Originally posted by 21C Hermit
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Originally posted by Heavy Arms
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Changelings, werewolves, prometheans, almost all vampires and many deviants never had a say in what they became. Mages had no way of knowing the consequences (and the Awakening Mystery Play might not put you in the most rational state of mind). Demons never intends to fall, but doing so makes them arguably less monstrous (though also often more dangerous to humans around them). I don't know much about the Rite of Return, but my guess is that if any decision was made it was probably not fully informed, and playable mummies start the game as enslaved servants and without most of their memory of who they were.
Aside from self-made and voluntary Deviants, Sin-Eaters are the only ones that actively choose, but they do so under pressing circumstances, so to say. And more than any other splat, they have the capacity of being completely benign as they have no needs that are innately harmful for others, and no mandated major antagonist (like Conspiracies, Keepers, and the God-Machine) who would force them into desperate situations where others are liable to become collateral.
I bring it up because the other CofD games creates a context for Beast: The Primordial. Common themes in these games naturally creates certain expectations of BtP, which I think should be considered when judging the game and how others perceive the game.
That said, I absolutely do not think there's anything wrong with playing an actual villain protagonist. There's plenty of other media that revolves around such characters: Breaking Bad is Walter White's descent into becoming a ruthless criminal who keeps on going long after he's got the funds for his treatment. The Underwoods in House of Cards were pretty despicable from the beginning (I only saw the first two seasons but I highly doubt they were redeemed later). A lot of cRPGs with "morality systems" allows you to become just as bad or worse than the villain you defeat at the end. A lot of fighting games and RTS games have playable villains in addition to the heroes (though admittedly they're a lot more emotionally distant in such games). Hell, some people even cheer on the killer in slasher movies just because they're more fun to watch than the generally annoying and stupid victims.
It can be quite fun and even cathartic to play an unequivocally bad guy. There's a reason a lot of actors think playing villains are a lot more fun than playing heroes. And it's honestly not that much different from playing a heroic champion in a more lighthearted RPG; ultimately you're just playing someone else who does and experiences things you wouldn't or couldn't. Someone who isn't the you who sits down to play. It's basic escapism, just like any other storytelling medium.
(There's also an ideological factor in almost all stories, but that's about how characters are portrayed, not how they act. Unfortunately a lot of people conflate the two, which is why we have people idolising Frank Castle, a hyperviolent mass murderer.)
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