*sets the music to Collide, starting with Wings of Steel*
Genius the Transgression is probably the most prolific work in the current White Wolf/Onyx Path fan community. For many people it is their introduction to the Chronicles of Darkness, and to the rest of White Wolf's and Onyx Path's games as an aside, and several of highly regarded fans in the community are fans of the game, if not outright people were directly involved with the playtesting and honing of the game. It is one of the are few fan games to have a distinction of being considered a finished product, which in and of itself is something to praise, as any game is it's own little miracle and being able to churn out a completed product, regardless of it's quality, is an accomplishment.
Genius also has the less happy distinction of being perhaps one of the most controversial things in the community, by and large also thanks to its' fanbase. Several players have pushed the idea that Genius be added to the canon of Chronicles of Darkness games, claiming it to be as good as the other games, and some have even went so far as to say that White Wolf should buy the rights to the games(a notion that, asides from showing an absurd degree of arrogance, fails to account how if any sort of action were to be taken by White Wolf, it would probably to can it in defense of its' legal properties). Also of note is that many of the most highly disregarded names in the community today, including several individuals who were banned for being aggressive and offensive and flat out deragotory, were and are huge fans of Genius, proudly proclaiming it's superiority while damaging the reputation of the game with their own antics. Several fans who are less extreme about it put the margin of success much lower, causing a rift in the reverence of this game by citing several glaring flaws with the mechanics. The few times writers and developers from White Wolf/Onyx Path have commented on the game, it's often been to expose what they feel is a deep and abiding flaw with the game's design and its' principles.
Genius is a messy place on the internet, is what I'm saying.
I would love to say I was personally turned off by Genius long before any encountering any toxicity in the fanbase, but the simple fact is that I was introduced to the existence of Genius through a number of fans aggressively pushing for it's acknowledgment in threads, demanding that Genius be treated as canon and accounted for in any and all discussions, even those that made an explicit point of wanting to not talk about fan works. Honestly, that was enough for me to decide I was never going to read Genius ever, because I felt like everyone I knew who like it lacked a fundamental understanding of respectful, or at least polite, behavior on the internet. Years have passed since then, and while I have met fans of the game who I'm glad to have met, I've had the misfortune of meeting some of the most hateful people I've ever experienced on the internet while they were waving the Genius flag high in the sky. Honestly, I was determined to never read this game on matter of principle alone.
However, recently things have been changing. It's not in the perception of Genius-if anything the past few months has actually made it even more trying for me to not conceive of the Genius fanbase as this seething mass of toxicity and arrogance as some of it's members have gone an extra mile and began pissing on other people's fan projects, which is utterly galling to me. But my attitudes towards "I shalt not see nor read" items came into question when my brother and I got into an argument over Sword Art Online which has resulted in us watching the entire series and critiquing the hell out of it(and in his case, defending it). This experience has led us to consider possibly starting a show based on our dissenting opinions, and it's opened me up to the idea of bad products as a point of discussion. More importantly, it finally made me cop that there are some things you can't really truly critique without experience. Much as I would like to assume that Genius is like the trashier elements of its' fanbase, I know too many people who think it's okay that I respect the opinion of. It's not like reading it is putting money into anyone's pockets and sending a solid sign of encouragement regardless of my actual opinion. So, yeah, I'ma read it.
Why make it a public, chapter by chapter(maybe more sectional) review, though?
There's a lot of motives for that, not the least of which is the mere exercise of it in relation to possibly doing a video series based on reviews. But more importantly, I find myself thinking on the people who want this game included into the canon, and with that the questions of expectations and design theory and ideas that surround that level of regard. People are entitled to like what they like, and Genius makes them happy, kudos-but there's a difference between enjoying a piece of work and thinking it's good. I enjoy several bad pieces of media-I've enjoyed the original Speed Racer tv series, King of Bandit Jing, and the Felix the Cat movie as a few examples. But I don't exactly put them on a pedestal. So I wanted to make an exercise of putting our darlings on a pedestal and really examining it. Also I think it's a good way of explaining my perspective and biases in regards media in general, and that makes talking to me easier for some people, if nothing else.
