Thursday 8 March 2018

The mixed bag that is CoD Beast

I'm a long time World of Darkness fan. I used to mostly play Vampire the Masquarade and Vampire the Requiem, but recently my group decided to give most splats a try. We set out to see how they play in the system's newest iteration - the Chronicles of Darkness. One of the newer lines I was interested to try was Beast: The Primordial, a system where you play an embodiment of the primal nightmare that haunts all humanity. Reading through it however, the game seems a bit of a mixed bag - some parts of the setting look brilliant, while others may make you not want to pick it up at all.

So, without further ado, here are various interesting things I found about Beast, for good or ill. The post might feel a bit meandering, but it's meant to highlight what's noteworthy about the system, mechanics and the setting.

First off, everyone's favourite topic - lore!

Place in the cosmology


While Chronicles of Darkness were designed to be light on the metaplot and vague on the cosmology, one could argue there exists some connecting thread between some ideas presented in Beast and the lore from the first edition of Mage the Awakening.

In Mage, in the Arcanus Mundus chapter, it is basically established that the collective unconscious of proto-humanity, the Primordial Dream, shaped the world. These Dreams created the Atlantis, the place where first humans Awoke. They also created various supernatural creatures that are part of the reality of the world - vampires, werewolves, etc.

In similar vein, Beast talks about the Dark Mother, the first of the Beasts, that travelled into the Primordial Dream and became the first of all monsters.

Another aspect of Beast is their Inheritance and the Beast Incarnate. Basically, the end game of any Begotten (another term for Beast), is to become a perfect embodiment of the horror they represent so that they become that horror. They become something akin to the Boogeyman, or Jack the Ripper, or Bloody Mary - horror much bigger than themselves.

Based on that you could argue that all of the supernatural creatures are a reflection of a proto-being formed by some ancient Beast Incarnate. Some Begotten might've been a blood drinking creature of the night, thus creating the myth of a vampire in the fabric of the Primordial Dream, while a different Begotten might've been a man that takes the shape of a wolf and become Father Wolf. All of this fits so nicely - the Dark Mother creating the concept of Beasts, and then the Begotten filling the Primordial Dreams with subsequent kinds of horrors, all sharing a common kinship.

There is only one piece of the puzzle that to me is a bit misaligned. Beasts feel a kinship with all supernatural creatures except Demons. This probably hints that Demons came from somewhere else and are wholly alien to the world, which is an interesting notion. However, the Beasts also share a kinship with Mages - beings that are explicitly Awoken. They woke up from the Primordial Dream, so one would think they would hold Beasts in contempt as creatures of the Dream that they exert some dominion over. But apparently that's not the case...

A different part of the Beast lore are the Insatiables (detailed in Night Horrors Conquering Heroes), one of those "antagonist types" every CoD game seems to have, like the Strix to Vampires or the Pure Werewolves. The Insatiables represent different types of horrors - the Clashing Faults, the Freezing Hell, the Molten Earth, the Primordial Seas, and the Void. In my theory they represent horrors too grand for the human mind to comprehend completely. The concept of a vampire or a werewolf, however alien, is understandable - it's a horror that wants to murder you. The same can't be said for "the horror that is the unending winter of the ice age", or "the infinite cosmic horror of the emptiness of endless vacuum of space". The human mind can't think on such scales, and thus the Insatiables are like Beasts, but are still distinct from their brethren.

But enough about the philosophical waxing of the lore, let's talk about something much more immediate...

Lack of Integrity system


In Chronicles of Darkness, Integrity is a measurement of how human or alien you are. It can take many forms - mortals just have Integrity, a basic measurement of being a human in a civilised society - avoiding murder, torture, injury, or even contact with the supernatural. Vampires have Humanity - a measure of how connected they are to the mortal world by the means of maintaining contacts with actual people and not acting like a bloodsucker. Werewolves have a balancing act of Harmony - trying to remain true to both their human and wolf natures and keeping their life in balance. Mages have Wisdom, showing how single-minded they are in their pursuit of knowledge over being an actual person. You get the picture - each supernatural splat has a different flavour of balancing their supernatural nature with still being a person.

Unfortunately, Beast has none of that. There is no limit to what a Begotten can do without any consequences (save perhaps of creating a Hero if they "disrupt the Primordial Dream"). This is almost a step back in how Chronicles of Darkness have progressed from the old World of Darkness. See, back in the olden days, creatures like Vampires could arbitrarily choose their morality. Those came neatly packed into "Paths of Enlightenment". Did you want to diablerise your fellow vampires without remorse? Path of Blood! Run around in the woods like a wolf? Path of the Beast! Torture people for "science"? Path of Metamorphosis!

So in other words, whatever you decided to do, you would take "the path of doing whatever I wanted to do anyway" as your moral compass and you would be on your way, avoiding having to worry about descending into madness or trying to cling to the last few shreds of your humanity.

