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"Let Urszula do it," Siemon proposed. "Even if she's just Kin, we're hard pressed to find a better storyteller." The assembled crowd agreed, and a youngster threw more wood on the fire as the woman stood before her tribe and began the tale. |
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Chapter Eight: Storytelling |
Humans have told tales for many, many years; stories are an intrinsic part of cultures both advanced and primitive. For werewolves, whose society is entrenched in oral tradition, where every sunrise could mean the last day of a warrior's life, stories are perhaps even more important. The werewolves' sagas serve as records for past deeds of glory and honor. They rest near the heart of what it means to be Garou. Who is a Storyteller?
If you're reading this chapter, we hope you are. The ideas and advice here are meant for Storytellers rather than players, since players generally have more fun if they don't know the details of all your devious plots or how you developed them. But to be honest, a Storyteller is anyone who has ideas for games and is willing to put some time and energy into developing those ideas for a group of players. Hopefully, said players will thank you for your efforts when the scenarios are good and be honest with you when they're not. Even the greatest Storytellers can always improve upon their craft. And don't forget that the most novice Storytellers can run one-in-a-million games while the masters might have an off day and run really crappy ones. Storytelling is an art, never a science. Showing Stories
The most basic lesson you need to learn is the following: Overall, show rather than tell. You can describe in painful detail what a moonrise looks like, but it's going to mean a lot more to players if you put it in terms of their characters. What do young werewolves feel as they see the glow after their First Change? How are their perceptions different than at the previous moonrise, now that they're no longer quite human? Maybe they never bothered to look at the moon before. Talk to the players about painful aches in their characters' hearts as they behold the beauty of that glow. If you go on about the craters or how high the moon appears to be on the horizon, you're telling some things, but not really showing much. See the difference? For Experienced Storytellers
Yes, we mean you! We know what you're thinking: "What the hell could yet another chapter on storytelling do for my chronicle?" And why do these chapters keep mentioning things like theme, mood and plot, anyway? Developing a Quality StoryUnfortunately, good stories don't grow on trees. Most Storytellers would agree that a first-rate game is about 40% inspiration and 60% perspiration. For a great story, you need a special combination of memorable characters from both players and the Storyteller, a cohesive plot, interesting conflicts, solid pacing and a satisfying conclusion. The hard-to-swallow news is that it may take you some time to develop these pieces and techniques. The more pleasant news is that storytelling more games is the easiest way to make them better. Characters
You and your players have to be happy with the chronicle's main characters. If you don't like the way a character is developing, you're not going to be inspired to run games featuring that persona. If a player isn't happy with the way his character is being treated, he's not going to enjoy the game much. Worse, if several players have characters too similar to each other, things are going to get real dull real fast. Nobody wants a copycat character or competition for her character's niche in the game. Yet, even within the tribes, plenty of chances exist for enormous diversity and roleplaying opportunities. What you don't want to have, though, is a game in which every player wants a Bone Gnawer Galliard who specializes in the folk music of central Louisiana. A Word on Players
Whether saying so is snotty or not, good players can make a game, and bad ones can break it. And if you're like most Storytellers, you want your Werewolf chronicle to be good. You don't have enough hours in a day to put all that time and energy into writing a story just to have it collapse due to rotten players. By the way, we're not necessarily talking about timid, inexperienced players who may be new to the system or perhaps to roleplaying altogether. With some TLC and time, most of these folks develop into quality players. Nor are we talking about good players who may have problematic characters (that issue is often resolved by having a heart-to-heart talk with the player, or asking him to use a different character). No, we're talking about the stinkers, the grand-standers who shout and scream their soliloquies claiming to be "in character," and force everyone else to keep quiet. These players are the ones who care so little for the game that they don't show up half the time, much less bother to let you know beforehand, then have a fit if you play without them. Probably within a handful of sessions, you'll know a bad player from a good one. If you don't, your other players will probably fill you in. Plot
