Regarding Werewolf Territory.

Regarding Werewolf Territory.

Regarding Werewolf Territory.. anyone have thoughts on additional Troubles to pick from? With such a limited quantity, it feels a bit weird as I build various territories.

You’ve got Violent (automatic), Crime, Obligations, Encroachment, and Haunted.

Now, Violence & Crime already seem at least a little redundant (especially when to get rid of Violence, you’re taking something that says the people work hard to keep the place safe…but yet you can still end up with Crime?) But otherwise, it just feels a bit crowded with having to pick 2 out of 4.

Especially when you factor in a blessing like hunting ground, which seems to suggest your territory is like a woodsy area. Where’s the crime/violence coming from?

Also, is there a reason that Violence is the default + Pick 2, rather than just Pick 3? Or Crime might be the better default (just to represent the darker areas of the city a Werewolf would hang out) with Violence being a Trouble that you’d have to pick, since Violent Crime would be a step above break-ins, drug dealers, and prostitutes. And like I mentioned, what is the Violence if not itself Crime? What else is it supposed to represent?

Just to be clear, I love the idea of Territory, I’m just thinking the Troubles list needs to be expanded by at least 2-3 more options, and the default Trouble reconsidered.

9 thoughts on “Regarding Werewolf Territory.”

  1. First, we’re definitely up for fleshing these out a bit, so any suggestions are welcome. We wanted to keep the list relatively short, as the Werewolf has to make a lot of choices relative to the other playbooks. 

    That said, I think your interpretation of crime vs. violence is spot on. We saw violence as just “people get in fights and cause trouble” with crime as “there is some sort of organized crime or drug cartel operating in your territory.”

  2. Spontaneous ideas:

    People are beginning to notice there have been far too many incidents blamed on “rabid dogs” lately (add trouble: awakening mortals).

    There are several locations in your territory that make the evening news on a regular basis (add trouble: paparazzi everywhere).

  3. Guy Sodin Unfortunately, the turf war would fall under “Obligations” in that your Territory actually belongs to someone else. And the werewolves wanting to take your territory falls under Encroachment, which again is its own separate trouble.

    Markus Schoenlau I like the idea of Awakening Mortals! Or maybe it could be”Mortal Attention” representing mundane police and such investigating the area.

  4. One more:

    There is holy ground or a place protected by mystical wards within your territory where you cannot enter (add trouble: blind spot).

  5. I was thinking about “Upheaval” as a Mortal version of Encroachment, to represent mortals trying to revamp the neighborhood. Maybe its people just trying to revitalize, or a business mogul looking to turn it into a mall.

  6. More ideas:

    Now that you’ve told the vamps and the other factions to get the ** out of your territory, they hold you solely responsible for everything that happens and everyone who lives here (add trouble: scapegoat)!

    You have offered protection within your territory to someone, and now their problems are yours (add trouble: responsibility)!

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