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Parlor Games (Werewolf: The Forsaken)


"If you ain't just a little scared when you enter a casino, you are either very rich or you haven't studied the games enough." — Terrence "VP Pappy" Murphy

There are things in this world that come from somewhere else. Hungry things. They scrabble in the dark places, reaching out to draw in prey. Sometimes it's human prey. Sometimes it's the People.

One of those things is reaching out even further now. It's built its nest somewhere unreachable. It's subtle and cunning, enough so to hide its own strength. And it is strong, and it is dangerous. But it made a mistake. It began to hunt on your territory. It started to take people that are under your protection.

Now it's time for you to do the hunting.

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This release is part of White Wolf's Storytelling Adventure System. For more information on it go here.

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Callum W November 21, 2021 5:29 am UTC
Anyone else wish that White Wolf designed their modular adventures for ease of running rather than flexibility of setting?

I mean, I get that the appeal of wanting to build something a GM can drop into any campaign, regardless of where it is set, but this approach just makes it so much harder for new Storytellers to break into the system.

I ran this scenario for my group. It was our first time playing Werewolf. I had to make up a setting, and since this product is so barebones, I had to invent several additional scenes and NPCs to act as connective tissue to move my players from point A to point B. It was a lot of extra work.

I think this system would be a lot more popular if the people involved did what Dungeons and Dragons or Call of Cthulhu do with their modular adventures. In those systems, rookie GMs can find a beginner friendly module that practically runs itself.
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2.95 MB
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File Last Updated:
January 29, 2007
This title was added to our catalog on January 29, 2007.