Beast the Primordial: Subverting the Monomyth

Beast the Primordial Logo

One of the most persistent tropes in modern speculative fiction is the Hero’s Journey, or the Monomyth.  The monomyth varies from telling to telling, and it can be found in a wide swath of modern media.  The basic manifestation of the Hero’s Journey takes a protagonist from “normal life” into a fantastic setting where they are faced with conflict, personal struggle, and ultimately, they achieve triumph/glory over a villainous foe.  In most tellings, a glorious return home completes the journey.

RPGs, from D&D to Exalted, use the Monomyth as their central narrative.  White Wolf didn’t start with a substantial investment in the monomyth, and arguably the World of Darkness, and even moreso the Chronicles of Darkness, often explicitly subvert or at least de-emphasize the monomyth.  It’s not hard to find player troupes that missed that memo and run heroic arcs with their Sabbat packs, Wraith circles, or throw themselves at the hero’s tale intrinsic to Changeling while ignoring the tragedy that’s clearly designed to subvert that narrative in the core text.

A Group of Japanese Yokai Feeding on a VictimFor all of the subversive ways the World and Chronicles of Darkness play with the Hero’s Journey, I’d never seen a game completely reject the validity of that story model until Beast the Primordial.

Beast devotes almost two and a half pages to the topic of how and why the game subverts/deconstructs the Monomyth. In Beast you play a monster of myth manifested within the soul of a human being.  Beasts are driven to feast on human terror in uniquely personal ways. The primary antagonists of the game are “Heroes” who are driven by the same supernatural cosmology that creates Beasts to seek and destroy them.

It’s easy at first glance to think that this game is just a dark twist on the narratives common to our modern media, but the game does something much more compelling as you work through it.  There is no monolithic enemy in Beast.  Hero’s arise as stand alone phenomenon, every bit the cosmological constant Beasts are, and the culture of the Children (Beasts’ name for themselves), is incredibly loose and comes with no great political force to oppose. There is no Sabbat, no Technocratic Union, no Hierarchy, or corrupt guilds to stand against. The game emphasizes family, and the connection Beasts have with other supernatural creatures in the Chronicles of Darkness.

The fundamental conflict of Beast centers on the complicated task of finding your place in a world when that world finds everything you represent abhorrent.  Heroes in Beast are clearly forged in the mold of the broken and corrupt heroes of Ancient Greece as opposed to the bright eyed perfection of classic Superman comics. They are deranged, driven, and while they may save a few humans from Beasts who have been pushed out of control by their hunger, it is a rare person who would say that is worth the collateral damage they cause.

Why is this  framing so powerful? It seems due to the fact that the game forces the player to truly grapple with the experience of being the “other”.  While that theme runs through many of White Wolf’s horror titles, Beast takes the metaphor further by casting the Beast’s greatest enemy as humanity itself.  Heroes are twisted, deranged, and supernaturally powerful, but they are fundamentally human.  It is the Beast who is not.

If you want to pick up Beast and give it a try one of the most important narrative considerations should be how comfortable you are with demonizing humanity.  There is a sidebar in the Heroes chapter that asks, “What about the Heroes that listen to reason?”.  The answer is that these heroes do exist, but they generally don’t hunt Beasts.  The book continually states that the Heroes that should appear in a Beast game are the narcissistic, driven, cruel ones.  I have seen a few people talk about having problems with this dynamic because it creates an unrelatable villain, and the book specifically states than Heroes should not be relatable enemies.  

Heroes, at their core, are quintessentially human. So shouldn’t they be relatable?  Modern storytelling has moved farther and farther in the direction of understandable antagonists, and messy flawed protagonists.  Beast seems like an obvious attempt to dive directly into that dynamic, but when you step back and look at the game as a model that inverts a classic storytelling trope the problems with this lens become apparent.

Beasts are not good guys.  You are not playing some gritty but relatable anti-hero.  Despite the few words in the opening about how Beasts were outcasts, and “different” before their Devouring, this game is not some glorified revenge fantasy.  The narrative that runs through the book emphasizes the constant struggle to keep existing while humanity continues to reject you, because you are fundamentally wrong.  If you view this game through a lens where humanity is intrinsically good then a lot of the intended themes quickly fall apart, and I’ve seen this specific logical crisis in a great deal of the negative responses to the game.  

A Beast's Horror Standing Behind ThemBefore playing this game you should really know your players, and you should spend some time making certain they are prepared to play true monsters in the night with none of the glorified romanticism that comes with games like Vampire or Changeling.  You’re not flipping the tables so you can play a Beast anti-hero. There is no good guy in this story.