I want to spend the rest of this post talking about the history of Genius as I understand it, my biases going into the reading of this without accounting for the people who have colored my perception of this game, and what I would expect from this game. I'm doing this because having a stable base understanding of the game and my perspectives will help guide the way throughout the review. If you're bored and want to get to the actual review, here's your jump off point. It's going to be a bumpy ride.
Also, I've been refraining from the snark for the sake of semi-professionalism, but now we're starting on the actual subject, so it's time to start rocking out with my cock out.
A Wizard Did It-Why Genius was Made
*switches over to Peter Breinholt, starting with You Wear Flowers*
The story of Genius the Transgression actually goes back to....well, actually, Vampire the Masquerade. No, not in a direct fashion, but it's important understand the sort of primordial ooze Genius started gestating in, even if to the casual viewer it's not even...well, anything. See, Vampire the Masquerade revolutionized the gaming industry in a lot of ways, not the least of which was it's pushing of character-driven stories, and the power of cathartic transgression through playing anti-aspirational characters. "A Beast I am lest a Beast I become" was mindblowing for the industry back then, particularly coupled with the games sincere belief in itself as an artwork and voice for the feeling of being surrounded by corruption on all sides while hurtling towards the apocalyptic fervor of the millennium's end. Basically, everyone from the goths to the critics got caught up in destructive and self-destructive stories of bad people in a worse world hurtling towards the worst possible ending. It was hype as shit, and was the flagbearer for White Wolf games in terms of their mentality for exactly zero games after that.
Okay, that's an exaggeration, but the White Wolf styled their magnum opus and the rest of the games in that universe as Gothic-Punk, balancing the omnipresence of "Everything is falling apart, everything is fucked" with some "Let's kick in the doors, mangle the fuckers, and burn the world ourselves" within each. And yet, the expectation of Gothic influence on player's characters became lax for the next two games, not really coming back into fullness until Changeling the Dreaming, and some would argue it wouldn't properly re-emerge until Wraith the Oblivion. Apocalypse and the elephant yet to be named, on the other hand, were much more punk, fixated on this idea that if you shattered the world enough, sooner or later you could break everything back into place. Even if that promise was a lie, it really felt like it was possible.
No where was that idea of "I can break the world back into place" more prevalent than in Mage the Ascension, White Wolf's second truly revolutionary blockbuster game(sorry Apocalypse, but history doesn't accord you much. You are still a popular beast, though) and the first significant elephant in the room as far as Genius discussions go-but we'll ignore that for now. TO be fair, I might be over-exaggerating that, but it seems like the two biggest camps of popularity and influence from the World of Darkness are centered on Ascension and Masquerade. The biggest difference between these two games really comes back around to that idea of anti-aspirational characters. Masquerade, however cool and influential it's characters were, ultimately portraryed it's characters as tragic figures, people you really wouldn't want to be.
Ascension, on the other hand, thought being a mage was the just da best, or at least the best thing since MC Hammer. Sure, you might fuck up reality in the pursuit of your ideal vision of reality, but it honestly can't get any worse now. Nevermind that mages on the whole basically just said "Fuck everyone" and had no problem trampling over everyone else in pursuit of what they thought was right-you were power, you were will, you were change.
I should clarify, at this point, that I actually really like Ascension and in fact my favorite games ever have been in Ascension-but I don't think it would be crass to admit that Mage loved it's characters perhaps a little too much. Benevolent gods or cruel demons, one and all, it was better to be mage than to be anything else.
Now, that's not to say it was beloved by all at the exact same time. Anyone with a passing knowledge of Ascension's history knows it had lots of turmoil, and perhaps the most contentious part of that discussion is Mage Revised versus Mage 2nd. In relationship to that, It's time we talked about where Genius found it's face-The Technocracy and the Traditions of the Virtual Adepts and especially the Sons of Ether.
