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Been flipping through Geist: The Sin-Eaters again, largely because the Book of the Dead (which I developed) is now out on PDF and should soon be out on shelves (which means I’ll get my copies sometime before the next Ice Age).Y’know, I really dig this game.
I wasn’t sure I would. I knew I had a lot invested in it both mentally and emotionally, as the topic is one that stirs a lot of passion (read: bullheadedness) in me. To expose a little bit of the behind-the-scenes design process, the way this game came together was the result of a pendulum swinging widely. I use the phrase “painting with shotguns” here, and that might describe how Geist came to be. It was a lot of splurty paint-blasts of brain-shot hitting the walls, and the ideas were all over the map.
Why is that? Well, I think it’s in part because WWGS often dealt with preconceived “monster types,” from vampires to werewolves to Frankensteins to the hunters that kill such monsters. Yes, each gameline took a unique approach to these old ideas, but when in doubt, you always had the old ideas on which to lean.
Geist, not so much.
New territory. New rules. Yes, contained within is a pastiche of old ideas: the possessed, the psychic, the ghostly, the spiritual. But the way it comes together is a whole new bag of bones. From a design standpoint, that’s equally freeing and frustrating. Freeing because, hey! Do what you want! Sky’s the limit! Wooo! Frustrating because charting an entirely new property like this takes more time and effort — you don’t have anything equivalent to, “Well, of course vampires are going to drink blood.”
You’re in a lawless land, and it takes time to find a sheriff.
So, Geist was a wild bouncy-ball, whipping wildly from idea to idea — and this even went into the writing phase, where uncertainty reigned as to how exactly all these ideas would play together, or if they would at all.
By the Balls of Skemp, it worked.
Seems high time to talk about the things I really like about this game. I know, I’m late — the game came out over the summer, and here we are on the cusp of winter. You’re just going to have to deal with that. So hike up your panties, Mary Beth, and shut yer trap. Oh, and don’t go expecting anything really insightful here — I don’t know that my thoughts are going to blow a hole in your mind. They’re just surface thoughts, shallow appreciations of a very cool game. Let us begin.
For A Game About Death, It’s Not Really About Death
Death exists for everybody, but that only becomes clear when it happens to someone close to you. It’s why teenagers just don’t give a fuck. They don’t have context; they don’t know what’s coming. But, when death happens — the death of a pet, a grandparent, a parent, a friend, a child — it gets in you. And at that point, you have a choice. You can pretend it never happened. You can seize up and find fear. Or you can recognize that life is shorter than you’d like and you best grab this horse by the balls and ride it until it drops.
I like to think that Sin-Eaters make that last choice, and that choice is what binds the geist to them.
Yes, they can still act like teenagers — barreling forward in fast cars, engaging in careless sex, not looking past today — but doing so isn’t because they remain unaware of what’s out there. It’s because they know what’s out there, and what’s coming for them and everybody else. Drink, fuck, eat, dance.
The metaphor here may be obvious, but it’s a critical one, one I don’t know that many games handle well or handle at all. Death is a mystery, as cryptic as the Kerberoi, as uncertain and labyrinthine as the Underworld. The Sin-Eaters deal with that in a proactive way (as in, they visit the Underworld to study its ciphers, they absolve ghosts of their torments, they conjure death energies). But we as people must also answer the questions of death in our own ways. It’s less proactive (we’re not literally out there forcing ghosts to answer our questions), but it’s still there. I think about death every day. I work through it, I move through memories and old photos as a quiet way of talking to ghosts.
This life is found throughout the book in small ways — bread on an altar, fiery rum in the throat, krewes and carnivals, fresh flowers picked for the dead.
For a game about death, it’s really a game about life.
Memories Are Made Manifest
It’s also a game that’s not afraid of dealing with memories. One of the interesting design choices of Vampire: The Requiem was the “fog of eternity” — a slick idea with a game enforcement element, but one that also hampered something that’s very interesting to me, this idea linking death and memory.