Not every player will be able to get into this particular narrative headspace, and if even one or two players approaches this game with the wrong intent it could derail your whole chronicle.  That said, approaching the game with this tilted perspective opens up new story possibilities.  As a litmus test, if you dislike the writing of Thomas Ligotti due to the lack of a moral compass, even the inverted one present in more mainstream horror stories, this may not be the game for you. That particular form of nihilism is required to dive into the darker corners of Beast.

If the narrative darkness above sounds appealing there is still the question of game mechanics.  I have seen consistent complaints that Beast is overpowered compared to the other games in the Chronicles of Darkness.  After reading Beast I understand where that perception comes from.  While the “powers” that Beasts purchase aren’t necessarily overwhelming (though they are powerful and a lot of fun) Beasts come with a barrage of innate abilities you don’t have to pay for.  They have a special realm carved out of the Primordial Dream, they have the ability to transport there from a variety of places in the real world, they can buff other supernaturals they are allied with, and they automatically sense other supernaturals. There’s a system to create custom powers, which even though they must be purchased, is something you don’t often see, and these custom powers can become more unique when based off supernaturals a Beast is associated with.

Reading Beast, I felt like I was constantly stumbling over new powers, and it was a little overwhelming. However, I believe all of this power is important to further the fundamental themes of Beast.  Unlike Mages, Werewolves, or Vampires, who might have driving goals, or grand schemes which their powers help them fulfill, Beasts are just trying to survive. More importantly, their power is a trap.  

 

Hero Fighting a Dragon

Satiety, which is the Beast’s supernatural resource, is complicated and dangerous.  If you gorge yourself on the fear of your victims your inner Horror becomes fat and contented and you suffer penalties to your rolls.  If you are starving, then your powers are buffed by your deep hunger, but your Horror (your Beastly soul) can easily run out of control and you are left with no resource to buff your powers. You may think this is a simple matter of maintaining balance between these two states, but as a primordial being you reject such equilibrium and grow uniquely vulnerable if you maintain the stasis between these two extremes for long.

If we look back at this system, and think about the themes of the game, it becomes immediately apparent that a Beast’s power reinforces the anxiety of their existence.  Beasts have profound power, but every method of engaging with that power is toxic in a different way, and the more they leverage their supernatural strength, the more attention they draw from Heroes who want nothing more than to stand over their broken bodies.  Even Wraith, which plays with a similar dynamic by having very shallow experience costs, but pairing PCs with a dark shadow that will abuse their drive for power, still comes with a set of enemies players can secure satisfying victories against.

When a Beast defeats a Hero all they gain is a brief rest before the next Hero finds them.  As long as the Beast isn’t allowed to break out of that cycle, and Heroes are powerful enough to be a threat, no Beast can truly be overpowered, because their strength is a mockery more than an actual benefit.

Beast the Primordial is probably one of the most complex games in the of Darkness lines, both in terms of systems and due to its rejection of familiar narrative territory.  The lack of a unified enemy, and the fundamental rejection of the Hero’s Journey are daring moves that align Beast with experimental narrative ventures like Dread or Bluebeard’s Bride as opposed to other games using the storyteller system. Game mechanics are fairly complex (satiety is no blood pool), and to be honest, I have a hard time imagining keeping track of all the different things I would be capable of as a player without a substantial cheat sheet.  

Madness on the Outskirts
By Lydia Burris http://www.lydiaburris.com/

Several sections of Beast drive the inverted Monomyth narrative in less than nuanced ways.  This is most acute in areas that were re-written based on player critique during the kickstarter.  Several players felt the game was too dark, that Beasts had no reason to exist, and that the relationship Heroes had with the Integrity stat was messy in toxic ways.  To the dev’s credit they listened to the fans and made changes, but they did so very quickly and some of the text dealing with the themes introduced during the rewrite feel somewhat rushed.  This is especially obvious in the reminders that only Heroes with low integrity hunt Beasts, though the fact that the devs made certain to leave high integrity Heroes in the world is significant, and I hope we get to hear more about them in the upcoming Beast Conquering Heroes.

