Originally posted by Tessie
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Besides the core loop, I would add to Tessie's point that an issue, in my opinion, is the lack of a "greater than yourself" story material. I know several people love Beast because it has a more personal and intimate feel to it, but it shouldn't be the only way to play it. A Changeling story can focus on the hardships of characters rebuilding their lives, but it can as well be an epic tale of a crusade against the True Fae. Requiem can be as much about the personal horror of slipping Humanity, or just focus on the uprising against the local Prince. Even Promethean, despite not having much for Tier 2 or Tier 3 type of stories, is a game that completely revolves around the long-term goal of becoming human.
What I'm trying to say, it needs something long-term players can look forward to in a chronicle. Yes, you have the Apex and the Inheritance in Beast, but these don't seem to be presented like core concepts of the game.
I would also want to say that Beast doesn't have much literature/ trope culture to rely upon. Most CofD splats take an archetypal monster or creature that is well-established in culture, and take a new spin on it, expanding it with original lore. This whole mass of tropes constitutes the basis upon which the games can be firmly built. It gives players a common ground, an example to think of, an inspiration to get excited about the game. I feel like Beast misses any of this, and hence lies on shaky grounds.
Because I don't want to steer this discussion away from the purpose of this thread, which is a re-reading of the books, I think we can see how my point comes out from the Inspirational Media section of the Introduction. There seems to be a discrepancy between what is presented as inspirational material and what actually the game is about.
It references the classic myths and epics, and yet the game doesn't focus so much on them. It's not Scion.
It explicitly cites Swamp Thing as an example of a "nobler" Beast becoming a hero, and yet, from what I understand, one of the most beloved themes of the game is that the game is not about being an antihero, but accepting that you're a monster and that you need to hurt others.
As it's already been said, the way the game presents itself can be very misleading and confusing, ultimately because it lacks an identity rooted firmly in an archetypal model.
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