Tag: Aeon Trinity

  • Aberrant readthrough: Core

    Aberrant readthrough: Core

    The thought occurred to me that if I’m going to read my way through all of first-edition Aberrant, I might as well post my thoughts here. It’s not going to be a full readthrough, but I’ll go over each supplement in turn.

    So, starting out with the core book. It starts off without preamble with in-universe documents, and get used to that, because that’s going to be most of these books. White Wolf was always fond of that, but I don’t think it works quite as well here as in most of their other lines, for reasons I’ll get into later unless I forget.

    Anyway, to try to summarise a tremendous amount of setting lore, ten years ago (in 1998) the space station Galatea exploded and drowned the world in quantum energies, and as a result about one person in a million “erupted” into a “nova” who can manipulate the quantum forces of the universe in ways that for some reason is completely identical to stock superhero powers. The books even admit that “quantum energies” are just things like gravity and electromagnetics, but novas can still teleport and read minds and change shape and they can do it Because Quantum. Which would be fine, except the book spends long, tiresome sections technobabbling away to try to make it all seem reasonable and sciency.

    Anyway, an NGO called Project Utopia emerged suspiciously quickly to provide guidance for novas and, using a mix of nova powers, technological breakthroughs enabled by nova powers, and public goodwill generated by the above, set about cleaning up the environment, toppling dictatorships, arranging peace treaties, and just generally fixing real-world problems. Not all novas work for Utopia, though, a lot of them have cushy corporate jobs or serve as mercenary “elites” who hire themselves out as superpowered bruisers – indeed, the primary way to wage war has become hiring some novas to fight the novas the other country is hiring.

    There aren’t supervillains per se, but there is a group called the Teragen led by a Magneto-wannabe called Divis Mal who claim that novas aren’t human anymore and therefore they have no obligation to respect “baseline” laws or ethics. Project Utopia considers them a bunch of terrorists, which is not completely true but not completely false either.

    But Teragen aside, there is a loooooot of frankly tiresome in-setting documents outlining how novas have changed fashion, music, the entertainment industry, and how everything is super-great and everyone is happy except maybe a few stupid pootiehead malcontents… and then all of a sudden we learn that ACTUALLY, there is a secret conspiracy inside Utopia called Project Proteus, and it is up to no good and have sterilised every single nova in the world. Yes, all of them. Somehow. And some chick called Slider found out and they killed her, and her layabout bestie Corbin have gone on the run accused of the crime and he’s founded a resistance movement called the Aberrants who wants to put a stop to Proteus.

    And, ugh… this plot hook, man. This freaking plot hook. It’s dead centre in the game, almost everything leads back to it and it’s just – so – STUPID. For one thing, how did Proteus even get to every single nova in the world? And how exactly did they expect this would work out, no one would ever notice that six thousand high-profile people had fertility issues all at once, and none of the super-genius intellects of the setting would ever put two and two together? And thematically, it’s just a mess. Here, have a game about playing a glamourous picture-perfect superhero! Oh, but you’ve been castrated without noticing. Yeah, that doesn’t ruin the power fantasy at all

    Honestly, it feels a bit like the guy who thought of it was very childfree and he thought it’d actually be kind of neat if all his shiny superheroes could be hot, single, and absolutely untouched by the messy business of reproduction. Because while there is some finger-wagging about how forced mass sterilisation is, like, bad and stuff, there seems to be about zero understanding of just how big a deal it would be in the real world and how hard most people would take it. It does kind of feel like the kind of idea I would have had back in my twenties, in fairness…

    But anyway, even aside from that, it’s not even especially useful as a plot hook. It’s simultaneously too big and too tightly defined. If novas are secretly being subject to genocide by the people who are supposed to direct them in building a better tomorrow, then that makes pretty much everything else they get up in the setting look stupid and pointless… but at the same time, the Aberrants-versus-Proteus conflict is just too straightforward to work as a starting point for your own ideas. Proteus isn’t a nebulous evil organisation doing all manner of inventive bad things that the players can get into – it’s doing one particular bad thing, and it’s pretty well-understood right from the start why and how it’s doing it, so all that’s really left is trying to prove it to the public. And yes, you can build a campaign around that, but that’s just it – you can build one campaign around that. It’s not something you can riff on and take in a ton of different directions.

    So, anyway, that’s the setting, and aside from (sigh) THAT THING, it’s not a bad one – certainly it feels vivid and lived-in, and there is some appeal in playing a character with superpowers in a setting where having superpowers doesn’t necessarily make you a superhero but where powers are being put to all sorts of personal, financial and political tasks. My main problem is actually that the core book spreads itself pretty thin over a ton of different parts of the setting that it wants to point to, and the fact that it insists on presenting everything as in-setting documents just make it worse, because making those informative and not just flavourful is pretty hard, and I don’t feel like the writers here were really up to the challenge. There’s a very strong feeling that this book was meant to give you a taste and nothing more. You want to actually use Project Utopia, buy their book! You want to use the Teragen? They’ll get a book! Oh, and there are these massive criminal syndicates who have adapted to nova crime-fighters by joining together, but if you want to know more about those than that they exist, you’ll need to wait for their book.