Ultimately, Beast takes some profound risks, and in doing so creates a dynamic new corner of horror role-playing than many of us never knew existed.  There are areas of the game that need some judicious application of the Golden Rule, such as the persistence of the “Beasts Teach Lessons” idea among the Children, without any coherent Beast society to perpetuate this culture.  That said, some of my favorite White Wolf games have tapped into incredibly messy, yet fascinating narratives because they were willing to take risks, and they also required fairly liberal use of the Golden Rule to manage their rough edges, so Beast is in good company.  Finding a large enough group of players ready to discard any heroic impulses and embrace the endlessly powerful anxiety of Beastly existence is a tall order (and may well resign Beast to my eternal bucket list alongside Promethean), but I do feel it’s a unique game that breaks new ground not just for the horror genre, but gaming more broadly and it’s well worth exploring.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school.  He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since.  He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga at http://redcircuitry.blogspot.com/.  He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit.  During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

GUEST REVIEW MET WEREWOLF 2016


So a quick history: White Wolf published a LARP (Live Action Role Play) variant of their Old World of Darkness (oWoD) series in the early and mid-90s dubbed Mind’s Eye Theater (MET). By Night Studios (BNS) recently acquired the right to make new LARP materials from oWoD and have set out to create newly revamped systems that are based today  incorporate more recent societal themes. This is a review  of their newest book in this reimagining, Werewolf:The Apocalypse.

                                                                   The Story

werewolf-cover
All Images Used are the Property of By Night Studios, White Wolf, and their Respective Owners, they are used here under fair use, any concerns please alert us ASAP

In the original setting, the world ended around 2000. To allow for the game to be more modern, BNS had to work from the point where the world would have ended, forward, and continue to build the world. This was a monumental job that could have fallen flat if they had gone in the wrong direction. Instead, they hit it out of the ballpark.

The story moving in to the current era is plausible, interesting, and makes for a large amount of story hooks for any storyteller. The feeling of something akin to an Apocalypse happening was preserved. At the same time, the authors moved both the game and the setting forward. I feel the most impressive thing they did was characterizing the cyber generation, especially in a game historically defined by hatred of technology (and sometimes progress). The inclusion of two political factions (The Concordat of Stars and the Sanctum of Gaia) working both together and against one another while fighting the same war also adds a new angle that storytellers can use if heavy meta-politics are their players’ jam.

Most importantly to me, some of the tribes have moved forward to become fully fleshed out, living groups of people. Black Furies accept all women and cubs of both genders born to the tribe, the Wendigo aren’t solely just angry native people, and in general, the setting incorporates globalization of our culture in a very appropriate and respectful way. I’m not saying that if you hadn’t dug deeper in to those tribes I mentioned before you wouldn’t have found life and spark, but this is an area where I feel the previous LARP books did a disservice. I feel like BNS went above and beyond to truly give new players a glance in to a living, breathing cultural organization of people, especially ones with more sensitive themes.

Mechanics

If you are familiar with rock-paper-scissors, you can play this game. Mechanically not much is changed from BNS’s MET: Vampire: the Masquerade (VtM). You have test pools determined by your sheet, you throw rock-paper-scissors, you compare your results and then things happen. Some elements are new, but if you are familiar with the other book, this book is an almost seamless transition. It’s also obvious that this is BNS’s second book, because concerns with MET: VtM have either been corrected or elaborated upon (backgrounds, etc.).

The only mechanic that is truly new, and I feel makes the game stand out from its companion, is the Quest System. Players develop a Quest, work together to determine requirements, and then, regardless of success or failure, collectively create a shared narrative. This emphasizes player cooperation and agency, while reducing storyteller stress. It’s a great example of a system promoting positive play and I am very impressed with it. I have heard a lot of Vampire storytellers that want to incorporate it in to their game and I look forward to that.

Relevance to New and Old Playersrokea

I would like to preface this section with the fact that BNS talked with the community at large about what they liked and disliked about Werewolf, and it’s pretty obvious that they took those suggestions to heart in their development of the new book. They made a lot of changes to make the game more palatable, easier to run, and easier to play.

My old group of players has an adage. “Forget what you knew before, read through the book and that’s what you have.” There is a lot of difference between the original Werewolf and this one. But these changes aren’t bad, especially considering the backstory of the book. If you like Werewolf, you’ll definitely find the old Werewolf you love deep inside the heart of this book, as well as a whole new world to explore

For newer players, this book is a great introduction to the genre. With the inclusion of definite mechanics and story hooks that allow for inexperienced players to play as Kinfolk (the human relatives of werewolves), and Cubs (newly changed werewolves), and also to become actively involved in the story, even as low powered creatures (I’m looking at you Den Mother), even the greenest oWoD player can truly become involved and captured by the system and story. Don’t try and read the whole thing in one sitting though.

Storytellers are given a lot of information and a lot of meat to sink their fangs in to. The Umbra section alone could be an entire 5 year chronicles. This makes the book great for someone trying to run a game, especially if paired with its sister book, Vampire the Masquerade. There are 750+ pages of pure information to sink your teeth into and you have all the time in the world to get to know it.

Art:

This needed its own section. The art is amazing, representative, evocative, and while the style may be slightly strange at first, it meshes well. There are depictions of strength and serenity in both genders. It’s some great stuff.

skin-dancerBut… it’s not perfect.