Plot describes the events of a story and their sequence. It's the tale's basic plan, including all the complications you can throw in to make it interesting. When brainstorming for a game, many Storytellers begin by sketching out the various steps in the plot then filling in other details. In this sense, storytelling is much like writing a script; you set up the scenes, and the players fill in the dialogue. Other Storytellers start by developing the villains and then write a plot from that point. Whatever methods work best for you, you must remember some things about plots and plotting. Pacing
Unfortunately, you can't really learn good pacing unless you run games. Pacing is how fast or slow you move things along in your scenario, and it's an important technique from start to finish in a game. Shoving the players down a rapid list of events to your stunning conclusion is an easy mistake to make. If your players are confused or they seem to be struggling with all their might to stop and talk to Storyteller characters, you might be moving too fast. If, on the other hand, they're provoking each other or anyone they meet constantly for no apparent reason, just to make something happen, they're probably bored. In that case, it's time to speed things up a bit. Gaia's InstinctsBy its very nature, Werewolf: The Apocalypse is about a group working together. Sure, solos and pair games are terrific fun, and they can really get players excited about their characters, but the soul of the game is life within a pack. Garou have a natural inclination to bond in packs, so make sure your players know it up front. Characters don't have to like each other, but they should still do their best to pull each other's fat out of the fire. That's what being a pack is all about. Conflict
Conflict drives a story; it gives the characters reason for thinking and acting certain ways. If your story has no conflict, it's going to be a bore. Conflict doesn't necessarily mean quarrels with a villain, although that type of conflict is probably the most common. It can also refer to a character's inner moral struggles or clashes of interests and opinions with others. The following list details some of the more common threads of conflict in storytelling Werewolf: The Apocalypse. As you're reading this list, though, don't forget that conflict has to be more personal than "good versus evil." As a Storyteller, your task will be to set up conflict in such a way that it has enough meaning for the characters to pull them completely into your tale. Climax and Resolution
To quote one professional script-writer, climaxes and resolutions should be "organic," evolving out of what has come before. It's important to remember that the characters should be the ones responsible for drawing the scenario to the climax and resolution. If you suddenly have the invincible Storyteller character show up and save the day, snatching the fun from the player characters, your troupe will be pissed. Instead, try letting the players discover a way out. Now, the characters need not always triumph. Werewolf is naturally a game chock full of Pyrrhic victories, and Gaia's warriors are constantly on the defensive against impossible odds. But the triumphs and the tragedies should generally be the result of what the characters did or did not do, not Storyteller deus ex machina. Getting in the Mood
Mood should convey emotion. It's the overall feeling and tone set for your story or chronicle; it comprises the little things you and the players can do to put just the right edge and creative touch onto a session of Werewolf. Can you have an okay game without the proper mood? Sure, but if you can get the tone just right, mood can bring a so-so game up to the level of a great adventure. Storyteller ToolsIn addition to props for the players, you might also want to have some items handy to help you tell the story. Some troupes might enjoy using a plastic wipe-off mat and a set of multicolored, water-based pens to show battles. (Hint: Always test the pen on a small area first; even some supposedly wipe-off inks are indelible on the mats.) Miniatures help put things to scale and can help clarify where characters (and villains) stand in the heat of a fight. For specific locations, you can purchase a book of house plans at the grocery store or even download such plans from dozens of websites. (Try a key word like "house plans" to find the URLs.) Travel guides are also excellent resources if the characters want to head somewhere you've never been. In short, use any mundane tools that help you run a better game. Working with a Theme
Theme is synonymous with purpose and the general idea behind the story; it's basically what your overall game is about. The theme of most fairy tales, for example, is the triumph of goodness over evil. Themes should evolve over time and give meaning to the actions and events of the story. They can form the underlying ideas behind your plots, but themes should never dominate every aspect of the tale you're telling. In other words, themes are great guidelines, but they're poor substitutes for character ingenuity and Storyteller inspiration. The following are some themes to keep in mind as you make plans for the early sessions of your Werewolf game. By no means are they the only ones that apply to Werewolf games. Hopefully, you have some ideas of your own by now for themes that you'd like to use. Setting
