Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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.