My major gripe is that there are firmly more depictions of men than women (by a factor of maybe ¼ from a quick count through the book) and there are a few ‘sexy poses’ that women are in that you don’t see the men paralleling (I’m looking at you page 735). There’s nothing wrong with sexy, but similar poses could have been employed in some of the male images. Also the bewildered and bored look that the two women in the Pentex scene respectively have (page 610) hurt my soul a little bit compared to the businesslike and serious look the men have.

These seem like petty gripes, but I hold BNS to high standards in regards to being open and accommodating to the community, and art is one of the major ways that the gaming community has majorly failed to do this in the past.

Overall, the art is stunning, and despite these issues the full color renderings of them make me want an art book with more.

Portability:

So there is one Were-Elephant in the room I’d like to address. The original LARP books were small and portable. This book is not. While the 750+ pages are absolutely glorious and give you all the information you could ever need, it’s also a monster of a book. There are ways around this (printing and creating subsection binders, e-readers, etc.), but those are hoops that the consumer has to jump through themselves. Also, the size does seem to mess with certain e-readers and PDF readers, so a B&W option of the pdf at some point in the future would be appreciated.mourning

Final Verdict

This is an amazing book. It’s a great re-imagining of Werewolf that addresses and deals with a large amount of the issues that the community was vocal about. It’s obvious that the two years of work that both BNS and the community put in to it have paid off and I feel like this is definitely going to revitalize a once dying subset of the LARP community. They have taken a part of oWoD that I loved but was always hesitant to suggest due to problematic issues in the original source material and morphed it in to something I would suggest to most, if not all, of my LARPing friends to try out at least once.

 

 

Will Martin has been LARPing since college and has found no reason to stop yet and is quite fond of being able to watch the age where the art of gaming has become more self-aware and critical of itself. This is accented by his job working in Public Health with a focus on underprivileged communities. Currently he is the head Storyteller for a yet to be named Werewolf LARP out of Washington DC, run through Underground Theater.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

THE STORYPATH SYSTEM IS AWESOME: BACK SCION’S KICKSTARTER!

scionorigins
Image by Onyx Path Publishing

KICKSTARTER LIVE NOW

Scion is a game that puts the players in the role of descendants of Gods. This is a game of cinematic story, fast moving and epic.  From ‘lowly’ heroes, to demi-gods, and eventually reaching godhood, characters in Scion strive for apotheosis while battling the reawakened Titans. In the original game, there were 6 Pantheons, and in the 2nd edition there will be 10. There is potential for further options as well in later books.

thor
Thor

Aesir – The Norse Gods

Deva – The Hindu Gods, Kami – The Japanese Gods

Manitouk – The Algonquian Gods

Netjer – The Egyptian Gods

Orisha – The Yoruban Gods

Shen – The Chinese Gods

Teotl – The Aztec Gods

Theoi – The Greek and Roman Gods

Tuatha de Dannan – The Irish Gods

 

Each of these Pantheons is connected through the power of a shared Story, a Fate that connects them with one another. Their offspring, the Scions, are not all direct descendants in the 2nd Edition, but they will be connected through this supernatural Fate that binds them. Some of you who are familiar with the Proto Indo-European diasporic root nature of some of these pantheons may wonder why they aren’t the same beings? (PIE or GTFO). The game defines them as Incarnations that exist separately from one another, they have a different existence, perhaps your characters might rise to become a different Incarnation of a similar god? So how does is this going to work?

punch-and-pie

About a month ago, the Storypath System Preview was released by Onyx Path Publishing and I’ve been perusing the PDF for a few weeks. I then got a copy of the preview in beautiful printed form while I was at Grand Masquerade. This new system is going to be used for both Trinity Aeon and Scion, and though I am way more excited for the return of the Trinity Universe… Scion looks amazing as well.  For anyone that was previously familiar with Scion, the Storypath system makes some adjustments that seem like they seriously enhance and evoke the style and themes of Scion. The first thing to notice in the System Preview is the Core Mechanic.

core-mechanic
Borrowed from the Storypath System Preview

The Core Mechanic should be familiar to anyone that has played a White Wolf game, but it has changed a bit. That bit of change makes for a very cinematic dice mechanic. You roll a dice pool of d10’s, Attribute + Skill (familiar so far), 8’s and higher are successes (7’s for Novas and Demigods). Now, here is the adjustment: you have a target amount of successes for your action. The preview shows 3, if you fail, but don’t botch you receive a consolation which is an action that drives the story even if it wasn’t what you intended. If you succeed by getting the exact amount of successes, then you do what you wanted to, and if you get more you get to add Stunts to what you were trying to do. Very cinematic, very story driven, very modern game design that encourages failing forward and cinematic success.