Whether the game occurs in the heart of the big city or in the darkest plains of the tundra, spend some time constructing an interesting setting for the pack. What does the characters' home look and smell like? What Kinfolk, contacts and allies are nearby? Why do the characters love this place and want to protect it? What is the form of the caern, and who is its spiritual protector? Get some help from the players. Brainstorm with them about the bawn and any special features they'd like to see. Talk about positions they might hold in the sept, and take time to lay out any other details of the sept's political structure; that's part of setting, too. Finally, when games take place at the sept, call on your best techniques of mood to help the players really visualize what home sweet home means to the characters. Who's Who in the Sept
Just for quick reference, here's a handy list of people you should detail for the home sept or other important septs that the characters visit. From Story to ChronicleWhen players start begging for more frequent games, calling on the phone to give you their septs' intimate history or appearing on your doorstep at 4 AM with a ream of in-character stories, congratulations. You're well on your way from transforming a set of loosely related Werewolf games into a bona-fide chronicle. Now, you've got more work ahead. It's time to start making ties between one-shot games, connecting stories and mapping out some long-term goals for the characters and the villains. Weaving Stories Together
One technique that writers use to connect story lines is to picture their overall tale as a series of climaxes Events build up to each climax, get resolved and then move ahead from there. Most novels have at least three major climaxes and possibly a couple of lesser ones. Let's say that Wayne has been running a Werewolf: The Apocalypse game as just a few random sessions for a mixed pack of characters that he wants to transform into a full-fledged chronicle. His present theme is "Young and Scared," but he wants to move toward a "Marked by Destiny" theme as well. He comes up with two or three key events, which will ultimately advance his metaplots, along with a number of "filler" stories between the key events. Wayne also realizes that more fillers may be needed, especially as charactcrs develop their own needs and interests, and that's fine. The last thing he wants is for the players to feel like they're being pushed along by his rigid agenda. Thanks for the MemoriesWhether you're lucky enough to play in a weekly Werewolf game or you can get the gang together only once a month, you'll want to have some way to keep in touch with players and make sure that everyone's on top of the game. Email is a convenient and easy way to contact the troupe members individually or as a whole. You can do "off-camera" scenes with each character, or get ideas for what everyone wants to do at the next session. (Keeping in touch thus also lets you lay some plans of your own based on their responses.) Barring email, you can always rely on a good, old-fashioned phone call or lunch date. If it's not possible to get in touch with players between sessions, consider starting out each new game with a recap of the previous adventure. Players can tell it from their own characters' perspectives, with your annotations, or you might provide a brief written summary. Writing down the players' in-character quotes during the game is a particularly fun way to kick in recall. Memorable AntagonistsBy this point, you'll have noted that conflict is a key element in a good chronicle. The bad guys, antiheroes, villains or whatever you choose to call them are often central to conflict, and yet, poor conceptualization of antagonists can ruin even the best of plots and settings. Antagonists should be believable, intimidating and genuine while still less important than the players' characters. Putting Meat on the Bones
When designing antagonists, start by considering a few basic concepts. Who (or what) ultimately pulls their strings? Are they powers unto themselves, or are they just working stiffs on a bigger villain's payroll? Are they supernatural in origin? If so, what powers do they possess, and how will these powers affect the werewolves physically and psychologically? What motivations do the antagonists have. Is your antagonist just a fanatical, berserk monster for the climactic fight sequence, or is he the cunning DNA scientist you mean to be a long-term, powerful enemy? Antagonists Versus Enemies
Some of the best stories have both adversaries and enemies. But what's the difference? Aren't both obstacles to the characters' goals? How can an adversary sometimes be an ally? Keeping Records
Who hangs onto the character sheets and game notes? It sounds like a trivial question unless you're the Storyteller at a game where everyone's sitting down to play and half the character sheets are missing. Good Storytellers will tell you that investing in some variation of character folders and a notebook for the chronicle is a must. Ring binders are good because you can add and remove information easily. Binders with front and back pockets are helpful for storing clippings or handouts. A calendar is also useful for preventing the, "Hey, when was that last game, spring or summer?" problem. (You could even note the moon phase, which is an essential fact for werewolves!) Final Touches