In regards to all of that, some background if you don't know-effectively modern communications science and mad science(eh, see, right there) made up those two traditions, while the Technocracy embodied basically modern scienctific practices and advancements. Taken together, you effectively had half of the major power blocs in Mage dedicated to scientific pursuit as occult practice-to be some kind of scientist meant to be a nexus of power. This will be our second elephant to talk about when we get there.
Anyways, what was the conflict? Well, The Technocracy, the majority of that "Science as power" half were the bad guys initially, but a lot of people didn't truck with the idea that the powers of education, rational observation and judgement, all that stuff being portrayed as the bad guy, and there was a lot of sympathy and outright support of the Technocracy going on. To be fair, In the context of the game, I think I kind of side with the Technocracy as well. I mean, they are well and truly fucked, and they won't actually reach their end goal because of how much they screwed themselves over, but the aspiration of the Time Table does beat out the visions of reality that the Traditions had. But, as happens with fans, the extent to which the Technocracy was defended reached absurd levels. Like, justifying the destruction of freewill, the erasure of people, and general imperialism absurd.
Anyways, point is that These "Science Mages" were kind of hella popular with a significant portion of the fanbase, and in Mage Second, the war for reality was escalated, with a greater emphasis on the Technocracy as a viable playgroup as well as a more gonzo approach to the game-dinosaurs on zepplins were a thing, I understand. That gothic presence probably hit an all time low. In contrast, Mage Revised went bleaker, not only making the Technocracy not only more black-hatted, but also oppressively winning the game's war. Revised had a more gothic setting and certainly made more of a push for gothic characters, PC's wrapped up in the failures they experienced in the blindness of their hubris. Velociraptors with jetpacks were demonstrably missing.
This is a fight that rages on still today, by the way. Of course, it would sort of be overshadowed when the world ended in 2004.
Conceiving the Horror-Awakening to Genius
The transition from the old World of Darkness to the New World of Darkness, now Chronicles of Darkness as we'll refer to it from here on out, was not a happy one. Requiem seemed like Masquerade-lite, high on the angst, low on the grand history, and Forsaken seemed to think trading the epic environmentalist warriors for maligned, underpowered puppies was an equal trade, or so at least a lot of the diehard WoD fans felt. It didn't help that it would be years before the World was picked up again-for now, it seemed like White Wolf had abandoned their darlings for this new game, and in fairness, the amount of problems that existed in the earlier Chronicles games were enough to be off putting. There was a time before Promethean when it seemed like, for the haters of the Chronicles world, that White Wolf was content to just churn out poor shadows.
Masquerade and Requeim had the worst of it, but certainly Awakening as a followup to Ascension was probably the second largest anger bubble bursting-after that, Promethean and Changeling would go to break the expectations for a lot of people who were on the fence and win the Chronicles a unique identity apart from World, nevermind the effect that was happening in the supplements for the first three gamelines. To explain the response against Awakening from the Ascension crowd, I'm gonna cite a post from Mister E that sums it all up incredibly neatly.
In particular, it's that last part where the place for Genius finally came about. You had some fans who might be enjoying the differences Chronicles had, but missed out on how the things you well and truly valued no longer had a representation in the world, and that it was instead replaced by what they probably regarded as it's antithesis. As time went on, it became clear that wasn't a mistake worth fixing to White Wolf. There would be no Sons of Ether in Mage the Awakening. To them, it probably seemed like there would be no Sons of Ether in Chronicles of Darkness period.
So, an idea was sprung in the head of a guy names Kyle Marquis, TvTropes tells me. That person would make this slice of Mage the Ascension without it being Mage the Awakening, and fill the void that White Wolf had left in their fanbase.
Cue the third elephant. And then switch gears-that's where Genius came from, in broad strokes, now to see where I'm starting from.
I AM MAD SCIENTIST! IS SO COOL!-Biases, or "Didn't I beat up this guy for lunch money?"
The lunch money comment might be going overboard, but I feel like it accurately conveys what I think of when I think "mad scientist"-largely, that I'm unimpressed.