200px-docsavageThis Core Mechanic has waves throughout the rest of the basic system. If you fail, but don’t botch, you collect Momentum, which you can save up to use Skill Tricks. These are cool cinematic effects that a character can add to their action. The diving two-footed kick while shooting down a row of bad guys? That’s probably a Skill Trick that cost some Momentum to pull off. The Storypath system is designed to be flexible for scale though, if you want to play Superman 4-color style Super’s you can do that, or you can play gritty detective tales that evoke The Shadow, or Doc Savage.

Here is something about the Storypath System that actually I might be more excited about than I should be. Initiative. Initiative is something I’ve struggled with in most games. It feels clunky no matter how you do it, but I think the Storypath System has something fun that will make it stand out. First, your Initiative is based on the Attribute + Skill pool you plan to use in that first round. This stops the dumping of stats into Wits and Dexterity that we’ve seen in earlier systems based on similar rules. Then it gets fun, the player that goes first, chooses the next player in initiative order, that player chooses the next person, and so on down the line. This encourages some collaboration, and talking about what each person will be doing. The last person to go, is the first person to go in the next round, and so on until the combat is over. Pretty cool, I’d have to play this a few times to see if it is better than what I’m used to, but it sounds better on the surface.

There are a few other neat mechanics presented in the Storypath System Preview, and I recommend checking it out, it’s free. Now, what isn’t free, but you should be excited about anyway, is that Scion 2nd Edition is having a Kickstarter that is LIVE NOW. So, you might be asking why that is exciting? You read to this point, so I’m assuming you at least have some interest in role-playing games… if you don’t… welcome to the site?

It is exciting because Scion is a great game, and the Storypath System is going to breathe new life into great games that I don’t think have got their due from the gaming community at large. Scion is well designed and interesting, and Trinity Aeon is one of the greatest worlds I’ve ever had the opportunity to tell stories within. Are you ready to begin an epic journey? Will you make your story last? Will you become a Legend, a new great Myth?

Josh runs this site and would love to talk to you about games. Email him at admin@keepontheheathlands.com

Invisible Sun, a Study in the Tension Between Accessibility in Price and Design

invisible-sun-kickstarter-graphic
Life is a pure flame, and we live by an Invisible Sun within us. – Sir Thomas Browne

The quote above is credited by Monte Cook games as an inspirational source for their new game Invisible Sun.  Invisible Sun is a highly experimental RPG that includes elements of board gaming, formalized rules for downtime sessions, and rules for engaging players with different playstyles in a variety of ways.  The board game elements bring a tactile experience that has been less prevalent in RPGs since the industry moved away from the miniature figure and occasional terrain inclusion of yesteryear.  The board game elements also allow more complex role playing systems like multiple percentage roles for determining randomized effects to be handled though simple dynamics like drawing cards from a deck.  The game includes a beautiful resin statue meant to display cards that impact game play so everyone can see them, and the first stretch goal was a spell and artifact grimoire that includes spell cards for every spell in the book.

When I first saw the kickstarter for Invisible Sun I was at first excited, then disappointed, then excited all over again.  It took me a while to figure out exactly how I felt about this whole RP experiment. The problem is the lowest pledge reward is $197.  Yes, you read that right.  One hundred and ninety seven dollars, and that pledge level doesn’t include the majority of the stretch goal material.  For the past several years I have been increasingly concerned about the trends in game development that make it difficult to bring new players into the hobby.  Some of these issues are related to how difficult it can be to dive into modern role playing games with any kind of mental processing challenges.  I started thinking about these issues in earnest largely because of the first post on this blog, which focuses on the challenges of role playing with memory issues.  Other barriers to role playing are purely financial, which is an increasing problem in the 20teens.  The books just seem to be getting larger and larger, with each edition being more expensive than the last. With a few exceptions we have not really seen any tools to break these games down into more systematically manageable, and affordable pieces.

Comparison of the most recent Vampire the Masquerade LARP and Tabletop books to the most most recent editions released from the original White Wolf era
Comparison of the most recent Vampire the Masquerade LARP and Tabletop books to the most most recent editions released from the original White Wolf era.  The modern books here are the thinner basic print quality.

The one fairly high profile aid designed to streamline the process of juggling rules mid session are the spell cards Wizards of the Coast published as part of the D&D 5th Edition line.  In the last year I’ve seen a few companies follow WotC’s lead on spell card inspired products, and at this year’s GenCon I saw a few companies experimenting with tools and game design that break away from the tables, charts, and expansive RP tomes that currently dominate the gaming market. Those experiments were not the norm though.  The majority of what I saw at GenCon still leaned towards heavy, ornate, leatherette bound special editions with little in the way of gaming aids.  Even a few small indie publishers were still defaulting to this format, despite not having an established brand to back up their price point.  When gaming aids were available they were generally being produced by third party companies for extravagant prices.