Geist doesn’t shy away from it, thankfully. Sin-Eaters have their own memories to deal with, and also the memories of the dead. Further, those memories can be made manifest in interesting, dynamic ways — the powerful memento mori, the secrets kept by ghosts, the truths lost in the tangle of the Underworld. Memories become this living thing. They’re a commodity. They’re of useable value. In our lives, memories feel passive; but Geist reminds us that we can use memories in both positive and negative ways.
Further, the geist itself is a good example of what happens when we stop letting those memories be a part of us: geists are more an idea than a human ghost, more spirit than specter. They become alien and inhuman.
(For the record, writing the memento mori was fun as hell. Poor John Newman probably wanted to punch me during that process, and I don’t blame him. That said, I think they came out like I’d hoped. Hell, the Memorabilia alone were so much fun, I’d write a whole goddamn book of ‘em. The fact you can gain a measure of power from the toilet on which Pol Pot died makes me titter like a tickled girl. Get it? Pol Pot? Pot? Toilet? Actually, this is loosely based on a real thing, where some dude was trying to sell Pol Pot’s toilet and toilet seat.)
Why So Serious?
It’s a small point, but in accordance with my previous comment, I like that the game isn’t super-serious. It isn’t laugh-out-loud funny, but it’s not a morose death-fest, either. I like that the first character I think of (were I to create a Geist character right now) would be a bad-ass Roller Derby Queen who spits and drinks and cusses and wears garish clothing almost as if to offend death itself. I think the game supports this: it kind of throws a giddy middle-finger to the supreme seriousness of the subject of death. Hell, some of the influences listed in the intro aren’t grimdark resources: Grim Fandango? Christopher Moore’s A Dirty Job? Bradbury’s Halloween Tree? Hot damn, yes, yes, yes.
I think that’s important in a game like this. Elsewise, where’s the fun?
I love Wraith, I do — but that came was so dark, so mean, so black, every attempt to play it resorted to so heavy an experience that nobody really wanted to sit with it for too long. It’s like hanging out with a Viet Nam vet who just wants to whisper about the horrors he saw and performed in his gravel-ground voice. Sure, you can learn something from that guy, and he’s for real. It doesn’t mean it’s fun, though.
See, that’s the irony of a game like Geist. It puts forth the idea that life is short, which is exactly why you don’t want to play a dusty, dark game about death. Because life is short. It’s already filled with misery and pain. Do we want a game — game = fun — to simply reiterate what we already know?
At The Corner Of Cool Street And Has-A-Point Avenue
And that leads me to my final thrill:
The game isn’t afraid to just be cool.
Not every design decision was one where it had to answer the question: but what does it mean?
A good number of the decisions were based on a single decision: is it cool? Translating to, is it fun?
Because if it’s not fun, what’s the fucking point? You can have a game laden with meaning, which is impressive and a worthy feat — but it’s important to recognize that this remains a “game.” Game game game. Geist gets that. It’s loaded with a ton of fun shit to do. Actually, I think the last three WWGS games are chock-a-block with this ethos. I read Changeling, Hunter, and Geist, and I’m overwhelmed by fun, cool shit. But each game also strives to walk the line and sometimes come out on the other side of cool, which is that it represents ideas that are meaningful and purposed. I’ll call out Promethean as being a game that walks more on the side of “meaning and purpose” than it does “cool fun shit,” which isn’t a knock against it, but for my mileage, it’s the type of game I only want to play a couple times before retiring. It has more cool stuff than Wraith (I mean, c’mon, I can be a giant, lightning-channeling Frankendude!), but less than Geist.
That’s the funny thing, too — for all these games inhabiting the subject of death (Vampire, Wraith, Promethean, Geist, Mummy, Orpheus), I’m of the opinion that Geist “gets it” most of all. A game about death that’s not about death. Sweet.
All Ain’t Perfect
Mind you, I don’t know that Geist is a perfect game. It has some things that get under my fingernails a little. The powers are cool, but all over the map. I much prefer the Ceremonies to the Keys and Manifestations. It feels like they aren’t quite done baking. Close, but not quite. I think New York is a nice choice for a city, but I don’t know that it embraces my visual of the game: New York is too dark, and maybe too obvious. Plus, we’d just done Philly with Hunter? And Boston with Mage?