This isn't to say I don't like any mad scientist. I'm a fan of Ansem from Kingdom Hearts, hammy as he is, I was identified for years as Icchan, the self-given moniker of Clamp's premier mad scientist Ichiro Mihara, and Holtzmann from Ghostbusters is the best part of that movie. There are more examples scattered about my head of characters who you can easily slot into the mad scientist category who I think are cool and worthwhile. But when you get me on the archetype of the mad scientist, I just kind of sit there, looking blankly at you. This is because the archetype is not powerful to me. Mad scientists weren't heroes or monsters to me growing up, or even now. They were much worse.
They were buffoons.
Here's the thing-I grew up with shows like Star Trek and Stargate going on constantly. I grew up in the era where Jurassic Park blew open the doors of archaeology. I had a presence of scientists in my life, but the thing of the matter is that those scientists weren't mad. They were often voices of reasons, highly respectable, and restrained, just as concerned with morals and ethics as they were progress. There might have been villain scientists, but oftentimes, if they were serious, they were presented in a fashion similar to the heroes. if they were mad....well, they weren't a threat.
Mad scientists for me are summed up in that one Superman short-you know the one. If I sit and take an intellectual look at that guy, sure, he's scary, and the things he does are terrifying-but it's just as hard for me to do as it is for people to think of Harry Potter is terms of a horror icon. All I remember is how easily Superman made that guy look like a fool. And later on, characters like Data(Promethean, what now?), Crusher, LeForge, or Samantha Carter and Daniel Jackson just trumping these people again and again, revealing their flaws with so much more panache and inspiration.
I just don't get excited by the image, the myth. Even if I hadn't had a bad introduction to Genius through it's fanbase, I probably still wouldn't have checked it out just because of lack of interest. I don't check out a lot of things because of lack of interest. So, even if I try to set aside the people bias, and I can't, Genius has an admittedly uphill battle.
It's not like other games haven't, though. Mummy the Curse didn't impress me at all when it was announced-in fact, I felt disappointed. But that game went on to subvert everything I knew, not only about the icons of mummies, but of the Chronicles of Darkness itself, and really impress me with it's lore and ideas and how powerful the character potential was.
So, who knows. I'm down right doubtful, but sometimes you can actually crap out a diamond.
My apologies if you do.
UNDERSTAND MY VISION!-Expectations Can Always Go Lower
What would I expect a game about mad scientists to deliver?
This is honestly another part of the problem, because you say that to me and I just go "Wha?" I mean....like, High Intelligence, Crafts, Science, Medicine, extended rolls covering weeks to months, and bam, that's all you need. Everything else is pretty much narrative or context sensitive.
Mad Scientists are not major template worthy in my head. I know they are for the fanbase that finds them, but honestly, it makes more sense to me to just have it be a matter of die-pools and GM discretion. Maybe a minor template? I dunno how that'd work, because even that feels like it's going too far.
But okay, let's indulge the question and try and come up with an answer. What do I expect out of a game that treats mad scientists as a major supernatural power, that can build the impossible and unleash them onto Hawai'i so they can steal everyone's left shoe and learn the meaning of ohana?
Honestly, the big limitation is also the main thing I want executed. i want the mechanics to reflect the craftsmanship of any of the field that might be applied to the mad science of the game, an emphasis on the ritual build up. I want devices that are always there, that you have to ask why they were built for something so specific, why this nutso would just so happen to have a raygun that transforms floors into sudden pit traps. I want a disposition to make the world worse, because these guys are always trying to blow up the world or to become the Ruler of the Tri-State area or to rid the world of those damn bunnies, to hell with the consequences-Beast-like, you know. They might have a counter, some sort of good side-sympathetic freaks happen, but for the most part, really getting into the monstrousness of the character, you just want everyone else to have a worse day than you, to be crying while you moonwalk around in your baby seal leather boots. Probably not as gonzo as I'm putting it, but let's be honest, you need a certain amount of gonzo to make this work.