A Word on Experience
Awarding experience points and Renown is a balancing act. If you don't give enough, the characters will progress so slowly that it may be years of game time before they attain any rank. And let's face it; some of those higher-level Gifts are pretty cool! However, you run the risk of turning even good players into twinks and having a boring game to boot if you give too much. In short, it's fine for characters to grow and develop constantly, but it's also nice for them to realize that they aren't invincible. Classic Werewolf StoriesThe following selections are story seeds to use once you've conquered the delightful problem of how to get players together. These seeds are meant for one or two sessions of the game, and they may or may not reflect the theme you eventually want to develop. That said, some essential chronicle "bits" may coalesce from these sessions — things like long-term antagonists, interesting allies and characters goals — if you and the players are lucky. Prelude and First ChangeThe joy and pain of the First Change is different for every werewolf, and even veteran players can enjoy it. For new players, it's essential to roleplay their character's prelude and First Change. Think about what it would really be like, emotionally and psychologically, to find out that you were almost entirely different from the folks next door. Moreover, imagine the added burdens of having such a serious mission and a host of none-too-loving relatives. This seed is a good one with which to start a chronicle. Rites of PassageLike the First Change, the Rite of Passage story is a fine one to run in the early days of a chronicle. These Rites ideally should be keyed to the specific characters (and tribes) in the game. You may want to let all the characters take part in the same Rite or divide them into two groups, giving everyone a bit more individual attention. Choose tasks that are pertinent to the tribe in question. A Get's Rite of Passage may involve bringing in the head of a Wyrmish horror or surviving a night in a bad neighborhood without using his claws. A Black Fury's might involve defending a Kinfolk woman and child, by using wits and claws. The Uktena youngster perhaps has to return to the pack with a piece of previously hidden knowledge. And so on. Fighting the Wyrm
Werewolves represent much, much more than death and carnage; they're spiritual, creative and passionate creatures. But hey, they are awfully well equipped for dealing destruction. And nothing should bring out that killing instinct more than facing the Wyrm and all its depredations. Fighting the WeaverEver seen a piece of fabric on a loom? It can be a work of art that's spontaneous in its beauty. In her madness, however, the Weaver spins static, unyielding webs that constrict the Wyld in all its forms. Don't make the mistake of ignoring the potential threat of the Weaver. From quick clashes with Pattern Spiders to a long-running battle with the devious scientists of DNA, the Weaver poses a threat almost as dire as the Wyrm. Stories involving the Weaver should be rigid and focused. Everything in the Weaver's world is but one thread in a tapestry, and Storytellers should think about plots involving the Weaver's minions as having interconnections and multiple layers. Of Wolves and HumansWolves are a slowly dwindling species. True, they're making comebacks in some parts of the world, but their territory is vanishing in the swell of humanity. Stories can easily involve conflicts between werewolves and their wolf allies against the encroachment of humans. Consider the ensuing problems if a ranching family buys up the 10,000 acres of land that's home to a Red Talon pack. How will these lupus react? How can the characters' pack help? This kind of story should be highly charged. Don't forget that werewolves are neither just wolf, nor just human. Bloodsucking LeechesWyrm-taint, urban expansion, parasitism, age-old vendettas, competition for resources, depraved appetites... Reasons abound for why vampires and werewolves are natural enemies. As your chronicle progresses, you might choose to make some exceptions, but the de facto rule when a werewolf meets a Leech is for death-dealing to commence. These two societies oppose one another over most facets of their very existence and means of survival. Tensions should (and do) exist on a martial level, but don't forget that a social and intellectual conflict goes on here. And if a Leech dares to sink its fangs into, say, a Kinfolk, that'll be cause for a nasty encounter or two. The Enemy of My EnemyCommon threats make strange allies. This type of story is useful in getting certain tribes or packs to put aside their enmity for a time in order to fight a greater threat. You can still have fun with the occasional snappy responses between characters (which the players should enjoy) or even a quick fight for dominance before the big nasty enemy shows up. Life in the Pack
