Showing posts with label Cthulhu mythos. Show all posts
Showing posts with label Cthulhu mythos. Show all posts

Monday, August 29, 2022

Tonal Dissonance, Demon, and The God Machine (Chronicles of Darkness)

As regular readers know, I am an avid fan of the World of Darkness. I've made about half a ton of content for it over the years, and I've got several more projects floating around in my mind for it that I'm putting proposals together for. And while I don't like a lot of the changes made for the Chronicles of Darkness releases, mechanically, most of what I liked about the games' original incarnations survived intact.

Except for Demon. And while I can acknowledge that what was tried wasn't inherently bad, I've been chewing over the God Machine for a while now, and I wanted to try to put into words why I think it didn't really work as an addition to the setting.

And then the Blue Screen awoke, and the universe ceased to be.

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Demons, Angels, and Clark's Third Law


In the long ago and far away, I devoured a friend's copy of Demon: The Fallen. While I would be the first to admit it was far from perfect in a mechanical sense, it had such a feeling of gothic depravity that fit neatly into the darker corners of the setting that I couldn't help but be intrigued by it. Though I made several characters for the game, every new chronicle I tried to join fell through before we could really get going. So when I heard that Demon was going to get a Chronicles of Darkness release, my ears perked up and I paid attention.

Demon: The Descent is not what I expected... and not really what I wanted.

Tonally, the two games are similar enough that they're clearly related. In presentation, though, they're worlds apart. In Fallen you have the setup that most players think of from an RPG titled Demon, in that you play a Demon who has broken loose from their nether realm, found their way to Earth, and they are laying the groundwork for their own plans. They're rebels, and while some may be here merely as agents of chaos to watch the world burn, others are attempting to lay more subtle plans, or merely to ensure their own, selfish ends.

Descent, though... well, it feels like the Matrix.

These were not the demons I was looking for.

The reason for this is the setup of the literal plot device of the God Machine.

The clue here is in the tagline on the cover; a storytelling game of techgnostic espionage. If that sounds like technobabble, let me break it down. Gnosticism is a spiritual practice whereby individuals believe that the material world around them is an illusion; a lie generated by a demi-godlike entity to imprison the minds and spiritual power of humans. It is only by subverting this lie, and acknowledging the truth of the universe, that one can escape the prison built by this demiurge.

If that sounds familiar, it's the same inspiration for both versions of Mage. But whereas Mage keeps the mystical angle (at least according to all the reading I've done so far), Descent leans into the technological. The God Machine is a literal alien machine that is infinitely more complex than merely mortal minds can conceive of. This intelligence understands far more than anyone possibly could, and it is ancient beyond knowing. And, as Clark's Third Law states, any technology sufficiently advanced is indistinguishable from magic.

So you have a game where a vast, cosmic horror computer spans the cosmos, and several of its programs (the titular demons) have gone rogue. Is that a playable game? Sure. Is it a horror game? You could make it one, if you wanted to. Gnosticism is, after all, pretty damn terrifying as an idea.

But does it jive with the rest of the Chronicles of Darkness setting?

Monsters and Computers Create Tonal Dissonance


One of the major, appealing factors of the Chronicles of Darkness setting (and the World of Darkness before that) is it's all meant to fit together. Sure, you can play a chronicle that's just about vampires, just about werewolves, or just about mages, changelings, or prometheans... but you can also play a chronicle where all of those things (as well as the communities they inhabit) overlap with one another. It creates a richer tapestry, and populates the shadows with all kinds of horrors and wonders just waiting to be discovered.

This is where the God Machine trips and falls on its face, in my opinion. Because it really doesn't feel like it belongs with the rest of the setting.



Vampires and werewolves are purely supernatural creatures, and have always had an air of dark mysticism to them. Changelings and the fae are capricious creatures from out of our folklore. Mages, though they use a similar framing device to Demon, fit much more firmly within the mystical than they do the technological. Even Promethean, based on the pseudo-science of alchemy, feels more magical than it does academic.

