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Werewolf: The Forsaken - Blank It

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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 />

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