KinfolkKinfolk are marvelous hooks for adventures, especially for injecting some grains of romance into the chronicle. What werewolf wouldn't defend her mate, children or siblings? And some Kinfolk characters just seem to crave long, painful suffering. While you shouldn't overuse Kin, they work well as victims of the Wyrm or Weaver that need rescuing or curing. Vengeful Kinfolk make surprisingly cunning enemies too, since some know important details about werewolves. MootsMoots are one of the events that strengthen the bonds of the pack. Just to recap, moots involve a sequence of events: the Opening Howl, the Inner Sky (dealing with tribal spirits), Cracking the Bone (business), the Stories and Songs segment and the Revel. An enjoyable game to run between big adventures is a sept moot wherein the characters report on what they've accomplished and what their next big goal is going to be. Mysteries of the PastWho says that all the enemies and challenges have to come from the present? Consider what might happen if the werewolf pack stumbles on the sealed tomb of an old, hitherto unknown Wyrm creature? Not only would they have complications from fighting the dread creature, they'd also have to explain how they freed the thing in the first place. QuestsMulti-stage quests are great for structuring a long story arc. You could also use this story seed as a requirement for advancing in rank. Having the heroes seek out the Three Eldest Ancestor-Spirits of the Wendigo, or even something more tangible, can keep them busy for a number of sessions. Quests are a great opportunity to expand the chronicle from the grisly, everyday struggles to survive into a realm of wonder beyond grim reality. They are the key to the spiritual side of werewolf society that cannot be ignored, the heart of what channels the path of every hero's journey. When Duty Whispers LowNot all duties are easy to carry out, and feel free to concoct adventures that tear at the characters' heartstrings as the game progresses. How hard would it be for their sept leader to command them to hunt down an old member of the pack (perhaps a player's retired character or a beloved Storyteller character) and dispatch her, because she's fallen to the Wyrm or the Weaver? It's easy to say that this kind of task needs doing, that it's a blessing to the victim and all that, but killing off a comrade is as hard as it gets. Seeking the YoungWhen the werewolf characters get some experience under their belts, maybe the pack elders send them out to find lost cubs. This story could evolve into a series of adventures both urban and rural. The characters could discover allies and enemies from different packs or maybe other denizens of the World of Darkness. Eventually, though, they should meet up with one or more innocent young werewolves and be prepared to act as mentors for the young ones. Dirty PoliticsThe Garou, for all their honor, aren't above political machinations. After all, they're in desperate straits and willing to do almost anything to preserve their lands and way of life. If your players are interested in politics, steer them toward such interesting goals as acquiring new territory for the sept, arranging lucrative intertribal marriages or taking over useful corporations. Such tactics aren't just for Glass Walkers anymore. Appeasing the SpiritPerhaps the pack totem has deserted the characters for some mysterious reason, through no apparent fault of their own. The pack now needs to find out why their totem has gone into seclusion and what can be done to appease it and bring it back to the caern. This type of adventure calls for a lot of positive public relations, perhaps with other packs, tribes or spirits, and it gives the players a chance to do some puzzle solving and thinking. Hot tempers and ready claws will be less valuable here. Brownie PointsWant to get your players really involved in the lives of their characters? Don't mind shelling out an extra experience point or two? Consider awarding brownie points for any supplementary time and effort players put into character development. What kinds of things are we talking about? An in-depth, written character bio is a good example. Ask the player to give you a page or two on who the character is, where she comes from and what types of adventures she's had in the past. A write-up of the character's prelude, if not played in the game, is also useful. Consider, for example, how interesting a Silver Fang's family tree might be. The player might just see laying out his character's genealogy as a chance to get an extra experience point (we suggest one for each "project"). Such a project is also a great place to find some inspiration for games. So Ebrahim the Silent Strider had a mate who disappeared in Morocco? Sounds like a great story seed for a game. If one of the players keeps a journal, that's also worth a reward. Little details you might have forgotten about the chronicle can be as useful to you as they are to the players. Brownie-point projects also let the players give you a nice list of things they'd like their characters to do, which is always a good way to keep them interested and involved in the game. Storytelling TechniquesYou