I really have no idea.
Okay, Enough chatter. It's time cut into this specimen and find out what writhes within.
NEXT TIME: Introduction and Chapter 1. Maybe
Jesus Christ, this thing has 488 pages and nothing but text?!
Genius the Transgression is probably the most prolific work in the current White Wolf/Onyx Path fan community. For many people it is their introduction to the Chronicles of Darkness, and to the rest of White Wolf's and Onyx Path's games as an aside, and several of highly regarded fans in the community are fans of the game, if not outright people were directly involved with the playtesting and honing of the game. It is one of the are few fan games to have a distinction of being considered a finished product, which in and of itself is something to praise, as any game is it's own little miracle and being able to churn out a completed product, regardless of it's quality, is an accomplishment.
Genius also has the less happy distinction of being perhaps one of the most controversial things in the community, by and large also thanks to its' fanbase. Several players have pushed the idea that Genius be added to the canon of Chronicles of Darkness games, claiming it to be as good as the other games, and some have even went so far as to say that White Wolf should buy the rights to the games(a notion that, asides from showing an absurd degree of arrogance, fails to account how if any sort of action were to be taken by White Wolf, it would probably to can it in defense of its' legal properties). Also of note is that many of the most highly disregarded names in the community today, including several individuals who were banned for being aggressive and offensive and flat out deragotory, were and are huge fans of Genius, proudly proclaiming it's superiority while damaging the reputation of the game with their own antics. Several fans who are less extreme about it put the margin of success much lower, causing a rift in the reverence of this game by citing several glaring flaws with the mechanics. The few times writers and developers from White Wolf/Onyx Path have commented on the game, it's often been to expose what they feel is a deep and abiding flaw with the game's design and its' principles.
Genius is a messy place on the internet, is what I'm saying.
I would love to say I was personally turned off by Genius long before any encountering any toxicity in the fanbase, but the simple fact is that I was introduced to the existence of Genius through a number of fans aggressively pushing for it's acknowledgment in threads, demanding that Genius be treated as canon and accounted for in any and all discussions, even those that made an explicit point of wanting to not talk about fan works. Honestly, that was enough for me to decide I was never going to read Genius ever, because I felt like everyone I knew who like it lacked a fundamental understanding of respectful, or at least polite, behavior on the internet. Years have passed since then, and while I have met fans of the game who I'm glad to have met, I've had the misfortune of meeting some of the most hateful people I've ever experienced on the internet while they were waving the Genius flag high in the sky. Honestly, I was determined to never read this game on matter of principle alone.
However, recently things have been changing. It's not in the perception of Genius-if anything the past few months has actually made it even more trying for me to not conceive of the Genius fanbase as this seething mass of toxicity and arrogance as some of it's members have gone an extra mile and began pissing on other people's fan projects, which is utterly galling to me. But my attitudes towards "I shalt not see nor read" items came into question when my brother and I got into an argument over Sword Art Online which has resulted in us watching the entire series and critiquing the hell out of it(and in his case, defending it). This experience has led us to consider possibly starting a show based on our dissenting opinions, and it's opened me up to the idea of bad products as a point of discussion. More importantly, it finally made me cop that there are some things you can't really truly critique without experience. Much as I would like to assume that Genius is like the trashier elements of its' fanbase, I know too many people who think it's okay that I respect the opinion of. It's not like reading it is putting money into anyone's pockets and sending a solid sign of encouragement regardless of my actual opinion. So, yeah, I'ma read it.
Why make it a public, chapter by chapter(maybe more sectional) review, though?
There's a lot of motives for that, not the least of which is the mere exercise of it in relation to possibly doing a video series based on reviews. But more importantly, I find myself thinking on the people who want this game included into the canon, and with that the questions of expectations and design theory and ideas that surround that level of regard. People are entitled to like what they like, and Genius makes them happy, kudos-but there's a difference between enjoying a piece of work and thinking it's good. I enjoy several bad pieces of media-I've enjoyed the original Speed Racer tv series, King of Bandit Jing, and the Felix the Cat movie as a few examples. But I don't exactly put them on a pedestal. So I wanted to make an exercise of putting our darlings on a pedestal and really examining it. Also I think it's a good way of explaining my perspective and biases in regards media in general, and that makes talking to me easier for some people, if nothing else.
