Premise: Something went wrong when I posted this for the first time. I could not interact with the thread at all, see any replies or edit it to correct format and errors. Had no idea if people liked this or hated it, which is what I care about the most. This is my second try, sorry about that.
Hi there, I'm back around the place and I found myself thinking about Beast a lot lately. Well, more than usual. It's the result of me having strong feelings about the game and managing to process them in a productive way. This in turn translates is a series of small analysis, game hacks and ideas I'm planning to write. All stuff I feel like can show the potential that Beast has. Some will be better than others, some will be more in line with the core game and some will have companion materials (mechanics, Atavisms, critters, rules...) to them, some won't. A bunch of these ideas are things I would not use in a game of mine but I'd still like to talk about. All in order to add fuel to the forum, no matter what.
Here's the first one, let me know what you think about it.
Heresy Rating: 3/5. This alters the core game quite a bit and requires some work, but it's all taken from seeds that are already there in the books
“The sinister, the terrible never deceive: the state in which they leave us is always one of enlightenment.”
-Thomas Ligotti
Gnosticism has been a constant element of the Chronicles Of Darkness since the 1st Edition. Reducing a complex religious and philosophical system to its core, no mentions of things like Sophia, Demiurge or Archons, Gnosticism can be resumed to a simple basic notion: the idea that the world we perceive is merely a shade of the much vaster reality, our minds and eyes unable to perceive The Truth, capital letter one. The way to obtain a superior perception comes through wisdom and enlightenment and is more or less always painted as the transcendent equivalent of breaking out the worst of prisons.
Now, Gnosticism has been around, in a shape or the other, for pretty much the bigger part of of mankind’s history and is by its own nature a sincretic doctrine, meaning all the philosophies that focus on wisdom and esoteric revelations both resonate with Gnosticism and influenced its evolutions and currents. For what’s technically a religion, Gnosticism has always been quite tolerant (well, relatively speaking: we humans are fun that way) to outside influences. After all, the road and the destination are the same, does not matter how you get there. It also evolves constantly, changing with time and civilization. This in turns means that trying to explain it here goes beyond my abilities and is beside the point.
What’s worth keeping in mind is that the CoD took Gnostic elements and put them all over the place. Not everywhere, of course, but it’s not that hard to find them. In some gamelines it’s more evident, deliberately so: Mage is a clear example and the writers said so since day 1, while Demon owes Gnosticism a bit as well when it comes to certain elements of the God-Machine and Its influence over the world. One can argue Promethean has shades of it too, but that’s probably due to the fact alchemist often incorporated certain lines of thoughts in their work.
Different games use different flavor of Gnosticism. Mage is, as much as one can pinpoint Mage with precision, more about Plato, classical Gnosticism and Hermeticism, with some Buddhism and Manicheism in there. Demon owes more to a recent current called Techgnosticism. Which makes sense, since the writers know what they’re doing and take what they can use, use it as a tool to paint their own picture and drop the rest.
All this premise to get to the point that I think there’s potential to exploit Gnostic elements to explore aspects of Beast: The Primordial as well.
Let me explain. I said before that a personal thing of mine is too keep the reminder that monsters, in a general sense, are supposed to embody revelations. It’s not a thing I made up myself, it’s what the horror genre is about. Monsters are the embodiment of ideas, fears and truth about ourselves that we give shape to, consciously or not. Dark mirrors that reflect ideas we would not be able to see otherwise. Or at least, not in the same way. If you think about it, the monsters that survived through the ages and those birthed by modern culture that had success, are those that resonate with something else. Sometimes it’s easier to spot what the deal is about (think about recent successes like Babadook or It Follows), sometimes it is not, but it’s there no matter what.
Without getting too pretentious (a crime this analysis is already guilty of), the great thing about horror is that when it works there’s no need to spell out things clearly. People get it, often without even knowing it. Sure, you can get all artsy and try to make it work like a perfect clockwork but, fact is, it’s not a requirement. Horror can be apparently mindless, easy and just be there to make you have a good time, with the authors not even trying to get more than that, but the monster and the truth it carries along are still there. Slasher movies are all about thrills, fun and scares, but if they click the right way, they stay with the audience. There’s a reason Mike, Jason and Freddie are legends.
This leads us to Beast. With the Begotten being both nightmares and teachers of harsh lessons, one has to shift things just a little bit in order to get into Gnostic territory. Without getting into the topic of Lessons, which I’ll save for another time, there are already traces scattered across the books that there’s a deeper degree of truth Beast can explore and guide others to, within the depths of the Primordial Dream and the womb of the Dark Mother.