The way that Miami really livened up how I thought of Changeling was what I wanted here — and me, I think Los Angeles would’ve been goddamn perfect. Equal parts soulful and soulless, lots of colors and dashed dreams and L.A. Confidential style history to play with. Mulholland Drive and Hollywood and coyotes and roller derby and smog and sugar skulls and sprawling wide open city. Again, just my two cents.
Still, it’s a great game. So much to digest.
Now, I just need to play it. Given my schedule and my non-proximity to other gamers, I’m figuring it just ain’t happening. Adulthood is awesome because I can afford games like this. Adulthood is less awesome because I don’t have the time to play games like this.
Once more, irony is alive and well.











11 Responses and Counting...
I want to preface this comment with a warning: I really like Geist. I think it is amazingly written, I think it is thought provoking, and I think the bar for forging a personal connection with a character has been pushed really high with this release.
With that being said, I don’t think I could run or play the game. Again, I want you to understand I think it is wonderful, but I also think it falls into the same trap that Wraith (and to a lesser extent, Orpheus) fell into in the oWoD: the group has to be supremely invested in the game for it to work. If even one person is not totally encompassed by it, the game will fail. That isn’t a bad thing, but that is a really intense form of roleplaying that I have never had a group that could pull off; and that is not a slight against any of the people I have gamed with in my time.
I may to turn to online options for a Geist fix, though I doubt it. I’ve been fairly burned with the online play style, from chat room games to play-by-post, and I just don’t know. I love this game, but I also don’t know what to do with it. Geist is missing a sense of direction the other nWoD games have, even if those directions aren’t as explicit as they were in the old ruleset. I want to play this game, I want to experience it but I don’t know how I would pull that off as an ST or a player, and I don’t know how I would fill a group of people that “got it”.
Scionic:
DIE! DIE! I KEEL YOU! JIHAD!
…
Oh, wait, no! That’s not it at all.
I get you. Every game is not for everybody. No sweat. I’m a little surprised, though — Wraith I find just… troubling to pick up. Beautiful game, elegant and dark and wonderful, but very hard to throw together a game and jump in with both feet. Geist, I find has so many cool and easy elements that it feels like it’d be fun to just put a game together, use half of what’s written without worrying about the other half (you choose which!) and boom, game-time.
Orpheus, too. So easy. Corporate espionage + ghosts. Awesome.
Sorry to hear Geist isn’t for you.
Hunter, of course, must be.
IT MUST BE.
(jihad!)
– c.
That’s just it! Geist is for me on a lot of levels. My problem with it isn’t getting it started up, it’s where to take it. I can very easily get into the mindset to play it, but I can’t get other people into it… to be perfectly honest, it’s been an uphill battle to even get people interested in it. They took to Hunter like fish to sexy-big-flippered-slutty fish, and they found Changeling to be just as amazing. However, telling them about Geist (including my wife, who pretty much IV drips anything White Wolf publishes into her veins) has not met with even the dimmest spark of interest.
Again, I just don’t get it and it sparks me back to Wraith/Orpheus which had the same problem. To examine it more, Wraith is easily what I consider oWoD’s best game. Hands down, with a bullet and a hardon. It was just so well put together, the concepts so personal and powerful, and the afterlife so beautifully represented. Even the artwork was cooler than two handfulls of C4. With all that going for it, the game flopped on a local play level, and from what I understand it did not do well for sales or with other gamers as well. But you see people (even still) that are absolutely devoted to it, they “got it”. I would be one of those people. I didn’t like Orpheus so much, though I tried it and thought it was pretty neat… it just wasn’t Wraith enough for me.
I was worried that maybe I approached Geist with to much Wraith baggage, but I don’t think that is the case. While I easily see similarities, it is in no way the same game and I love it for what it is. That being said, I still struggle with where to take a game on the long run. And I want to know, goddamit I would love to be able to hit that “stop overexamining shit” switch in my brain and just let the game take me wherever, but I can’t. It’s also the one game I’ve met where my own enthusiasm for a system or setting can’t win anyone around me over to giving it a try.