So when I saw Invisible Sun announced I was phenomenally excited, and when I saw the price the day the kickstarter went live my heart fell.  Several people expressed concerns about the price in the kickstarter comments.  The game devs responded, saying that this was a premium product, and that part of why they are aiming for such a luxury experience is that their last few game products were specifically targeted at affordability, so they felt like this was a good time to aim for a different segment of the role playing market.

I decided to check and see what “affordable” really meant.  I was incredibly surprised to find the Numenera Player’s Guide pdf was only $7.99 and a hard copy was only $19.99.  This book is advertised as including all the rules necessary for a player to make a character, and generally get up to speed on the setting and core rules.  I haven’t seen a price point like that on a major game line since the 90’s, and being primarily a World of Darkness player I’m used to the go whole game or go home design philosphy.  It was very refreshing to see a product priced and designed for players who know they will never need GM materials.  After seeing this I decided to go back to the Invisible Sun kickstarter and take a second look at what was being sold for that $197. As it turns out that price tag covers a lot of game material, and it left me wondering how that actually stacked up to what it takes to get started with a traditional role playing game.

As a baseline I decided to compare the Invisible Sun box to the price point for running a decent Dungeons and Dragons 5th Ed. campaign.  I’m not counting the D&D startup boxes, because they really only give you enough to decide if you want to purchase the rest of the game.  Assuming you need at least 1 Player’s Guide, 1 Dungeon Master’s Guide, and either 1 campaign book, or the Monster Manual if you’re going to create your own campaign, your initial book investment would be $150 MSRP (I know Amazon is less, but let’s assume you want to support your local game store).  A basic Chessex Dice set is $4.  So we’re right around $154 with no game aids.  If we add in a wet erase mat, a few miniatures, the Arcane spell cards and 1 set of healer class spell cards we overshoot that $197 initial purchase cost handily.  Given what is included in the Invisible Sun Black Box this seems like a reasonable comparison.

Just to make sure D&D wasn’t a one off example, I looked at some of Onyx Path/White Wolf’s products.  The World of Darkness 20th Anniversary core books cost between $50 for a relatively moderate quality print on demand text to $115 for a premium print on demand copy of Mage the Ascension 20th Anniversary, and are not available with free shipping or any kind of Amazon discount.  Chronicles of Darkness has a similar price point since you need the core rule book as well as one of the specific game texts such as Vampire the Requiem or Beast the Primordial to really run a full chronicle.  While that may seem to provide a slightly more affordable point of entry than D&D to run a reasonable World of Darkness game, you generally need more than one copy of the book as during combat players often spend a lot of time hunting down exact rules for their actions so they are prepared on their turn.  There are spell cards available for some of the games in the Chronicles of Darkness lines, but not all of them.  A comment on a recent Onyx Path blog indicates they are going to begin to release similar products for the World of Darkness 20th Anniversary line, but these cards are not yet available.  So at many tables multiple 500+ page tomes are a necessity, as are far more dice than are ever needed for Dungeons and Dragons.  Again, we have very rapidly overshot the $197 price point of Invisible Sun, and we have far fewer game aids available to help make the play experience more accessible.

The primary problem with the Invisible Sun model is that with other properties players will likely pick up the extra dice, copies of the player’s guides, spell cards etc. for themselves.  With Invisible Sun everything is wrapped up in a single product, and while Monte Cook Games has encouraged players to split the price, generally people are going to be less likely to do that if they don’t own the fruits of their expenditure, and no collector is going to be comfortable breaking up an Invisible Sun Black Box.  There is now a player kit priced at $36 thanks as an Invisible Sun stretch goal, but that is an additional expense.  It doesn’t help mitigate the initial $197 hit.  Ultimately the game is incredibly well priced for what is included, and breaks much needed ground on accessible game design, but is less financially accessible than most games on the market because all of the expense is front loaded in a single purchase.

When all was said and done I did end up funding Invisible Sun.  I am still frustrated that the 15 year old me that bought his first copy of Vampire the Dark Ages after much scrimping and saving would have a difficult time investing in my favorite properties today, and would certainly not be able to make the dive into Invisible Sun. However, I am also aware that by the time I was done with high school I had spent well over $197 on my World of Darkness collection, and it was in many ways a less comprehensive assortment of role playing resources than what is included in the Invisible Sun Black Box.  I also remember far too many games with players who ended up leaving the hobby behind because navigating arcane texts, and tables filled with endless numbers kept them from truly enjoying the process of role playing.