can use a variety of techniques (those "classic bits" from literature) to enhance your stories. Just be careful not to go overboard. This is still a roleplaying game, after all, not than a dime novel. With some elements, like the ringer, be careful that your creativity doesn't overbalance the game... or infuriate the characters too much. Dreams and FlashbacksIf you want to convey important information to characters, flashbacks to earlier events and well-crafted dream sequences are a means of doing so without always having Storyteller characters spill the beans. Decide whether you want the character (or characters) to be able to react in the dream or flashback, then describe in clear detail what scenes they see. Think about the source of the dreams or flashbacks. Was it a gift of a totem? Guidance from a vision quest? Also consider how explicit or vague you want the information to be. What you give them probably won't answer all their questions, but it should be enough to point them in the right direction. ForeshadowingForeshadowing is another way to give characters hints and suggestions of what events may be forthcoming in the chronicle. Ideally, foreshadowing is a subtle technique. You shouldn't have to beat the players over the head with this stuff. Let's say, for example, that you want to foreshadow the fact that the sept is heading toward disunity. Plant some rumors and whispers to this effect during each game. Maybe two caern Guardians get into a spat over how best to serve the Warder. It may be a minor argument, but it's a sign that things aren't going so well. Then, have more such tensions bubble up in the regular moot. All these signs should point out to the characters that all's not well at home, and maybe they should do something about it. Foreshadowing also works well with evoking certain moods. If you put on some gloomy music, you're letting the players know that the hours ahead won't be all sweetness and light. Symbolism and Mystic ThreadsWerewolf: The Apocalypse is rife with myths and cultural symbols. Garou society is a complex melange of many different peoples, all with a rich oral and/ or written history. So delve into some of these times gone by. Use mythic poetry and epics to evoke mood and get stirred up to tell some stories. Depending on the werewolf tribe in question, you may want to use classic Greek, Slavic, Irish, Native American or Norse literature for inspiration. Also don't forget that you can link foreshadowing with symbolism. Consider what importance the name of a person or place might have, and what that importance implies for the characters. Meeting a traveler named Loki or Coyote on the highway just might mean something... Alternative SettingsIf you've the time, energy and inspiration, consider setting the chronicle either in the historical past or near future. Maybe you want to run a game set in the American colonies during the Revolutionary War, where the characters are battling werewolves on the opposing political side as well as the Pure Ones and the Wyrm. Or, perhaps you want to advance the chronicle into a time when it really is Apocalypse now, with the Weaver's hard edges biting into the character's heads even as the Wyrm tries to chew up their hearts. Be sure to get players to okay this kind of major change before you charge ahead. They may want to construct alternative characters for the game. In the historical past, they may even want to play ancestors. Ringers and Red HerringsOh go ahead and let the Shadow Lords act like greedy, manipulative bastards. You know you want to. But what if they're not bad guys at all? Despite the stereotypes (and why are you trusting stereotypes anyway?), maybe their motivations are pure. Just don't let the players guess the truth right away! Red herrings and their relatives, ringers, are terrific fun to use in stories. A red herring is basically a story element that seems like one thing, but is really another, such as when a hero seems like a villain. It's something designed to throw the players off track of the real enemy or plot thread. For example, if the suave, debonair Shadow Lord shows up to court the Fianna lass, her relatives (played by your troupe) might go ballistic, thinking he's after something. And you should encourage their paranoia. But maybe what he's after is the demented Fianna warrior who betrayed the Shadow Lord's pack to Pentex. You can bet that the players' characters really would want to know about that! A ringer is a bit more complex. It's usually a character under "deep cover" who ultimately betrays the players' characters to an enemy, or who otherwise screws them over when they least expect it. The best ringers are planted early in a chronicle, and they don't surface until many games later. As Time Goes ByAs the chronicle progresses — and we hope it has a long and successful run — you'll need to make sure that things don't get stale. Here are some pieces of advice to help you sustain a chronicle over the years. CommunicationTalking — and listening — to your players is vital. Give them a fair hearing when they come to you with ideas, even if their plans don't always fit. Players often give you more inspiration than reading a dozen books. Make communication