It is a bit of a missed opportunity that Beast lacks an Integrity system. It could've been interesting to see something perhaps akin to Werewolf's Harmony - trying to strike a balance between being a horror of the night and an actual person. Balancing being Rorschach and Walter Kovacs, or Batman and Bruce Wayne.

Because of their lack of Integrity to draw boundaries, as well as their kinship with the other supernaturals of the world, Beasts become...

Supernatural cheerleaders and a bad influence on their buddies

Beasts are naturally drawn to other supernaturals of the setting, and those supernaturals are in turn drawn to the Beasts. This is expressed through a number of mechanics. First is Kinship - any supernatural being (including vampires, werewolves, mages, slashers, and even mediums and psychics) starts off with positive first impressions of the Beast. Second is Family Ties - if a Beast and some other supernatural spend enough time together, they develop a deep connection, granting both sides of the party bonuses to support one another.

Skipping a few minor mechanics, we come to the last and perhaps the most powerful boon a Beast can draw from other supernaturals - Family Dinner. Thanks to this mechanic, if a Beast watches another supernatural hunt or feed, they themselves gain Satiety. The hunt must be genuine however, meaning a Vampire can't just drink from their blood doll to trigger Family Dinner - they must stalk and catch the prey.

Since gaining Satiety through Beast's normal Feeding is much more cumbersome and unpredictable than going with your Vampire buddy to watch him drink blood, the Beasts might be naturally inclined to use it as a natural means of gaining sustenance. Add to this the want to expand their Lairs with some quality Chambers and the lack of an Integrity system, may lead them to being a bad influence on their buddies.

It would be really easy for a Beast to goat a Vampire into feeding more than they need, or getting them to lose that one dot of Integrity somewhere "because I really want this place as a new Chamber". It's so easy for a Beast to tell the Vampire that they will take care of that body for them, it's not a big deal really. The Beast doesn't care - it doesn't have Integrity to lose. All it cares about is getting its next fix, so it becomes a supernatural cheerleader for their kin. Hanging around a Beast is like having a friend that wants to do crack with you on a daily basis, except somehow they only get the high and none of the side effects, while your skin itches and your teeth are falling out...

Since we're on the subject of feeding...

Live to eat, don't eat to live


One categorical lie the Beast book states explicitly is "Eat to Live, Don’t Live to Eat", which really goes against what the mechanics and tones of Beast is really all about. The Begotten are supposed to "teach people lessons" and further their Legend, but at the same time - that's how the Beasts also feed. So if say, you were playing Batman, you would strike fear into the hearts of criminals, beat them up for being bad and teach them that crime is illegal. This is the lesson you impart, and by teaching that lesson, you also become more ingrained into the Primordial Dream as "the dark knight". More likely then not, this also feeds into your hunger as a Nemesis - you feed by punishing people for their crimes.

Unfortunately, teaching lessons, furthering your legend and feeding are pretty much the only core things a Beast does (other than expanding their lair and fighting heroes). Now compare this to Vampires, creatures that probably share the closest thematic connection to the Begotten.

Vampires need to feed, sure. Having to hurt people on daily basis is taxing, but you can manage that over time with Herd or Feeding Ground. You also have obligations to your sire, your Clan and your Covenant. Maybe you are obliged to spy on someone for your Mekhet brothers, or are expected to take care of your fledgling Carthian brothers, all the while your sire is telling you to represent him well during Elysium meetings because any faux pas will reflect badly on them. At the same time you also need to maintain a facade of being human, otherwise your Humanity will suffer, and you want to maintain your Touchstones that keep you grounded. Vampires are very social creatures by necessity, and that plays to their themes.

Beast has none of that. There are no Begotten societies save perhaps of the local brood. You're not responsible for say, feeding some new Beast that is still learning the ropes. You don't have to maintain human contacts.

Worse yet, due to the mechanics of feeding, you often want to plan your meals ahead of time. The more sated you are, the more elaborate a lesson you need to give. A hungry Batman will be fine just beating a few thugs up, but one that has been somewhat sated would need to confront a supervillain and punish them in a very unique way, perhaps even killing them in the process. So while you have just sated your hunger for the night or week, you also want to start preparing for the next meal - start looking for the next prey and put the plan into motion.

Now let's move to another resource the Beasts accrue...

Lairs, the hidden landscape of the city, and the Apex


Each Beast has a Lair, a network of Chambers weaved together into a land of their own. Those Chambers are a reflections of the real world. They are impressions made on the Primordial Dream by some trauma - either a loss of Integrity, or a powerful Nightmare caused by the Beast. As the book Building a Legend suggests, this basically means the supernatural activity of the city will leave long lasting markings on the Primordial Dream in form of those Chambers.

Lack of unclaimed Chambers would usually mean there are a lot of Beasts in the area looking for them. Clusters of them mean there is some sort of predator frequenting the area and causing harm. Some old chambers might be clues to something that happened years back. This paints a new, hidden landscape to the city the Beasts get to explore.