With the caveat that I think further books will explore this and there’s no way for me to know the approach they’ll take, I believe to have spotted the specific brand of Gnosticism that fits Beast the most. For lack of a better term I’ll call it Primordial Gnosticism, but the overall idea owes nothing to me. I’m just a silly guy pointing out what he thinks he’s seeing.
Within the nature of the CoD setting, the powers that force people into their limited existences and keep them away from the Truth come from without. The World is Fallen and the Exarchs want to keep it that way, the God-Machine turns Its gears hidden from mortal eyes and manipulates everything. The oppression, the Lie, permeates everything, minds, bodies and souls, ground, oceans and skies, because that’s how Gnosticism works, but there’s at least something you can point at as the main source of the problem. Those enlightened enough can effectively become aware of it.
Beast’s Gnosticism is different. The way I see it, it comes from within and not from without. The illusions and lies that cloud people’s mind when speaking in Beast terms are the result of an unconscious, atavistic response to the truths of the world the human mind can’t deal with. Things like monsters being real, to nightmares having substance and for people to live in a, pardon the term, world of darkness. Basically a biological response to evolution in a world of monsters. It’s also, if we want to get even deeper, to humans locking away the bestial parts of their nature away while evolving as a species. The instincts, the primal fears and all those little traces of our primordial heritage we think to have left behind along the road but are still hidden within ourselves. Stuff from a long time ago, when sentience became a thing. You know, the sort of things that sometimes shine through when people lose control, clues to what lurks beneath of the surface of the tormented, deep ocean that is the human mind. Or its most savage yet primordial reflection: the Primordial Dream.
Beasts, being what they are, find themselves in the position to unlock this secret knowledge. Being the scions of the Dark Mother and the Primordial Dream, each Begotten being fear incarnate, Beasts are the only ones who can obtain and process these sort of revelations and, perhaps more importantly, show them to others. It’s pretty much the next step in the evolution of Beasts as holders of dark knowledge. Yes, fears bring enlightenment and lessons, but why are those fears there? What can be done by mastering them? Who really are you beneath those fears? Where can you go if you embrace and accept them?
This is advanced Begotten self-awareness, the sort of things that makes the Dark Mother smile with pride. The big answers lie at the end, but a lesson learned is still knowledge. Fact is, Primordial Gnosticism is both subtler and more direct. It’s instinct instead of reason, blood and roars instead of aether and mantras. There’s no manual, nothing written down. Mom does not emerge from the Primordial Dream to give you instructions, no matter how big your Lair is. Begotten probably won’t even be aware they are looking for enlightenment until it an epiphany happens, having to better chance than to try to understand their nature and that of the world enough to see through the cracks. Which, in all fairness, is what Gnosticism is about.
What happens at the end of the path is open to interpretations. Beast might become dark bodhisattva, trying to act as teachers to members of their Family and explain them the truths about themselves and the terrors they embody, or they might internalize their enlightenment and use it for themselves. Which is fair: it’s selfish, focused on survival. Primordial. Perhaps they’ll join the Dark Mother on Her travels within the Primordial Dream, only to emerge here and there as unholy nightmares. Maybe they’ll transcend into another state of being, having obtained full understanding of the myth, fear and lessons that give shape to their souls and Horror.
So, after all this, how is one supposed to use the notion in a game? Depends. It’s not something worth using in all games, but it can give flavor to Beast as a whole and become the focus of a campaign. Even while only looking at Lessons, Beast is already way more than “a giant spider appeared, traumatized me and taught me that going to explore the sewers alone is a bad idea” (again, Lessons are the topic for another day), but the idea that within the Primordial Dream there’s potential to learn about ourselves and our inner, collective self as a sentient race, that in a setting where monsters hide in the dark and, not less importantly, that some of those monsters (even the players) can be the ones that manage to obtain that knowledge, is something quite cool, if you ask me.
The way to use this is a game is probably something that should start subtle. There’s already a lot to deal with when living as a Beast. Still, keep around clues that there’s more to the Primordial Dream than it might appear at first sight. Primordial Gnosticism works perfectly when used in conjunction with legends about ancient Beasts and the Dark Mother. If characters wish to explore what’s behind lessons, give them a chance. They won’t see any kind of answer soon, but trying to obtain enlightenment is the whole point. Eventually you’ll have to give them something, either in the shape of dreamlike vision quests, Burrows that open in deep corners of the Primordial Dream, ancient artifacts and Horrors or apparitions of the Mother Of Monster herself, but it’s a slow, if constant, escalation to the ultimate result.
If they decide to drop the search, it’s perfectly fine. It fits the themes. Unless, of course, you want to lead them that way. Depends on the style of Storytelling that’s at the table.
