13.12.2012 Views

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

68<br />

Chapter II: Character<br />

You’re sitting in traffic on your way home after being<br />

fired for putting your boss in the hospital. <strong>The</strong> fact that you’d<br />

discovered his embezzling has kept him from pressing charges,<br />

but that’s all it’s done. In fact, someone else higher up is covering<br />

for him, so he won’t even be prosecuted. Now you’re stuck<br />

here, slinking home in this godawful traffic, and the people<br />

ahead of you won’t go already.<br />

You glance to your left, looking for an opening in that lane,<br />

when the driver of the car next to you catches your eye. He’s singing<br />

maniacally along with the radio, and his eyes are bulging and<br />

bloodshot. But stranger still is the fact that something is glowing<br />

deep inside his chest. <strong>It</strong> looks like a snake made of fire, and it’s<br />

coiled around his heart, radiating a smoldering menace. You’ve<br />

never seen anything like it, yet it’s somehow familiar. Before you<br />

can figure it out, the other driver stomps on his accelerator and<br />

slams into the car in front of him. Airbags are deployed all around<br />

as safety glass showers the area and smoke rises.<br />

What do you do?<br />

STORYTELLER ADVICE<br />

Just as there is no single, quintessential <strong>Werewolf</strong> story,<br />

there is no single, formulaic way to run a prelude for your<br />

characters. All that’s truly important is that you hash out<br />

not only who each character is as a person, but who he is<br />

(or becomes) as a werewolf. While saying that is all well and<br />

good, the following are some choices that can guide you in<br />

running your preludes and making them suit your tastes.<br />

First, decide whether you simply want to narrate the<br />

prelude or run it interactively with your players. Simply<br />

narrating the prelude can be the most efficient way to<br />

set up a story if the player has played the character in a<br />

previous story. If you and the player both have a good<br />

idea of who the character is and how he’ll act, you might<br />

not need the polish of an interactive prelude. If you’ve<br />

designed nothing but a simple, one-session story that isn’t<br />

about depth or drama, a couple of sentences might be<br />

all you need to set the scene. Should any of your players<br />

be inexperienced with either the <strong>Werewolf</strong> setting<br />

or roleplaying in general, an interactive prelude acts as a<br />

starter course in how the game and the mechanics work.<br />

(A prelude can also help you iron out any nervous kinks<br />

in your style if this is your first time as Storyteller.)<br />

After you decide that, the next question is whether<br />

to run a prelude for each character individually or run a<br />

single prelude for the entire pack. <strong>The</strong> pack dynamic is the<br />

most important social consideration in a <strong>Werewolf</strong> game,<br />

and it’s the one over which the players have the most total<br />

control. Putting all the characters together is a particularly<br />

expedient and effective way to get the story off to a running<br />

start. Such an introduction might show the characters<br />

being drawn together as a pack, then questing into the<br />

Shadow Realm to win a pack totem. Such exciting events<br />

make for wonderful stories over a handful of actual game<br />

sessions, but if you have an even more fantastic story in<br />

mind and don’t want to waste time getting to it, you can<br />

relegate the formative details to a group prelude. Should<br />

you do so, be sure to discuss with the players how the<br />

pack formed, how long it’s been together, who the alpha<br />

is, what its basic social dynamic is, what its totem spirit<br />

is like (as well as how powerful it is), what its territory<br />

consists of and how it defends that territory.<br />

If you’d rather run more in-depth preludes with each<br />

player individually, that’s equally valid, but you have a<br />

different set of concerns. Don’t look so much at what the<br />

character’s duties as a werewolf are, but at what kind of person<br />

he is based on his experiences. Is he passionate about<br />

some cause that affects his territory (such as the plight of<br />

the homeless or the pollution of a vital river)? Go over the<br />

events of the first time the character was exposed to the<br />

problem and his reaction to it. Does he have a violently<br />

rebellious reaction to authority figures? Portray a scene<br />

from the character’s teen years, when his werewolf nature<br />

moved to the fore and his unknowing parents reacted to his<br />

behavior with overprotective strictness. Does the character<br />

have a true love whose trust gives him strength? Walk the<br />

player through a scene in which the lover first discovered<br />

the character’s secret (or the first time the character lied to<br />

protect his true love from the truth).<br />

Don’t rush the player through this process or force<br />

him to make snap judgments. Give him time to think<br />

about what his character (not he himself) would do in<br />

such a situation, and discuss his answer if you don’t feel<br />

it reflects what’s on his character sheet. <strong>It</strong>’s always best to<br />

work out any potential disagreements of this nature during<br />

the prelude, when a player can be most easily coached<br />

and/or dots can still be rearranged to accommodate the<br />

player’s style of play.<br />

After you’ve decided how to structure your preludes, all<br />

that’s left is to pick representative scenes and decide with<br />

your players how the characters react. No list of formative<br />

events could account for all the ways in which your players<br />

could make characters, or for all the ways you could structure<br />

a <strong>Werewolf</strong> story, but the following are some guidelines<br />

that help. Most werewolves go through experiences such<br />

as these (in some way) in their lives, and how they handle<br />

them informs the kind of people they become.<br />

• Mundane Drama: Every werewolf lives the first<br />

part of his life among humans, believing that he’s one of<br />

them. As he comes closer to his First Change, however,<br />

the others around him react subconsciously to the difference<br />

between him and them. He might be ostracized by<br />

his peers at school, divorced or thrown out of his parents’<br />

home for defiant, unruly behavior. Go over how the Rage<br />

builds in him and what he does to control (or vent) it.<br />

• First Animistic Exposure: As the First Change<br />

nears, spirits pay more attention, and prospective werewolves<br />

even catch them at it. When that happens, a character’s<br />

worldview changes radically, teaching him something<br />

that no one else seems to know. If the character in question<br />

is one of the “lucky” ones, go over how he handles it when<br />

he peels back that corner of the veil of mystery and finds<br />

intelligent but alien things staring back at him.

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

Saved successfully!

Ooh no, something went wrong!