Invisible Sun may not open role playing to a new generation of 15 year old geeks waiting in the wings of their local gaming stores, but it unquestionably breaks ground on making role playing games a more accessible experience. As long as Monte Cook is focusing on creating products at all price points, the innovations that work in Invisible Sun have a very real chance of making their way into more affordable game lines.  Hopefully over time these innovations will spread well beyond the scope of Monte Cook’s games and find their way into a variety of role playing products across the industry.  We can do more to make games that everyone can easily enjoy, and despite the sticker shock I honestly believe Invisible Sun is only the beginning of a trend in thinking about game design in radically new and elegantly accessible ways.

REVIEW OF HUNTER THE VIGIL

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I have always loved tales of the supernatural and many a night have been spent reading horror novels or sitting wrapped in a blanket before the TV watching old black and white horror movies. One of the staples of such books and movies are the monster hunter; from professional vampire killers like Van Helsing or some poor man or woman who are thrown into the world of the dark and paranormal in search of the monster that stole their lover. If we expand beyond the black and white movies we have technological ghost hunters, like Ghostbusters, to government agents investigating strange cases, as per the X-Files. Monster hunters have always been fascinating to me as they are the David that stand against Goliath, from medieval tales to modern computer games they are the last hope for the lost and the innocent and they fight an uphill battle against the creatures of the night.

 

The very first book I read for classic World of Darkness was the original Hunters Hunted and I loved it, as such my joy was great when White Wolf in 1999 published Hunter the Reckoning, probably my favorite of the classic World of Darkness games outside of the big three. However while Reckoning is a good game there was always something missing from it, for me. In Reckoning you play men and women who themselves have powerful supernatural abilities and easily rival the critters they fight against, as such it lacks the feeling of frailty and danger I always got from watching my black and white heroes hunt vampires in old wind-filled castle ruins. In 2008 though came the game Hunter the Vigil for new World of Darkness, recently renamed Chronicles of Darkness and while I will not say it is better than Reckoning, I will say it is closer to the stereotypical monster hunters who have nothing but their wits and a few knacks to take on the legions of evil and protect mankind.

 

SETTING AND CONCEPT

 

Hunter the Vigil is set in a dark version of our own world where supernatural beings such as werewolves and vampires are real. The game has the players take on the role of monster hunters who risk their lives, minds and frequently souls, to hunt and kill the creatures of the night. Some take on the paranormal critters alone, while others join groups and orders, and all have their own reasons for beginning their vigil; from devil worshipers that hunt supernatural creatures to steal their power to Catholic exorcists out to save souls in the name of God. Within this game you can create all types of characters, from a X-Files type mystery game, to wacky urban fantasy like Ghostbusters, and deep personal horror stories of loss and pain. In all the stories though, one thing stands clear, there are monsters out there and they are all faster and stronger than you are, your chances for survival are small and yet you and others that take up the Vigil might be the only hope humanity have left.

 

HUNTER ORGANIZATIONS AS A GM (ST) TOOL

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One of the things I really appreciate in Hunter the Vigil is the plethora of organizations and groups the player character can belong to. In this game White Wolf dropped the five plus five system they had used for earlier games and instead introduced a tier system that allows ST’s to customize the level of support and equipment available to the campaign’s fearless troupe of player characters. From nothing at all with tier-one characters who have only their specific cell of monster hunters to rely on, to tier-three where the group has world-spanning organizations at their back and might be able to call in an air raid on some poor vampire’s resting place. With the support of such an order though comes responsibility and just as while the Compacts and Conspiracies, which the hunter organizations are called, might back the player characters up in their missions they will also demand loyalty and nail errant hunters to the wall for failure.

 

The Compacts and Conspiracies system is actually a very nice touch as not only does it allow you to customize the power level of your game but also allows you to customize the tone. There are conspiracies that really are a vast private army so you can get more or less a military campaign story and then you have the typical religious hunters that go after monsters with crosses and holy water. One downside is that these organizations do not always play well together, scientists that try to nab monsters to conduct experiments in the name of progress might not go well with the before mentioned typical Hammer horror vampire hunter so the game does require that the group sit down and decide together what sort of game they want and what organizations will be used. But, if this is done then this game offers vast possibilities for a unique monster hunting experience.