a constant in your chronicle, and you'll find yourself rewarded with great ideas and happy players. Break Time!Don't be concerned if you get burned out on the chronicle eventually. The best thing you and your players can do at that point is to take an extended break. Maybe someone else wants to run a game, so you can have a chance to play (which keeps you in touch with what it's like to be on the receiving end). Then you can pick up the threads of the story and charge forward when you're ready. If it looks like things are winding down to the end of the chronicle, don't rush yourself in coming up with a powerful conclusion. Take the time you need to make sure that the last story arc is among the best. Shared StorytellingOne option that can help alleviate burnout is sharing the chronicle with a co-Storyteller. Perhaps you'd want to take over her character or a Storyteller persona for the duration. However, unless you divide all aspects of the chronicle neatly in twain, you will inevitably end up sharing some secrets with your co-Storyteller. On the other hand, maybe she has some ideas to take the characters in a totally different direction. Keep in touch with each other during your break and give her the same feedback you'd expect if you were in the hot seat. But don't slam her ideas or storytelling style just because they're not the same as yours. New PlayersInevitably, if you run a fun chronicle, new players will want to join. How are you going to handle this situation? It's better to have an answer to this question before it comes up. One possibility is asking the new player to use a Storyteller character. Doing so lets you, the old players and the new one give each other a tryout. If things go well, maybe the newcomer could then make up a regular character, adjusted in ability to be closer to the current pack than a beginning werewolf. When new players join the game, have them run in a solo or pair adventure, just to get a feel for how things run in your world. Sharing tales of past exploits might also get them caught up in the pack's action more quickly. While you should be cautious about letting just anyone off the street join a long-running chronicle, don't forget that new players can really bring new ideas and new life to the game. Using Published MaterialWerewolf: The Apocalypse has a number of great supplements that can enhance your chronicle. That's not an advertisement, but rather a suggestion for inspiration. Remember, though, that no sourcebook is going to fit seamlessly into your ongoing chronicle. Rather, you'll have to spend some time considering what elements you'll want to use and which ones to omit. But sourcebooks can save you valuable time by giving ready-made character stats (always good for those unexpected fights or intimate conversations) and scenarios. Many also go into greater detail on various aspects of werewolf life. They can offer ideas for stories and interesting directions for your chronicle that go beyond the space limits of a core rulebook. One piece of advice: Unless you're sharing storytelling duties with a player, your troupe will have more fun if they don't read all the other sourcebooks. Remember that the element of surprise is important to telling a good story. Crossover GamesWe saved the best of times — and the worst of times — for last. Done well, Werewolf: The Apocalypse crossovers with other World of Darkness games can be terrific fun. However, you must make sure that you know what you're getting yourself into. First of all, you need to have a firm grasp of the rules. Werewolf Gifts are different than vampiric Disciplines, True Magic and so on. The appendices of most core rulebooks have suggestions on handling crossovers, so give them a thorough read. Next, have some sort of reason that's plausible to your story for why the crossover occurs. Sure, Cassius the vampire might be a fine character, but why does he need to speak with the werewolves? Think it through carefully so that Cassius doesn't end up a greasy smear on the pavement before he's made his all-important soliloquy. Some connections, remember, are already part of the Garou cosmology, such as relations between the Silent Striders and ghosts, or the fae and the Fianna. Finally, and most importantly, keep in mind that only one set of cosmological beliefs, worldviews and themes should dominate. Since you're running Werewolf, it probably should be that of the Garou or some hybridized version that you've worked through carefully. For example, remember that the various supernaturals see damn near everything through a different lens. Verbena Life magic, the Discipline Obeah and the Gift Mother's Touch might all heal a wound, but the look and feel of each mystical feat should be quite different. The werewolf one should be completely understandable and natural, while the others are strange and maybe a little scary. Plus, the weirder you make things seem, the more confused even the experienced players of the World of Darkness will be. That's the fun for you: There's nothing quite like the look on a player's face when she realizes the cute kid her character has been teasing is really a mobile cadaver. |
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