    After that, there are the rules, and… well… look, it’s the Storyteller System, okay? The rules aren’t meant to actually be used, they’re meant to sit there and look pretty. Suffice to say, you can put a nova together that is on the general level of, say, Spider-Man pretty easily, and just about any common superpower you can think of is represented somewhere. Which does of course mean that most of them is meant for fighting, in a game which keeps reminding you that it’s totally not about going out and punching bank robbers in the face, but whatever…

    The most interesting thing with the superpowers are actually the Mega-Attributes, which are relatively low-key bonuses to your regular human abilities, and the first dot in each of them comes with a free “Enhancement” that is some minor superpower tied to that Attributes. And that feels really cool, because it means that novas are, first and foremost, hyper-competent at their areas of expertise, in a way that has a lot more real-world applicability than the cheesy comicbook stuff.

    Oh, and there is this thing called Taint that you can take in order to gain new powers faster, or that you might get if you strain yourself, because this is White Wolf and there has to be something that’s gradually consuming your very soul. That said, you don’t have to take Taint (or at least not much of it) if you don’t want to, and it does serve as a handy explanation for why novas end up looking and acting a bit funky.

    Stay tuned for the Storyteller’s Companion.

  • Indecesive superheroics

    Indecesive superheroics

    I am happy to report that I am over my Warhammer 40,000 obsession for now. So instead I am geting obsessive about Aberrant instead. Hey, I got to get my OCD on somehow.

    For those who don’t know, and that may be a not insignificant number of people, Aberrant is one of the lesser known White Wolf games from the 90s, one of the ones that weren’t World of Darkness or Exalted. It’s a superhero game where one person in a million has “erupted” into a “nova” who can subconsciously manipulate the quantum energies of the universe, which in practice means that they develop superpowers like flight and nigh-invulnerability and we’re going to pretend that it makes sense Because Quantum. Oh, and though no one knows it yet, all novas are slowly mutating into mad, godlike mutants called aberrants who humanity will fight in a horrible cataclysmic war, because it’s just not White Wolf if your soul isn’t being slowly devoured by something.

    Otherwise, the big schtick of Aberrant is that it tries to be semi-realistic with the existence of superpowers. Most people don’t in fact put on colourful costumes and run around fighting crime – some do, but they’re mostly employed by the government or the UN, and far more novas are out there getting cushy corporate jobs, hiring themselves out as mercenaries in Third World proxy wars, or using their super-charisma to become world-famous celebrities.

    It’s all kind of interesting in theory, but the execution is a little half-hearted. For one thing, it has that problem White Wolf games frequently had whereby it wasn’t exactly clear what you were meant to do. In a regular superhero game you stop bank robberies, but this game is all about avoiding that kind of cliches, and that just raises the question of what you’re meant to do instead. There are all sorts of things you could conceivably do, but since they’re all presented as completely optional, they’re not especially well-supported. Which is a little like writing D&D but just describing the monsters and magic in general terms while mentioning in the passing that some people go looking for treasures in old ruins, but you totally don’t have to be among those if you don’t want to. It leaves the whole thing with a great deal of assembling required.

    It’s also got a major case of the White Wolf metaplot problem. Now, for most of these games, I don’t think the metaplot was ever as much of a problem as people made it out to be – it provided you with some texture and ambience, but the scope of the game would likely be about intrigue within a single city or region anyway, so it was easy enough to stay away from it. Not so with Aberrant. Here, the metaplot is in your face all the time, with the fundamental unimportance of single characters (yes, even the incredibly overpowered ones!) constantly stressed. Oh, this nova is really into Quebec secessionism? Yeah, that’s a ridiculous non-issue that doesn’t even matter now, so I am honestly perplexed as to how I’m supposed to care about it in a setting where physics have been turned on their head.

    And to add to the problem, the metaplot is really kind of… well… bad. Like the rest of the game, it seems to not know what to do with itself. Like, it revolves around the shiny happy UN agency Project Utopia using novas to turn the world into a shiny happy paradise. But it has also managed (somehow! Don’t get me started on how stupid that plot hook is…) to sterilise 100% of all novas without anyone noticing. But it also wants to create a peaceful, enlightened one world government. But it also imprisons unruly novas and vivisects them. But it has also all but eliminated crime and pollution. But it also keeps isolated wars brewing to get novas killed off at a steady rate. But…

    I am getting whiplash just from thinking about it. Like, I think it’s meant to be a case of a shiny happy facade hiding a terrible secret, but the facade is so shiny and happy and the secret is so terrible that it’s impossible to take either one seriously. It doesn’t give you that nice White Wolf feeling of a flawed ideal that it is possible to champion or oppose – it gives you the feeling that the pro-Project Utopia parts were written by a raving Project Utopia fanboy and the anti-Project Utopia parts were written by a foaming-at-the-mouth Project Utopia hater. The one thing that stays the same between them is that anyone who disagrees is clearly some sort of idiot or reprobate. That’s not shades of grey, it’s black and white constantly switching places!

    To make it work, I think you’d need to actually bone down in Project Utopia’s methods and figure out how, realistically, they would be flawed. Crime has been eliminated? Okay, whose civil liberties were trampled to make that happen? A unified world government? Yeah, because stripping away the national sovereignty of poorer places surely won’t lead to them getting exploited even harder by the richer ones! You could make it into a study of why superhero morality (which was, after all, originally intended for small boys, no matter how much latter-day geeks tried to graft mature sensibilities onto it) simply doesn’t work in the real world, why we have tradeoffs and compromises, That’d be really interesting.

    But no, instead we get one character screaming “what’s your sperm count?!” at another.

    All of which means that this is a game that needs some tender loving care. Which is, as it happens, my stock in trade…