In the end, Gnosticism is at is always has been: a difficult, winding path that’s easy to abandon. But it’s still worth it to reach the end.
Hi there, I'm back around the place and I found myself thinking about Beast a lot lately. Well, more than usual. It's the result of me having strong feelings about the game and managing to process them in a productive way. This in turn translates is a series of small analysis, game hacks and ideas I'm planning to write. All stuff I feel like can show the potential that Beast has. Some will be better than others, some will be more in line with the core game and some will have companion materials (mechanics, Atavisms, critters, rules...) to them, some won't. A bunch of these ideas are things I would not use in a game of mine but I'd still like to talk about. All in order to add fuel to the forum, no matter what.
Here's the first one, let me know what you think about it.
Heresy Rating: 3/5. This alters the core game quite a bit and requires some work, but it's all taken from seeds that are already there in the books
Beast & Primordial Gnosticism
“The sinister, the terrible never deceive: the state in which they leave us is always one of enlightenment.”
-Thomas Ligotti
Gnosticism has been a constant element of the Chronicles Of Darkness since the 1st Edition. Reducing a complex religious and philosophical system to its core, no mentions of things like Sophia, Demiurge or Archons, Gnosticism can be resumed to a simple basic notion: the idea that the world we perceive is merely a shade of the much vaster reality, our minds and eyes unable to perceive The Truth, capital letter one. The way to obtain a superior perception comes through wisdom and enlightenment and is more or less always painted as the transcendent equivalent of breaking out the worst of prisons.
Now, Gnosticism has been around, in a shape or the other, for pretty much the bigger part of of mankind’s history and is by its own nature a sincretic doctrine, meaning all the philosophies that focus on wisdom and esoteric revelations both resonate with Gnosticism and influenced its evolutions and currents. For what’s technically a religion, Gnosticism has always been quite tolerant (well, relatively speaking: we humans are fun that way) to outside influences. After all, the road and the destination are the same, does not matter how you get there. It also evolves constantly, changing with time and civilization. This in turns means that trying to explain it here goes beyond my abilities and is beside the point.
What’s worth keeping in mind is that the CoD took Gnostic elements and put them all over the place. Not everywhere, of course, but it’s not that hard to find them. In some gamelines it’s more evident, deliberately so: Mage is a clear example and the writers said so since day 1, while Demon owes Gnosticism a bit as well when it comes to certain elements of the God-Machine and Its influence over the world. One can argue Promethean has shades of it too, but that’s probably due to the fact alchemist often incorporated certain lines of thoughts in their work.
Different games use different flavor of Gnosticism. Mage is, as much as one can pinpoint Mage with precision, more about Plato, classical Gnosticism and Hermeticism, with some Buddhism and Manicheism in there. Demon owes more to a recent current called Techgnosticism. Which makes sense, since the writers know what they’re doing and take what they can use, use it as a tool to paint their own picture and drop the rest.
All this premise to get to the point that I think there’s potential to exploit Gnostic elements to explore aspects of Beast: The Primordial as well.
Let me explain. I said before that a personal thing of mine is too keep the reminder that monsters, in a general sense, are supposed to embody revelations. It’s not a thing I made up myself, it’s what the horror genre is about. Monsters are the embodiment of ideas, fears and truth about ourselves that we give shape to, consciously or not. Dark mirrors that reflect ideas we would not be able to see otherwise. Or at least, not in the same way. If you think about it, the monsters that survived through the ages and those birthed by modern culture that had success, are those that resonate with something else. Sometimes it’s easier to spot what the deal is about (think about recent successes like Babadook or It Follows), sometimes it is not, but it’s there no matter what.
Without getting too pretentious (a crime this analysis is already guilty of), the great thing about horror is that when it works there’s no need to spell out things clearly. People get it, often without even knowing it. Sure, you can get all artsy and try to make it work like a perfect clockwork but, fact is, it’s not a requirement. Horror can be apparently mindless, easy and just be there to make you have a good time, with the authors not even trying to get more than that, but the monster and the truth it carries along are still there. Slasher movies are all about thrills, fun and scares, but if they click the right way, they stay with the audience. There’s a reason Mike, Jason and Freddie are legends.
This leads us to Beast. With the Begotten being both nightmares and teachers of harsh lessons, one has to shift things just a little bit in order to get into Gnostic territory. Without getting into the topic of Lessons, which I’ll save for another time, there are already traces scattered across the books that there’s a deeper degree of truth Beast can explore and guide others to, within the depths of the Primordial Dream and the womb of the Dark Mother.
With the caveat that I think further books will explore this and there’s no way for me to know the approach they’ll take, I believe to have spotted the specific brand of Gnosticism that fits Beast the most. For lack of a better term I’ll call it Primordial Gnosticism, but the overall idea owes nothing to me. I’m just a silly guy pointing out what he thinks he’s seeing.