I want to spend the rest of this post talking about the history of Genius as I understand it, my biases going into the reading of this without accounting for the people who have colored my perception of this game, and what I would expect from this game. I'm doing this because having a stable base understanding of the game and my perspectives will help guide the way throughout the review. If you're bored and want to get to the actual review, here's your jump off point. It's going to be a bumpy ride.
Also, I've been refraining from the snark for the sake of semi-professionalism, but now we're starting on the actual subject, so it's time to start rocking out with my cock out.
A Wizard Did It-Why Genius was Made
*switches over to Peter Breinholt, starting with You Wear Flowers*
The story of Genius the Transgression actually goes back to....well, actually, Vampire the Masquerade. No, not in a direct fashion, but it's important understand the sort of primordial ooze Genius started gestating in, even if to the casual viewer it's not even...well, anything. See, Vampire the Masquerade revolutionized the gaming industry in a lot of ways, not the least of which was it's pushing of character-driven stories, and the power of cathartic transgression through playing anti-aspirational characters. "A Beast I am lest a Beast I become" was mindblowing for the industry back then, particularly coupled with the games sincere belief in itself as an artwork and voice for the feeling of being surrounded by corruption on all sides while hurtling towards the apocalyptic fervor of the millennium's end. Basically, everyone from the goths to the critics got caught up in destructive and self-destructive stories of bad people in a worse world hurtling towards the worst possible ending. It was hype as shit, and was the flagbearer for White Wolf games in terms of their mentality for exactly zero games after that.
Okay, that's an exaggeration, but the White Wolf styled their magnum opus and the rest of the games in that universe as Gothic-Punk, balancing the omnipresence of "Everything is falling apart, everything is fucked" with some "Let's kick in the doors, mangle the fuckers, and burn the world ourselves" within each. And yet, the expectation of Gothic influence on player's characters became lax for the next two games, not really coming back into fullness until Changeling the Dreaming, and some would argue it wouldn't properly re-emerge until Wraith the Oblivion. Apocalypse and the elephant yet to be named, on the other hand, were much more punk, fixated on this idea that if you shattered the world enough, sooner or later you could break everything back into place. Even if that promise was a lie, it really felt like it was possible.
No where was that idea of "I can break the world back into place" more prevalent than in Mage the Ascension, White Wolf's second truly revolutionary blockbuster game(sorry Apocalypse, but history doesn't accord you much. You are still a popular beast, though) and the first significant elephant in the room as far as Genius discussions go-but we'll ignore that for now. TO be fair, I might be over-exaggerating that, but it seems like the two biggest camps of popularity and influence from the World of Darkness are centered on Ascension and Masquerade. The biggest difference between these two games really comes back around to that idea of anti-aspirational characters. Masquerade, however cool and influential it's characters were, ultimately portraryed it's characters as tragic figures, people you really wouldn't want to be.
Ascension, on the other hand, thought being a mage was the just da best, or at least the best thing since MC Hammer. Sure, you might fuck up reality in the pursuit of your ideal vision of reality, but it honestly can't get any worse now. Nevermind that mages on the whole basically just said "Fuck everyone" and had no problem trampling over everyone else in pursuit of what they thought was right-you were power, you were will, you were change.
I should clarify, at this point, that I actually really like Ascension and in fact my favorite games ever have been in Ascension-but I don't think it would be crass to admit that Mage loved it's characters perhaps a little too much. Benevolent gods or cruel demons, one and all, it was better to be mage than to be anything else.
Now, that's not to say it was beloved by all at the exact same time. Anyone with a passing knowledge of Ascension's history knows it had lots of turmoil, and perhaps the most contentious part of that discussion is Mage Revised versus Mage 2nd. In relationship to that, It's time we talked about where Genius found it's face-The Technocracy and the Traditions of the Virtual Adepts and especially the Sons of Ether.