Then along comes the God Machine. While there's a lot of hemming and hawing in the text about how it is actually far more complex than presented in the rules, it's still broken down in a way that reflects on computers and technology that a modern audience will understand... and that really makes it feel like a dark sci-fi game, rather than a supernatural horror game. While that's not inherently an issue (magic and technology co-existing and mutating together have been themes of a lot of WoD content in the past), it feels like a square-peg-round-hole scenario.

And honestly, I feel like most of it is in the presentation.

Consider a different take. Think of the lost and buried places among the world. Forgotten ziggurats carved with long-dead languages where abominable deeds were done. Lost empires frozen in the polar regions that still teem with creatures that would drive one mad. Star-bound entities to whom humanity is a mere curiosity, and things with black wings who soar on the solar winds of the void. Beings who are built on ritual, on names, and on formulas.

What I just described is the Cthulhu Mythos, but that feeling could have been used to give Descent a sheen of the mystical, the weird, and the supernatural. Especially since as Lovecraft often said, the beings of the mythos are only gods to humanity, and their rites, rituals, and devices are simply so far beyond us that we can no more comprehend them than an ant might understand calculus.

This would, I think, have been a far better framing device for maintaining the consistent tone of the setting, and getting players onboard with the game as a whole. It could have maintained that air of ignorance versus knowledge, and given players the chance to inhabit truly alien mindsets. That's not what happened, of course, but I think it would have prevented a lot of players from straight-up walking away from this game because it was so distant from the supernatural angels and demons they expected, and which the setting would more easily support.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 14, 2021

"Temple of Dagon" From Necromancer Games is a Wild Ride!

It's been a while since I've taken Monday to boost the signal for another creator, but Temple of Dagon by James Thomas is something that deserves your attention. The adventure is available for Pathfinder, for Dungeons and Dragons 5th Edition, and for Swords and Wizardry, so whichever edition you prefer get your hands on that one... but whatever you do, get a copy of this damn book already!

Seriously... just LOOK at it!

Before we get into what I think makes this a great adventure, though, make sure you sign up for my weekly newsletter so you don't miss any of my updates and releases. And if you want to help keep the wheels turning so I can make even more great content, then consider becoming a Patreon patron today!

What Makes This Adventure a Must Have?


So, there are two parts of why I think Temple of Dagon is something you need to add to your shelf immediately, regardless of which edition you prefer. Let's start with the more universal aspects, and then I'll get into the personal preferences.

To start with, this adventure's layout is lovely, making things easy to follow, and providing the game master with everything in a clear, simple-to-read format. The maps in particular are very good with no overcomplication. And while it's impossible to predict all the potential things players could do, the adventure is very good about laying out specific actions that will cause particular repercussions within the story being told (such as the death of a specific NPC leading to their followers fleeing the ruins quickly, thus greatly shifting the balance of power if the PCs would otherwise have had to deal with those followers) so that everything feels organic however your players choose to progress.

As to the second part, this adventure hits a lot of my happy buttons! I love cosmic horror, I don't think enough games are willing to really embrace watery settings (they do exist, but they are a minority for most established games), and the particular choices of monsters and adventure are perfect for a romp that can be as scary or as smash-and-grab as you desire. It also gives me strong vibes reminiscent of the Fighting Fantasy novel Demons of The Deep, which I mean as a high form of praise. If you're someone who wants more single-player RPGs, then I would also recommend checking out that book as well, as that's basically what the series was written for.

If you've been in the market for a fun adventure that isn't going to be a huge commitment, but which will give your players plenty of time to stretch their muscles and try some new builds and stories on for size, then I cannot recommend this enough. Big thanks to James Thomas for giving me a chance to look it over, and pass the good word on to all of you!

Also, for those DND 5th Edition players who are looking for some more water-themed adventures with a dark undertone, don't forget to check out my modules The Curse of Sapphire Lake and Ghosts of Sorrow Marsh. Slashers, spooks, haunted wetlands, and disturbing secrets abound in these low-level modules that can make great intros for new players, and fun one-offs for experienced ones!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!