Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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Urshul and Urhan form? Picture your character as clearly<br />
as you can, as it helps you express his image and personality<br />
when it comes time to roleplay. <strong>The</strong> more realistic and<br />
interesting other people find your character, the more<br />
everyone enjoys the game.<br />
THE PRELUDE<br />
You don’t have an appointment, but you barge right into<br />
your boss’ office. You’ve got a file folder in one hand, trailing<br />
printouts, receipts and curling fax papers. You slam it down on his<br />
desk triumphantly, and your boss gapes in shock at the intrusion.<br />
You’ve figured it out, you tell him. <strong>The</strong> enormous loss in<br />
third-quarter profits last year, the skyrocketing overhead, the<br />
jacked-up insurance premiums the company’s been subjected<br />
to… it’s all a smokescreen. <strong>It</strong>’s all on paper and in the computer,<br />
but the numbers in the company records don’t match up with the<br />
bank’s records or with what the company reported to the IRS.<br />
Looking back at all the pay-cuts the company’s had to make and<br />
the loss of medical benefits, and matching it against the files and<br />
records in the folder, you’ve figured out that the company isn’t<br />
in as dire straits as the SEC seems to think. No, someone at the<br />
company’s been embezzling. You love the company and you’re<br />
furious at how it’s been mistreated, so you offer to personally<br />
lead the investigation to root out the criminal.<br />
“That won’t be necessary,” your boss says. “You’ve<br />
already found him.”<br />
What do you do?<br />
<strong>The</strong> prelude in a Storytelling game is similar to Step<br />
Eight in the character-creation process. You think about<br />
quirks and idiosyncrasies in your character’s behavior, as<br />
well as the events in his life that might have determined<br />
who he is. You think about how he acts as much as you<br />
do about who he is. Now you and the Storyteller go a step<br />
further, describing formative scenes in your character’s<br />
early life and discussing how he reacts to them.<br />
Going through the prelude isn’t mandatory, and<br />
experienced players and Storytellers might not find it<br />
entirely necessary, but it does serve a beneficial purpose.<br />
<strong>It</strong> provides some crucial opportunities that help fully immerse<br />
players and Storytellers in the shared setting they’re<br />
about to create and helps the player get comfortable in the<br />
role he’s chosen. <strong>It</strong> lets him try out the quirks he’s come<br />
up with and get into the mindset of a seemingly human<br />
creature who can change shape and sojourn in the spirit<br />
world. <strong>The</strong> prelude also shows the Storyteller how the<br />
player is going to play the character he’s created. If a player<br />
has given his character a high Intelligence, for example,<br />
the prelude reveals whether that character is a rational,<br />
deliberate, careful thinker or a hothead who’s only later<br />
able to piece together information coherently. That sort of<br />
characterization can make a world of difference in crucial<br />
moments during your story, so it’s very important to have<br />
a sense of it before play begins.<br />
Beyond its ordinary purpose, a prelude offers three<br />
significant opportunities. <strong>The</strong> first is the opportunity to<br />
tinker with the character sheet, rearrange dots and recal-<br />
culate derived traits. <strong>It</strong> might be that in the course of the<br />
prelude you find that you tend to play your character as a<br />
high-strung reactionary, rather than as the sedate intellectual<br />
that the dispersal of Mental Attribute dots first<br />
implies. If you’re more comfortable playing that way, the<br />
Storyteller will probably allow you to take a dot away from<br />
your character’s Composure and add it to his Wits instead.<br />
<strong>It</strong>’s also a good idea to have the Storyteller check your<br />
math on your character’s derived traits (such as Willpower,<br />
Initiative, Speed and Defense), just to make sure that any<br />
changes are accounted for accurately.<br />
Another important opportunity the prelude presents<br />
is delivering background information necessary to the<br />
story. Such information includes what year the story is set<br />
in, where it takes place, and what’s been happening in the<br />
local territories that have led up to current events. Delivering<br />
such information in a prelude is common in one-session<br />
stories or stories that continue the lives of characters<br />
from a previous chronicle. <strong>It</strong>’s also advisable to summarize<br />
important information for new characters, such as who the<br />
experienced werewolves are, where the local loci to the<br />
spirit world are, and how pervasive the human element is.<br />
<strong>It</strong> isn’t necessary to provide this preliminary information in<br />
the prelude, however. <strong>The</strong> first story or arc of stories in the<br />
chronicle could just as easily revolve around the characters’<br />
discovering this information for themselves. <strong>Werewolf</strong><br />
being a horror game, a certain amount of mystery, paranoia<br />
and terrible revelation is perfectly acceptable.<br />
<strong>The</strong> third significant opportunity a prelude provides<br />
focuses on the Storyteller. <strong>It</strong>’s a chance for him to show<br />
off his advanced Storytelling capabilities. <strong>The</strong> prelude is<br />
an excellent place to plant symbols or lay out motifs that<br />
become increasingly prominent as the chronicle progresses.<br />
A story that plays up a sense of confinement to make<br />
a point about werewolves being separated from the spirit<br />
world might use stop-and-go traffic, velvet-roped queues or<br />
literal imprisonment in the prelude to suggest the point.<br />
<strong>The</strong> Storyteller could also engage in foreshadowing. If a<br />
recurring antagonist is a sinister Storm Lord, the prelude<br />
might feature the rumbling of faraway thunder, or might<br />
be set against a backdrop of dreary skies or rain-slicked<br />
streets. If he wants to be really tricky, the Storyteller can<br />
reflect the core thrust of his entire plot in microcosm<br />
through one of the characters’ preludes. Perhaps the jealousy<br />
and mistrust a character experiences in a lovers’ spat<br />
directly reflects the hidden feelings between two rival pack<br />
alphas who have been at each other’s throats since they<br />
secretly broke the Oath and conceived a Ghost Child.<br />
Perhaps the characters learn a valuable lesson during their<br />
initiation that they need to remember at the chronicle’s<br />
end as they desperately try to put down a rogue idigam<br />
that’s been plaguing them all along. This is not to say<br />
that every Storyteller uses the mise-en-scène of his prelude<br />
to give away the ending of his chronicle, but the wise<br />
player minds the experiences his character has during his<br />
prelude, just in case.<br />
Character Creation<br />
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