In regards to all of that, some background if you don't know-effectively modern communications science and mad science(eh, see, right there) made up those two traditions, while the Technocracy embodied basically modern scienctific practices and advancements. Taken together, you effectively had half of the major power blocs in Mage dedicated to scientific pursuit as occult practice-to be some kind of scientist meant to be a nexus of power. This will be our second elephant to talk about when we get there.
Anyways, what was the conflict? Well, The Technocracy, the majority of that "Science as power" half were the bad guys initially, but a lot of people didn't truck with the idea that the powers of education, rational observation and judgement, all that stuff being portrayed as the bad guy, and there was a lot of sympathy and outright support of the Technocracy going on. To be fair, In the context of the game, I think I kind of side with the Technocracy as well. I mean, they are well and truly fucked, and they won't actually reach their end goal because of how much they screwed themselves over, but the aspiration of the Time Table does beat out the visions of reality that the Traditions had. But, as happens with fans, the extent to which the Technocracy was defended reached absurd levels. Like, justifying the destruction of freewill, the erasure of people, and general imperialism absurd.
Anyways, point is that These "Science Mages" were kind of hella popular with a significant portion of the fanbase, and in Mage Second, the war for reality was escalated, with a greater emphasis on the Technocracy as a viable playgroup as well as a more gonzo approach to the game-dinosaurs on zepplins were a thing, I understand. That gothic presence probably hit an all time low. In contrast, Mage Revised went bleaker, not only making the Technocracy not only more black-hatted, but also oppressively winning the game's war. Revised had a more gothic setting and certainly made more of a push for gothic characters, PC's wrapped up in the failures they experienced in the blindness of their hubris. Velociraptors with jetpacks were demonstrably missing.
This is a fight that rages on still today, by the way. Of course, it would sort of be overshadowed when the world ended in 2004.
Conceiving the Horror-Awakening to Genius
The transition from the old World of Darkness to the New World of Darkness, now Chronicles of Darkness as we'll refer to it from here on out, was not a happy one. Requiem seemed like Masquerade-lite, high on the angst, low on the grand history, and Forsaken seemed to think trading the epic environmentalist warriors for maligned, underpowered puppies was an equal trade, or so at least a lot of the diehard WoD fans felt. It didn't help that it would be years before the World was picked up again-for now, it seemed like White Wolf had abandoned their darlings for this new game, and in fairness, the amount of problems that existed in the earlier Chronicles games were enough to be off putting. There was a time before Promethean when it seemed like, for the haters of the Chronicles world, that White Wolf was content to just churn out poor shadows.
Masquerade and Requeim had the worst of it, but certainly Awakening as a followup to Ascension was probably the second largest anger bubble bursting-after that, Promethean and Changeling would go to break the expectations for a lot of people who were on the fence and win the Chronicles a unique identity apart from World, nevermind the effect that was happening in the supplements for the first three gamelines. To explain the response against Awakening from the Ascension crowd, I'm gonna cite a post from Mister E that sums it all up incredibly neatly.
Originally posted by MisterE
So, an idea was sprung in the head of a guy names Kyle Marquis, TvTropes tells me. That person would make this slice of Mage the Ascension without it being Mage the Awakening, and fill the void that White Wolf had left in their fanbase.
Cue the third elephant. And then switch gears-that's where Genius came from, in broad strokes, now to see where I'm starting from.
I AM MAD SCIENTIST! IS SO COOL!-Biases, or "Didn't I beat up this guy for lunch money?"
The lunch money comment might be going overboard, but I feel like it accurately conveys what I think of when I think "mad scientist"-largely, that I'm unimpressed.
