Now that I’ve had a chance to actually read through Werewolf: the Forsaken, take a look at it’s component parts and what it presents in terms of a setting and character options, I feel that I’m now reasonably informed to move on to actually putting what I’ve read into a campaign idea.
Redemption
Being a Catholic, I’m no stranger to the theological concept of Redemption, that is, the forgiveness or absolution from past sins and protection from eternal damnation, generally through sacrifice. W:tF strikes me as a game about the struggle for Redemption in theme. Guilty for the murder of Father Wolf, the Forsaken work to redeem themselves in their own eyes.
But what I found impressive was that it took this theme and brought it (as nWoD does) down to earth. There’s no higher being that judges the Werewolves, weighing their hearts against their sins. Instead it is up to each and every Pack of the Forsaken to live with their sin one day at a time.
You don’t know what it’s like being me
There’s a remarkable amount of similarity between Werewolf: the Forsaken and Adolescence. To become a Werewolf is a violent upheaval in your life, where nothing makes sense, your emotions are barely restrained, and rationality is not quite your most defining feature. Werewolves are shoved into a situation where they have no friends except those who are like them, and the entire world is against them, except for the few Totems and mentor-figures that may serve as their voice of reason.
Like teens, the Werewolves must struggle between what is Socially acceptable, and what is being demanded of their Emotions. To deny either completely is a sure-fire way to fall out of favor, whether from your peers or your authority figures.
Urban Jungles
Another facet of Werewolf is the idea that it’s a daily struggle to survive. Beset on all sides by superior numbers from the Pure, as well as Spirits who would be more than willing to rid the world of the Forsaken, it is little wonder that Werewolf doesn’t talk much of stability.
In a disturbing taste of what is to come, the Forsaken are forced to endure being hunters and the hunted, living the Pangean dream, in an ironic twist. The comforts of a home and peace are denied them, and their harrowed existence is but a taste of what the Pure want the world to be. So hunted as they are, the Forsaken have to find a way to turn the tide and restore balance.
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Conclusion:
There’s a good game lurking somewhere in the Werewolf: the Forsaken setting, but I’m not sure I’m of the right mindset to spot it and relate to it. Perhaps it’s a cultural bias, since werewolves aren’t exactly part of the Philippine mythology, but I find it difficult to empathize with the characters.
The history with Father Wolf and the act of trying to redeem themselves is awesome, but doesn’t translate very well to the modern day. Also, having an angry mob of The Pure Tribes willing to lynch you on site tends to dull most of the hope that the Forsaken can probably try and muster.
Werewolves concern themselves with the immediate, confining themselves quite low on the Maslow’s Hierarchy of Needs. With quite literally everything against them, it’s little wonder that the Werewolves prefer to focus on just plain survival.
I’ll admit my bias against this sort of mindset as well. I like the idea of stability. The idea of being constantly under siege is a demoralizing experience for me, and even if I like to think I’m an optimist (“Maybe we can rally the spirits to OUR side! Yeah!”) the amount of time and effort this would require from a group that effectively has little territory, and even less resources would mean selling out in one way or another (“Okay Major Spirit Lord… you’ll help us if we offer a human sacrifice once a month? Well… what’s a missing person’s report these days, right”) and turning into the Pure.
I’m certain there are people who love Werewolf: the Forsaken, and feel that I’m missing something, and honestly, the Let’s Study articles were part of the effort for me to learn what it is that I need to understand. As I wrap up this series on Werewolf: the Forsaken, I’d like to invite people to comment, tell me what I need to know, show me where I’ve made poor assumptions.
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