World of Darkness

Gothic-Punk: Beyond the Unnatural

By Scott D. Hurley
Mar. 1994

How do you think the Gothic-Punk milieu should be treated in the Storyteller games? When I first read the Vampire 1st Edition core book, I remember the world that was being broached by the very first Storyteller game being referred to as the "Gothic-Punk" setting. A place in which the sharp contrasts between the monolithic, majestic and yet brooding traditions of old clash strongly with the ever-shifting, vibrant yet dark, dancing-on-the-edge feel of desperation and despair — a heady and potent mix for the Kindred of the world.

The world that was presented was not the World of Darkness that was to later be expounded upon. Indeed, I don't think I even saw the phrase "A World of Darkness" until the sourcebook of that name came out. Even then, I thought it was just the name of that particular product line, until I read Werewolf and then Mage — and then kept seeing it used just about everywhere instead of the Gothic-Punk term that I so preferred.

Eventually, the idea arose and seemed to be confirmed by entries in the Mage book. Now the setting is no longer the Gothic-Punk world, but the World of Darkness. The original strands are still there, but what was perfect for the Vampire books wasn't so for the later ones, it seems. So, I've been mulling over it and propose a synthesis that seems to make sense to me, while remaining true to the concepts presented.

The World of Darkness is the realm of the supernatural, or just plain unnatural. It is representative of the smothering embrace that the supernatural is giving that other Earth, a choking hold as the factions from within that darkness compete with one another, seemingly unaware or uncaring to the damage they cause. Indeed, perhaps a better name for the fusion would be a World in Darkness — which is what I originally thought the phrase used was, as it seemed so appropriate.

Then what is the Gothic-Punk world? To me, it is the frenetic yet monumental work of the mortal kind in that darkly mirrored world. Humanity is struggling to maintain its identity, shape its own destiny, but it is being torn apart, forcibly shaped and reshaped — and yet held fast by the supernatural elements in the world. The Kindred support the Establishment, or the Camarilla at any rate. The Anarchs and Sabbat tear at the roots of human and vampire society, attempting to force their own vision onto the mortal world. They are aided by the Garou, who seem determined to purge the Earth of all that humankind has accomplished save for a select few. Then there are the Technomancers, who back tradition while trying to accelerate humanity to the breakaway of Ascension with its science. In their own way, they serve both sides of the Gothic-Punk milieu. The Shades, the lingering essences of those who are no more, add strongly to the Gothic taint, the remaining traces of the old ways and the old superstitions. They have no tangible influence, but their presence can be felt by the mortals still living. The Changelings left behind by Arcadia bring their own fey and mysterious brand to the world, infusing their own eldritch vitality anew into humanity. The Traditions stand athwart this boundary, taking and giving from all sides in the World of Darkness. The Wyrm is there, too, with its servants adding to the corrupting decay of the mortal and immortal realms, attempting to plunge it those last few teetering steps that remain, into the abyss of oblivion.

Where all their efforts meet in the mortal realm arises the setting known as the Gothic-Punk milieu. Unaware, yet sensing the grave threats about them, and desperate to cling to or build something that matters, their wills and beliefs, wants and desires, merge with the influence of the supernatural to create a world of starkest contrast. A world where one is for and a part of some great traditional establishment or other, or one attempts to rebel at society. Almost none seem to have the drive or conviction to try and bring about a new world, for all past attempts have failed. The intangible war between the Weaver and the Wyrm, choking Order and the decay of Entropy, has wedged itself into the human psyche. So the mad dance goes on and on, this instant a graceful waltz from centuries past, the next the latest in hyperkinetic speed metal. Then back, only now the waltz is almost mechanical, devoid of all life. The latest fad is to dance till you die. This is the true World of Darkness — the last attempts by humanity to free itself from that Darkness, the hold of the Gothic and the Punk, to find at last some surcease. But in change, Ascension, new order or Oblivion no one can know.

And still falls the rain...