A High Standard of Deviation

Though Paradox’s management of the World of Darkness line has been somewhat haphazard – I’ve long since lost track of who is responsible for writing books, distributing books, and so on but there’s been at least three companies involved entirely distinct from White Wolf and Paradox themselves – things have gone somewhat more smoothly for the Chronicles of Darkness line, largely because (subject to the name change to avoid confusion with the old World of Darkness) Paradox just don’t seem to care about that side of things all that much, so they are happy to let Onyx Path just keep on trucking rather than trying anything fancy with them. That’s ultimately helpful, because Onyx Path have already hit a point which raises difficulties in further expanding the franchise and a particularly interventionist approach from Paradox is unlikely to help.

Chronicles has long since passed the point where it’s produced equivalents to the old World of Darkness game lines. Admittedly, some of the Chronicles equivalents are fairly distant from their World of Darkness forebears, particularly since the resurrection of the original World of Darkness has meant that the Chronicles no longer need to be a safe haven for players of the old games starved for new material. Geist isn’t all that much like Wraith and Demon: the Descent has only hazy thematic connections to Demon: the Fallen. But this varies: even in its second edition, Vampire: the Requiem hits a lot of the same notes as Vampire: the Masquerade, and arguably more artfully.

With the second edition of Chronicles creating some system space between it and the standard World of Darkness iterations of the Storyteller system, and the second editions of the earlier Chronicles games doing a good job of dialling up what worked well and scaling back on what fell flat, to the point where I can confidently say (for example) that Mage: the Awakening is a just plain better game and setting than Mage: the Ascension, which labours under a fatal burden of lingering 1990s nonsense which no amount of well-intentioned labour can quite fix.

However, now Onyx Path has hit this point, it must turn its attention to considering the possibilities of new lines. Some might question the creative necessity of such – I often do – but there is a compelling commercial argument, in the sense that as is often the case with RPG lines core books tend to sell way, way better than supplements do. Still, the tricky thing here is to come up with a splat which feels distinct enough from the existing ones that you can offer a compelling answer to the question “why is this not just a supplement for Earlier Game?”, and which has a cool, vivid elevator pitch which quickly and succinctly sums up the appeal of the line to get people hooked.

The most recent-but-one attempt at this, Beast: the Primordial, was something of a botch, for many and varied reasons, not all of which were to do with the actual design of the game (but which certainly left a bad taste in people’s mouths and made them disinclined to be generous to it). To my mind, one of those reasons is that any elevator pitch you offered for the game would either be a) way too long and complicated to be meaningfully described as an “elevator pitch” or b) extremely misleading due to all the detail it left out. I hear word that the original elevator pitch for the game was something like “greedy dragons”, and whilst you can sort of squint and see how you got to the end product from there, that’s a pitch which misses out almost everything which is actually important or distinctive about the game.

Beast, for all its other faults, is actually based around creatures which are a very, very specific type of entity, interpreted in a fairly specific way; in many ways, even the title of the game is a problem, because Beast suggests something way broader than the tight focus the game actually goes with. Sure, sure, there’s these connections to ancient mythology, but you wouldn’t start with any of those creatures and work from there to figure out that they must be something like Beasts, it’s very much a case of starting with the Beast concept and then finding tenuous reasons to connect them to old folklore enttiies.

The upshot of this, plus a plethora of other issues, means that Beast to all appearances is a critical and commercial flop, and it feels like Onyx Path have quietly cancelled the line. It’s still in theory on sale, but there is sweet fuck all in the way of future products in the pipeline for it that I can find on Onyx Path’s product schedule or in their latest weekly blog post. (I’m a little sad to see nothing planned for Vampire: the Requiem, come to think of it, but I imagine their work on 5th Edition Vampire: the Masquerade supplements takes a lot of the creative oxygen which might otherwise have gone to that.)

Step up Deviant, the Renegades, a game which takes a radically different approach to expanding the Chronicles of Darkness series and ends up being a much more appealing product as a result.

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