 

SIMPLE SYSTEM, PERHAPS TOO SIMPLE…

 

I do not know how much there is to say about Hunter the Vigil’s system as this game has yet to get a Chronicles of Darkness second edition. It uses the Chronicles of Darkness version of the Storytellers system. The basics are rather simple, you have nine attributes, which are the core aspects of your character, these mark out how strong he is or how smart she is, these stats go from one to five with one being as bad as it gets and five being world class. Further, you have a number of skills, which also go from one to five and you simply combine the two stats most suited for what the character is trying to do and roll that many dice, all die that land on an eight or over are a success and the number of successes determine how well you succeed. There is some more nuance and you also have various equipment and powers in this game called Endowments, as well as ways to customize your character with things called Merits and Flaws, but the above is the basic mechanism for rolls in this game.

 

Now the simplicity of Hunter’s system carries with it both benefits and drawbacks. On the positive side it is far easier to focus on the narrative during an intense scene when you do not have to drag out a calculator and do more math than a collage level final exam to figure out if you managed to push your bible into that damned vampire’s mouth before he made you lunch, or if you managed to dodge that pesky sorcerer’s blast of fire and now are ready to pump her full of lead, but at the same time the simplicity means there is not much in the way of nuance. The dancer with 5 in Dexterity and a first aid class giving him 1 in Medicine have just as much chance to pull off surgery as the old ace surgeon with 1 in Dexterity and 5 in Medicine, which can be annoying at times. However, with an ST that puts the logic of the game world before the numbers on the dice the Storyteller system works pretty well and it is fast, even in a scene with a lot of actions and many characters involved. The game never gets bogged down with dice rolling which allows for the story to flow smoothly and the tale being told to always be the central aspect. Which is the goal of any World of Darkness, or in this case Chronicles of Darkness, game.

 

ENDOWMENTS, WHAT MAKES VIGIL DIFFERENT FROM EARLIER HUNTER THE RECKONING

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Hunters are not defenseless in Hunter the Vigil however, they do have so called Endowments, little tweaks and powers that might just give them that little extra they need to survive, but this is far more like Abraham Van Helsing’s charms and prayers, than Buffy’s super strength and agility.

 

Endowments can be anything from minor magic powers to science fiction style weapons to strange artifacts. My first Hunter the Vigil character, Pilar, had a magic spindle with unbreakable thread which could then be used to secure a monster once caught, the drawback…for there is always a price, was that the thread was spun out of her own life force. And that was it, that was all Pilar had to defend herself against the things that go bump in the night.

I personally think that the Endowment system is the best part of Hunter the Vigil as it makes sure your character is not helpless against the creatures he or she is risking their lives to take down but at the same time they do not overpower the hunter. The game is still about regular humans vs the horrors that stalk mankind, and as such the game will include far more research, planning and trying to figure out how to take the monsters down than a heads on confrontation that is not likely to end well for the hunters, and to me that is what a game about monster hunting is supposed to be.

 

WHAT DO YOU NEED TO PLAY?

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Here is where Hunter the Vigil has a bit of an issue. New World of Darkness was originally based around buying one core book and then the various games in the series were templates to add to this core system. This meant you needed the New World of Darkness Core book. (Not the new Chronicles of Darkness ones that is the second edition and we have no new edition of Hunter just yet though converting it to the new rules should not be that hard.) Then you will need Hunter the Vigil’s core book and preferably either the core book that deals with whatever critter your hunters will be going after or at least the supplement for Hunter concerning that type of monster. That means that if you want to start playing Hunter the Vigil and have none of the new World of Darkness books then you need to acquire three books to get what you need to get going and that can get expensive, unfortunately White Wolf continue with this method of publishing Chronicles of Darkness, which if anyone is confused by the two terms are the second edition of new World of Darkness, so the problem will not go away anytime soon. If you have some of the books in question or have been playing another game of the line though, then picking up Hunter the Vigil is well worth it if you enjoy stories of monster hunting that are like old 1950’s horror movies or shows like the X-Files.

 

CONCLUSION:

 

I could say a lot more about this game but with a limited amount of space I think I will keep it to saying that a lot of fun can be had with this game. The system is simple but fast, the setting is pretty good, though as with all the Chronicles of Darkness entries I am left with the same feeling as I read though the core books, good…awesome game, but what do I do with it. There are few plot hooks ingrained into the books themselves. I would not say this is the best of the Chronicles of Darkness games but it is a good tool to create a fun game of monster hunting.

 

The core book as with all the games of the same line are a beautiful, hardbound tome with beautiful art that draws you into the setting, the same with most of the supplements for this game. Hunter the Vigil is currently out of print but it can still be found fairly easily and hopefully a second edition is right around the corner, so start your Vigil, and venture into the dark, dangerous streets of Chronicles of Darkness, it is well worth it.

Anja is a woman from Norway. She has been interested in gaming most of her life. She lives with her husband and cat. She enjoys making characters and writing fan-fiction, erotic fiction, and small pieces about Neo-Paganism.