<br />
If so, perhaps you need to adjust the threat level of their<br />
opponents a little bit.<br />
FOUR WEREWOLVES, ONE TRUCK AND<br />
100 DEAD VAMPIRES<br />
Another option for the more powerful group is the<br />
road-trip, which is no mean task for a pack. <strong>The</strong> characters<br />
are isolating themselves from their territory, many of their<br />
allied spirits and even the neighboring werewolves who, if<br />
not always friendly, actually know who the werewolves are<br />
and might even respect them for their achievements. <strong>The</strong><br />
threats they face on the road are likely to be unknown<br />
and unexpected. <strong>The</strong>y’ll have none of the subtle shifts in<br />
a familiar environment that normally indicate that trouble<br />
is coming. <strong>The</strong>y’ll have to rely on their wits and senses<br />
far more than they do “back home.” That’s exactly why<br />
it’s such an attractive prospect for many players. A gain in<br />
territory is a big shift in the chronicle. If you just want to<br />
introduce a touch of variety, then a road-trip story could<br />
be a better option, at least in the short term.<br />
A road-trip is, in essence, a classic quest story. <strong>The</strong><br />
characters are either in search of something — information,<br />
a character or an enemy — or are traveling to a particular<br />
location to achieve a task. Some examples include:<br />
SEARCH QUEST S<br />
• Pursuing a fugitive who’s inflicted great damage on<br />
the pack’s territory<br />
• Finding a family member who’s gone missing on a<br />
trip outside the pack’s territory<br />
• A Shadow Realm hunt to find the information<br />
needed to defeat a spirit<br />
• Retrieving a captured fetish from a Pure Tribe<br />
pack’s territory<br />
ACTION QUEST S<br />
• Traveling through other packs’ territories to destroy<br />
the source of repeated Beshilu incursions<br />
• Accompanying a fugitive spirit back to its home, to<br />
help defeat whatever drove it out<br />
• Traveling to the headquarters of a company that’s<br />
trying to set up a strip-mining operation in the pack’s territory<br />
to “persuade” the CEO to change her plans<br />
• Traveling deep into the spirit wilds to find the cause<br />
of a wave of hithim luzak entering the pack’s territory<br />
THE OPPOSITION<br />
From your point of view, these quests give you the<br />
opportunity to set the characters up against threats that<br />
are different from the ones they normally face, including<br />
ghosts, vampires, mages, other werewolves, gangs of hunters,<br />
corporate security and more powerful spirits than are<br />
found in the local Hisil. <strong>The</strong> more different the opposition<br />
is from those the characters usually face, the better.<br />
Indeed, such journeys provide good opportunities to introduce<br />
the Pure Tribes into the game. <strong>The</strong>se werewolves<br />
can be very different from the ones the characters are<br />
more familiar with and can add a real edge of danger to<br />
the story. A hunt into the spirit wilds is going to bring the<br />
characters into conflict with more powerful spirits than<br />
those they encounter on their home patch, too.<br />
HOMECOMING<br />
<strong>The</strong> other advantage of a road-trip story or chronicle<br />
is that it allows things to change while the werewolves are<br />
away. <strong>The</strong> Uratha work to keep their territories in good<br />
order, as they see it. When they’re away from home, things<br />
change. Without the pack to keep a careful eye on things,<br />
all sorts of changes might have occurred. People arrived or<br />
departed; spirits did the same. Subtle incursions by other<br />
werewolves are another possibility, as is an infestation of<br />
Hosts. And what about the people that the pack made<br />
enemies of on the road? What’s to say they won’t come<br />
looking for a little payback? A road trip can invigorate your<br />
chronicle both through being a different story in its own<br />
right and through allowing changes in the pack’s territory.<br />
LIFE ON THE ROAD<br />
<strong>The</strong>re’s no reason you can’t set the whole chronicle on<br />
the road, but that sort of game is going to be very different<br />
from a conventional <strong>Werewolf</strong> chronicle, since werewolves<br />
are inherently territorial creatures. That territorial impulse<br />
Pushing the Boundaries<br />
233