This gives the Begotten a lot of opportunity to investigate what happened at a given place so they might add that Chamber to their Lair. Tracking the supernatural culprit and figuring out what transpired can be interesting story seeds playing on similar themes to Mage or Hunter. This can be really interesting! Alternatively of course, the Beasts can just cause some trauma themselves to create new Chambers and skip that fun...

Another part of the Beast lore tied to the above is the Apex - the top supernatural dog of the city. The Apex is the supernatural creature that has the most impact on the Primordial Dream of the area. Not necessarily the oldest or the strongest, but the one that is the most present in people's minds. The Batman of Gotham, Jack the Ripper of London, the Boruta of Łęczyca. Figuring out who the local Apex is can be an interesting investigative story in itself, and a Beast trying to become the Apex themselves is an aspiration for a good campaign.

To attain such prestige, a Beast will need its repertoire of powers...

Atavisms, Nightmares and Advanced Merits - three flavours of power


Initially reading over the various Beast powers, I misunderstood what was being presented, and I'm wondering if more people could make a similar error and not see the interesting potential of the mechanics.

Reading things initially, Atavisms were the obvious "Disciplines" of the Begotten - the main cool powers that make Beasts Beasts. These powers didn't have any obvious "levels" to them, you could basically choose any of them at any point, but that was fine - each power had three distinct things you could do with it either by default, when you have low Satiety, or when you spend Satiety. This was cool and thematic - the Beasts would get tougher when pushed to their limits, and each Satiety expenditure were meaningful in comparison to spending a single point of Vitae, Mana, Essense or the like, since Beasts can only ever have 10 points of Satiety at any given time.

However, looking at the Atavisms, I was missing a few key types of powers one would come to expect from the supernatural splats. A lot of the powers were combat oriented, or were otherwise physical (dragon breath, flying, hiding, etc.). Beasts seemed to be lacking mind-reading or mind-control, and their ability to influence people's emotions were usually limited to conversations with Alien Allure and Siren's Treacherous Song, making them more of a temptress or seductress, rather than king among men.

Advanced Merits were interesting boons for the character - not as powerful as Atavisms, but still interesting enough in their own right as to be cool.

The Nightmares initially appeared as "those powers to scare people". With powers such as "All Your Teeth Are Falling Out", "You Are Alone", "You Are Not Alone", it was easy to dismiss this category of powers as some flavouring to add to the Beast character, rather than anything worthwhile in its own right. Here is where I was really wrong.

As it turns out, Nightmares are the more subtle powers for the Begotten. They are at their most effective when the beast has high Satiety. Those basically reflect a cat playing with its food, rather than a cat on a hunt. Those are the powers that were missing from the Atavisms. "You Must Obey" is basically Vampiric Dominate. "We Know All Your Secrets" is a way to have the victim lead the character to their darkest secrets. "Fear is Contagious" is a way to affect a larger group of people. Between this and being able to create one's own Nightmares, this covers a lot of ground the Atavisms were missing.

The last overlooked power of the Beast are the Primordial Pathways. These allow Beasts to move between their Lair and anywhere else in the World of Darkness universe like a horror movie villain. They can reach Temenos, Anima Mundi, Oneiros, Shadow, Hedge, Underworld, or the real world. This is an incredibly open-ended and flexible power, but unfortunately it seems to be left underutilised. There aren't that many mechanics to how a Beast can benefit from going to the Underworld, nor are there that many story prompts as to what the Beast should do with this power (say, become a therapist that goes into peoples' mind and hunt the embodiment of their fear and trauma to help their patients recover). It's pretty much left as a way for Beast to go anywhere, do anything, and bring their buddies along...

Conclusions


Beast is an interesting but flawed game. It set out to create a class of characters that were supposed to represent something akin to a universal monster, hunted by evil heroes, monsters being the good guys and hanging out with other monsters like some interesting team mashup. It turns out that the monster is more of a Rorschach (a crazy, obsessed person you definitely don't want to be around), the heroes had to be one dimensional not to be likeable, and the team doesn't have a strong theme or mechanic to connect them.

Vampire the Requiem tells a better story where the monster has to hurt other people to survive, but also wants to remain themselves. Werewolf the Forsaken tells a better story of being a part of a misfit family (especially if you look at the Pack book).

With that being said, I still feel there might be some enjoyment to be had playing as a Beast character. As long as you embrace what the game is, have a strong idea of the character, and the GM is on board with it (especially if your build would upset the power scale at the table - Beasts can be rough!), it can be compelling to play a character like that. As you might've guessed by now, it seems that Beast is less geared towards playing The Beast from Beauty and the Beast, and seems to be better suited to letting you play Batman or Rorschach. And if you should always be Batman given the opportunity, why not take it now? ;)

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