Within the nature of the CoD setting, the powers that force people into their limited existences and keep them away from the Truth come from without. The World is Fallen and the Exarchs want to keep it that way, the God-Machine turns Its gears hidden from mortal eyes and manipulates everything. The oppression, the Lie, permeates everything, minds, bodies and souls, ground, oceans and skies, because that’s how Gnosticism works, but there’s at least something you can point at as the main source of the problem. Those enlightened enough can effectively become aware of it.
Beast’s Gnosticism is different. The way I see it, it comes from within and not from without. The illusions and lies that cloud people’s mind when speaking in Beast terms are the result of an unconscious, atavistic response to the truths of the world the human mind can’t deal with. Things like monsters being real, to nightmares having substance and for people to live in a, pardon the term, world of darkness. Basically a biological response to evolution in a world of monsters. It’s also, if we want to get even deeper, to humans locking away the bestial parts of their nature away while evolving as a species. The instincts, the primal fears and all those little traces of our primordial heritage we think to have left behind along the road but are still hidden within ourselves. Stuff from a long time ago, when sentience became a thing. You know, the sort of things that sometimes shine through when people lose control, clues to what lurks beneath of the surface of the tormented, deep ocean that is the human mind. Or its most savage yet primordial reflection: the Primordial Dream.
Beasts, being what they are, find themselves in the position to unlock this secret knowledge. Being the scions of the Dark Mother and the Primordial Dream, each Begotten being fear incarnate, Beasts are the only ones who can obtain and process these sort of revelations and, perhaps more importantly, show them to others. It’s pretty much the next step in the evolution of Beasts as holders of dark knowledge. Yes, fears bring enlightenment and lessons, but why are those fears there? What can be done by mastering them? Who really are you beneath those fears? Where can you go if you embrace and accept them?
This is advanced Begotten self-awareness, the sort of things that makes the Dark Mother smile with pride. The big answers lie at the end, but a lesson learned is still knowledge. Fact is, Primordial Gnosticism is both subtler and more direct. It’s instinct instead of reason, blood and roars instead of aether and mantras. There’s no manual, nothing written down. Mom does not emerge from the Primordial Dream to give you instructions, no matter how big your Lair is. Begotten probably won’t even be aware they are looking for enlightenment until it an epiphany happens, having to better chance than to try to understand their nature and that of the world enough to see through the cracks. Which, in all fairness, is what Gnosticism is about.
What happens at the end of the path is open to interpretations. Beast might become dark bodhisattva, trying to act as teachers to members of their Family and explain them the truths about themselves and the terrors they embody, or they might internalize their enlightenment and use it for themselves. Which is fair: it’s selfish, focused on survival. Primordial. Perhaps they’ll join the Dark Mother on Her travels within the Primordial Dream, only to emerge here and there as unholy nightmares. Maybe they’ll transcend into another state of being, having obtained full understanding of the myth, fear and lessons that give shape to their souls and Horror.
So, after all this, how is one supposed to use the notion in a game? Depends. It’s not something worth using in all games, but it can give flavor to Beast as a whole and become the focus of a campaign. Even while only looking at Lessons, Beast is already way more than “a giant spider appeared, traumatized me and taught me that going to explore the sewers alone is a bad idea” (again, Lessons are the topic for another day), but the idea that within the Primordial Dream there’s potential to learn about ourselves and our inner, collective self as a sentient race, that in a setting where monsters hide in the dark and, not less importantly, that some of those monsters (even the players) can be the ones that manage to obtain that knowledge, is something quite cool, if you ask me.
The way to use this is a game is probably something that should start subtle. There’s already a lot to deal with when living as a Beast. Still, keep around clues that there’s more to the Primordial Dream than it might appear at first sight. Primordial Gnosticism works perfectly when used in conjunction with legends about ancient Beasts and the Dark Mother. If characters wish to explore what’s behind lessons, give them a chance. They won’t see any kind of answer soon, but trying to obtain enlightenment is the whole point. Eventually you’ll have to give them something, either in the shape of dreamlike vision quests, Burrows that open in deep corners of the Primordial Dream, ancient artifacts and Horrors or apparitions of the Mother Of Monster herself, but it’s a slow, if constant, escalation to the ultimate result.
If they decide to drop the search, it’s perfectly fine. It fits the themes. Unless, of course, you want to lead them that way. Depends on the style of Storytelling that’s at the table.
In the end, Gnosticism is at is always has been: a difficult, winding path that’s easy to abandon. But it’s still worth it to reach the end.
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