Too long, didn’t read version: Wraith = Great. Orpheus = Pretty Neat. Geist = Fucking Kickass. Erotic fish reference. Am I fucking it up? Can’t get other people interested.
Ohhhh. I getcha. See, here’s for me one of Geist’s outside-the-game issues, and this might be zeroing in on your problem:
I have a very hard time explaining it. It’s not easily summed up –”You hunt monsters,” “You play vampires,” etc.
I ramble when I try to define it for others: “Well, you play these people who may or may not have had a scrape with death, and now they’re inhabited by a geist, not a ghost, and it’s part spirit, but they’re not *possessed* so much as they have a symbiotic relationship with it, and they’re called Sin-Eaters because… errrm.”
(The “Sin-Eater” moniker, while hot, I think could’ve been given more juice throughout the text, but that’s just me. Also, “You play characters that eat sins” is equally not helpful.)
You can describe it in a loftier way: “It’s a game about embracing life after being touched by death,” or even the tagline, “It’s a game about second chances,” and that might hook people. Alternately, it might be too esoteric a description.
– c.
I ran into the problem of elevator pitching Geist a lot at GenCon. It just doesn’t fall into a neat box, and I think that’s why some people aren’t immediately grabbed by it. I think this game is going to be more of a slow burn than the inherent awesome of Hunter.
The more new material introduced to the new World of Darkness, the more I’m interested in actually playing and running games in it.
Slow burns are fine: I mean, let’s face it the original Vampire sort of went that way until second edition came out. Igniting the spark for people is really difficult though, and I see now that three people (two of the Boyz In Da Wolf) have trouble explaining it also. Now there is a good blog topic or contest: “Catch-phrase Geist in ten words or less, win a free Scratch and Sniff Wendig Sticker”.
Josh: It took me almost a year to be sold on nWoD, I had a lot of reservation about the system (and to be perfectly honest, I still do – and that’s why the Golden Rule is still the best one). The fluff of nWoD is OMFG amazing though. My wife loves vampire fiction but hated The Masquerade, and the Requiem’s story got her so much that not only did she try it out, she ran a game for me (and let me tell you, playing one of the few Invictus in a town full of Crones is a very suspenseful game). Of all the backstories, I enjoyed Werewolf and Changeling the most. For total kick ass seat-of-your-pants games, Hunter takes you by the balls then spits them in a Salad Shooter (There you go Chuck. How’s that for a fluff quote?).
In my group, Geist has become the first game to stick as a long-term tabletop game in a very long time. People just really, really dig it, and for a lot of the reasons you specified – its uniqueness, its joie de vivre, its unabashed weirdness. In particular, I think the Grim Fandango note hit it right on the head – it’s fun to have a WW game about death that isn’t as depressing as Wraith or as full of corporate cynicism as Orpheus. (Both are fun, especially Orpheus, but that’s another post.) It’s an old adage that a lot of games and stories toy with but few get right – “being close to death makes you celebrate life.”
All I ask is that you quit writing/developing games that make me want to freelance again. It’s like dangling the heroin outside the methadone clinic. Leave me in peace, dammit!
Oh, and the ghost stories that my players make up for their geists have universally made me shiver … they’re a super creepy element of the game, and work extremely well.
It was fun working with you on the mementos! And on the Possessed stuff for that matter. Co-writer has a different vibe than dev that is fun to explore.
Very interesting read. I have bought damn near everything NWOD and this is the first game that I have wanted to play and not just read. so much so that I am starting up a campaign.
Here is my elevator pitch – ymmv.
“You were hit by a semi and as you were laying there on the road, dying, a guy leans over you. “You don’t want to be dead any more than I do” he holds out his ghostly hand and you make a pact with something else and are reborn but not quite alone.
You live, you are hard as hell to kill now and have spooky powers. Oh and you see the dead everywhere.
Where do you go from here?”