Thursday, September 12, 2013

Role-Playing Werewolves

The werewolf is a powerful symbol of the primitive animal that still lurks within the polished façade of the modern human. It is an idea of the fierce and wild monster within finally escaping the boundaries of the mind, and in so doing, transforming the body, the soul, and the spirit of the person into something more fierce and terrifying than any man or beast alone.



The art of role-playing is one of the oldest games in human history, and is built into the very essence of our being. While modern role-playing with dice and boards and such as relatively new, children have been pretending to be someone else since humans first started to imagine. It is this creative endeavor that has allowed us as a people to think creatively, and to stretch the boundaries of our empathic compassion.

When role-playing a werewolf it is important to note the dual nature of the character. Most werewolves are human beings that have been somehow infected with whatever it is that makes them a werewolf. While this infection can be voluntary, it is often something that happens against their will.

This sets up an internal conflict which allows you to add depth to the character as you play it. The human nature of the creature will represent weakness on the one hand, but reason on the other. While the animal side is a stronger opponent in battle, this strength comes at the cost of logic, and self control.

It is important that you do not forget this psychological conflict when interacting with the world. If you just wanted to be a shape shifter that could turn into a monster, then that is the character that you should be. A werewolf is inherently strengthened and weakened by his condition, and it is that which makes them so fascinating.

When you get into more complex concepts of the werewolf or the were-being, you start to have a lot more freedom in how you structure your character and their back story. For instance, a tribal shaman can take on the characteristics of his village's totem animal when he goes into a trance. This may allow him to be a completely different kind of were-beast.

Basically any character that can talk to animals or commune with nature has the ability to become a were-beast of some sort. This is because that connection with animals can be strengthened over time, allowing them to take on the powers and abilities of those they interact with, over time. This was done especially well in the fantasy series "the Wheel of Time" by Robert Jordan, where the character Perrin started out by talking to wolves, but slowly started to see his physical characteristic, such as his eyes, change to match that of the wolves he was communing with.

The werewolf is a complex character to try and control in a role-playing session. There is an inherent conflict between the civilized and the primitive world, which can give this character a depth and complexity which other creatures do not share. There is also an aspect of connection to nature, and communion with animals, that allows you to get really creative with your were-beasts back story, if you so choose.

No comments:

Post a Comment