This isn't to say I don't like any mad scientist. I'm a fan of Ansem from Kingdom Hearts, hammy as he is, I was identified for years as Icchan, the self-given moniker of Clamp's premier mad scientist Ichiro Mihara, and Holtzmann from Ghostbusters is the best part of that movie. There are more examples scattered about my head of characters who you can easily slot into the mad scientist category who I think are cool and worthwhile. But when you get me on the archetype of the mad scientist, I just kind of sit there, looking blankly at you. This is because the archetype is not powerful to me. Mad scientists weren't heroes or monsters to me growing up, or even now. They were much worse.
They were buffoons.
Here's the thing-I grew up with shows like Star Trek and Stargate going on constantly. I grew up in the era where Jurassic Park blew open the doors of archaeology. I had a presence of scientists in my life, but the thing of the matter is that those scientists weren't mad. They were often voices of reasons, highly respectable, and restrained, just as concerned with morals and ethics as they were progress. There might have been villain scientists, but oftentimes, if they were serious, they were presented in a fashion similar to the heroes. if they were mad....well, they weren't a threat.
Mad scientists for me are summed up in that one Superman short-you know the one. If I sit and take an intellectual look at that guy, sure, he's scary, and the things he does are terrifying-but it's just as hard for me to do as it is for people to think of Harry Potter is terms of a horror icon. All I remember is how easily Superman made that guy look like a fool. And later on, characters like Data(Promethean, what now?), Crusher, LeForge, or Samantha Carter and Daniel Jackson just trumping these people again and again, revealing their flaws with so much more panache and inspiration.
I just don't get excited by the image, the myth. Even if I hadn't had a bad introduction to Genius through it's fanbase, I probably still wouldn't have checked it out just because of lack of interest. I don't check out a lot of things because of lack of interest. So, even if I try to set aside the people bias, and I can't, Genius has an admittedly uphill battle.
It's not like other games haven't, though. Mummy the Curse didn't impress me at all when it was announced-in fact, I felt disappointed. But that game went on to subvert everything I knew, not only about the icons of mummies, but of the Chronicles of Darkness itself, and really impress me with it's lore and ideas and how powerful the character potential was.
So, who knows. I'm down right doubtful, but sometimes you can actually crap out a diamond.
My apologies if you do.
UNDERSTAND MY VISION!-Expectations Can Always Go Lower
What would I expect a game about mad scientists to deliver?
This is honestly another part of the problem, because you say that to me and I just go "Wha?" I mean....like, High Intelligence, Crafts, Science, Medicine, extended rolls covering weeks to months, and bam, that's all you need. Everything else is pretty much narrative or context sensitive.
Mad Scientists are not major template worthy in my head. I know they are for the fanbase that finds them, but honestly, it makes more sense to me to just have it be a matter of die-pools and GM discretion. Maybe a minor template? I dunno how that'd work, because even that feels like it's going too far.
But okay, let's indulge the question and try and come up with an answer. What do I expect out of a game that treats mad scientists as a major supernatural power, that can build the impossible and unleash them onto Hawai'i so they can steal everyone's left shoe and learn the meaning of ohana?
Honestly, the big limitation is also the main thing I want executed. i want the mechanics to reflect the craftsmanship of any of the field that might be applied to the mad science of the game, an emphasis on the ritual build up. I want devices that are always there, that you have to ask why they were built for something so specific, why this nutso would just so happen to have a raygun that transforms floors into sudden pit traps. I want a disposition to make the world worse, because these guys are always trying to blow up the world or to become the Ruler of the Tri-State area or to rid the world of those damn bunnies, to hell with the consequences-Beast-like, you know. They might have a counter, some sort of good side-sympathetic freaks happen, but for the most part, really getting into the monstrousness of the character, you just want everyone else to have a worse day than you, to be crying while you moonwalk around in your baby seal leather boots. Probably not as gonzo as I'm putting it, but let's be honest, you need a certain amount of gonzo to make this work.
I really have no idea.
Okay, Enough chatter. It's time cut into this specimen and find out what writhes within.
NEXT TIME: Introduction and Chapter 1. Maybe
Jesus Christ, this thing has 488 pages and nothing but text?!
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