It has been a growing annoyance of mine that very few players of the network of games published by White Wolf and collectively known as the World of Darkness play... well, up to my standards. I occasionally feel that there is something which is missing, and that people just... don't get it.
In my opinion, the underlying theme of the four World of Darkness games that I am familiar with (I have yet to play Wraith, but I believe it also fits the pattern) is the transcendence of the inherently flawed over their flaws to do whatever they can. Each denizen of the world of darkness, good, evil, amoral, or whatever, is the hero of his own attempt to become the best of what he can be, even if it is the most horrific or monstrous of what he can be. Not all transcendences are bright.
To a vampire, the flaw is the continued existence. Some seek the beatific trancendence of Golconda. Some seek to retain the mortal lives they have lost. Some seek power and control in order to retain a sense of a world gone mad. Some seek to become the best monsters they can be, if monsters they are.
A mage is seeking the ability to transcend the confines of a reality flawed in some way - a Tradition mage by its strictures, a Technocrat by its anamolies, a Nephandus by its obvious impending end, and a Marauder by its normalcy. Each of these seeks in his own way to bring reality closer to that image which he holds as ideal, and each tries to bring himself closer to a personal ideal.
A Changeling is attempting in some way to restore the power of dream, despite that silver of the banal that rests in the heart of each fae. Even a Dauntain is pursing the dream of a dreamless world.
A Garou (or one of the Bete, but the Bete are far rarer and I won't rant about them as much) must seek to conquer the beast within, as well as the enemy without. A Garou's life is balanced between extremes, and the knowledge that on a fundamental level, he is a monster incomprehensible to those he would protect.
Ah, for the vampires. All hail the sex-starved gothic wannabes who create
a thousand emaciated little leechlings. This is an example of one of the
main problems that comes from roleplaying in this world - the 'playing a
coldblooded human with nice special effects and a little dietary problem'
problem.
A vampire must live every night with the knowledge that he is, by the
standards of his breathing days, a monster. A vampire must come to terms
with that in his own way and in his own time. It is important to remember
that many vampires die of suicide, more than any other cause. Most do not
have that stubborn will to survive that will carry them on into an
indefinite unlife.
In order to become powerful, a vampire must make the conscious decision to
barter away still more of his humanity - for no Discipline comes without
an understanding, deep in the blood, of its supernatural nature, and no
Discipline can be taught to a mortal who is not at least part of that
extended undead family through ghouldom. It is almost a Faustian bargain,
frittering away bits of humanity in order to become that which can survive
becoming inhuman.
This is something that truly ought to drive more vampires a little crazy -
does one wish to learn this discipline to survive, and thus exchange
something of what one once was? Or does one want to give up on humanity
entirely, and simply pursue the abilities to become the most glorious
beast possible? Does one hide away in torpor and dream of a better time?
Does one seek suicide by either self-destruction or the perpetual turmoil
of an active vampiric life? Does one run and hide in the dark places and
only come out to feed?
The slow degeneration of humanity is the root of Vampire. However,
somewhere each vampire must find and hold that image of what it is to be a
vampire, an ideal to strive for, or that vampire will perish. Achieving
that goal may be impossible, or as extremely unlikely as the paths to
Golconda, but each vampire must know what it is he is seeking, or he will
soon sink into torporous depression at the prospect of an unending,
unchanging life. Too many vampires go about their unlives indifferent to
where they go, with no greater goal than the next drink, a good time, and
staying out of the sun.
If you have infinity to contemplate, you had better have something to do
with it.
Now for werewolves. Subject to the 'furry people with short tempers and
neat special effects' brand of problems.
Garou are not human. This is one of the things that seems to get lost in
translation somewhere. There is a human intellect, a set of human
emotions, and the like - but the soul is not human, the instincts are not
human. The instincts are also not those of a wolf. They are a strange
and nearly schizophrenic hybrid.
A Garou knows in his bones - from the Curse, if nothing else - that he is
a breed apart. Human-born know that their families who are not Kin will
shy away from them, people in the street avoid them, almost as if they
could sense the monster within the man. Wolves scatter from the lupus, or
cower unde his dominion. And the metis - the metis are born with the
exquisitely painful knowledge that they are, in truth, monsters among the
mere mortals, and this is something untempered with the ordinary
experiences of human or wolf-born.
Within the universe, many Garou do live in denial of this instinctual
understanding, not coming to terms with the strange synthesis of man and
beast that a werecreature is. They try to graft the one onto the other
without making it into a whole that can be effective, and so the mind
winds up at war with the body more often than not, and the Garou falls
prey to frenzy or Harano.
What is the deepest unrecognized tendency of Garou as they are played is
to overemphasize their human nature, their devisiveness, their tendency to
play tac-nuke of Gaia first and ask questions later.
A Garou is designed to destroy that which harms the All-Mother. But those
Gifts of Gaia which are used to determine that which harms her, and to
strengthen her warriors, are treated more often as handy tools rather than
spiritual investments whose purpose is to enhance the lupine crusader's
power. The Garou's gift repertoire is not a toolkit of magical special
effects, but rather a collection of understandings of a pure spiritual
nature which have come together to make more possible for the werewolf.
The spirit world is everywhere, and the Garou are aware of it, bound to
it, and in many ways a fundamental part of it.
In addition to the neglected spirit, there is the neglected Rage.
Certainly, many Garou appear in a game as self-propelled Cuisinarts,
semi-sapient killing machines with the occasional tendency to go gaga.
But there is more to rage than the power behind a little magic and the
ability to rip things up with preternatural speed - rage is that dividing
line betwen the mortal and the supernatural, more even than the spiritual
power of Gnosis. Rage is the primal pain of the All-Mother made real, and
felt like a flame in the hearts of the Garou. Rage drives the Garou
forward to destroy that which hurts Gaia, because only that can still the
pain inherent in the nature of the rage. Rage is that thing which sets
the werewolf apart from those around him, more than anything else, for it
is that deep connection to Gaia, beyond the heart-connection that is
Gnosis, the primal, raging gut-deep pain that drives them to supernatural
heights. It is this pain and the power it spawns that makes humans shy
away, makes wolves shy away - the understanding that this creature is not
one of them, it knows secrets that they do not and cannot ever possess, it
is driven by agony and duty to be something entirely else.
To associate with a Garou and not be one of them is a difficult
proposition. The one who is not Garou must always trust that his partner
is in control, that the beast will not surface. Even in hose Garou who
are not prone to frenzy, there is that force of temper of supernatural
power, and the rage over the primal pain of Gaia is something beyond
mortal comprehension.
Thus the true home and family of a werewolf is the pack. Here is a
collection of those who can think in the same pattern, who understand the
links of the spirit world and the primal pain of the Mother. A true pack
is one that operates without the need for instruction by the alpha, for
the packmates are truly one mind in many bodies, competent to scatter
their skills and knowing that the packmate best suited to each task will
be there. An Alpha who must regularly give orders is a weak Alpha,
because a true Pack is bound by the understanding of a purpose and follows
that Alpha through agreement with the purpose and the Alpha's goal.
Frequent Challenges within a pack indicate a weakness (or change) of
purpose more than a weakness of Alpha.
The Garou are in a war, and yet too many forget this. The war is
something they must fight within and without, and something which seems
hopeless - but they cannot stop fighting, for that would be the ultimate
in betrayals. Their purpose is to find meaning in what looks meaningless,
and to keep going.
Vampires
And miles to go before I sleep, and miles to go before I sleep.
Garou