Showing posts with label Lovecraft. Show all posts
Showing posts with label Lovecraft. Show all posts

Wednesday, November 06, 2019

Can H.P. Lovecraft, Nicolas Cage, and Modern Horror Tropes Mix? COLOR OUT OF SPACE Will Answer This Question



Film adaptations of H.P. Lovecraft's fiction have a record as mixed as Lovecraft's legacy. Some of them are very good (I'm looking at you Call of Cthulhu), some are fun (like Re-Animator), and some are best left to the dustbin of history (no, I'm not linking The Unnamable).

There's no doubt that there is rich potential in Lovecraft's fiction that can be exploited and adapted to a modern environment. Cosmic horror, the terror of knowing that in the end everything is meaningless, is a truly terrifying concept. We can fight that fear with nihilism or irony, but it still lingers in the backs of our minds. What if nothing matters? That is the question at the heart of much of Lovecraft's fiction and it is a question that digs deep into our subconscious.

Film makers like Guillermo Del Toro have discussed making a big budget adaptation of At the Mountains of Madness, but derivative films like Prometheus present challenges to film makers who want to go straight to the source in the same way that Star Wars and Avatar present challenges to those who want to make Edgar Rice Burroughs' Barsoom tales on the big screen. There is the risk that audiences will think that a film inspired by the original material is the derivative film.

Stepping into this challenging market is Color Out of Space. The film is written and directed by Richard Stanley, who directed 1990's Hardware. You remember Hardware right? No? I liked it, but you might not. It's in the "not everyone's bag" category of film. This leaves me thinking the film could be good, or it could be very bad. The cast includes Nicolas Cage, Tommy Chong, and Joely Richardson, a cast that leaves me feeling the same way as the choice of director. If Nicolas Cage goes full Nicolas Cage, or dials his Cage level to Zero, the film could be great. If Cage sets the Cage level to 5, it could be trouble. I cannot tell by the trailer which Cage we are getting, so I'm still on the fence.


This isn't the first time that The Colour Out of Space has been adapted to film. Die, Monster, Die! (1964) adapted the story, with some liberties, and Wil Wheaton starred in an adaptation called The Curse in 1987. Die, Monster, Die! is on my annual horror viewing list, but I've not seen The Curse or heard anything good about it.

The story itself is a classic Lovecraftian tale, that draws more than a little imagery from American Gothic fiction and in particular Washington Irving's "Legend of Sleepy Hollow."

Compare the introduction to "Colour":

"West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight. On the gentler slopes there are farms, ancient and rocky, with squat, moss-coated cottages brooding eternally over old New England secrets in the lee of great ledges; but these are all vacant now, the wide chimneys crumbling and the shingled sides bulging perilously beneath low gambrel roofs" -- H.P. Lovecraft, "The Colour out of Space" 1927.
 To the introduction to "Sleepy Hollow":

"In the bosom of one of those spacious coves which indent the eastern shore of the Hudson, at that broad expansion of the river denominated by the ancient Dutch navigators the Tappan Zee, and where they always prudently shortened sail and implored the protection of St. Nicholas when they crossed, there lies a small market town or rural port, which by some is called Greensburgh, but which is more generally and properly known by the name of Tarry Town. This name was given, we are told, in former days, by the good housewives of the adjacent country, from the inveterate propensity of their husbands to linger about the village tavern on market days. Be that as it may, I do not vouch for the fact, but merely advert to it, for the sake of being precise and authentic. Not far from this village, perhaps about two miles, there is a little valley or rather lap of land among high hills, which is one of the quietest places in the whole world. A small brook glides through it, with just murmur enough to lull one to repose; and the occasional whistle of a quail or tapping of a woodpecker is almost the only sound that ever breaks in upon the uniform tranquillity" -- Washington Irving, "The Legend of Sleepy Hollow" 1820.
The paragraphs are by no means identical, but both set the stage for bucolic New England farmlands that hide horrors in the shadows. Lovecraft's almost reads like a sequel to Irving.

Check out the trailer and let me know what you think. 

Tuesday, July 26, 2011

[Blogging Northwest Smith] "Dust of the Gods" (Reprise) Moore at the Mountains of Madness


"I have graven it within the hills, and my vengeance upon the dust within the rock." -- Edgar Allan Poe, Narrative of Arthur Gordon Pym

Catherine Moore's fourth Northwest Smith story is one which continues a noble tradition in Weird Horror fiction, that of the Antarctic/Arctic expedition. This tradition has included some of my favorite horror and sf tales and movies. A list that includes Poe's Narrative of Arthur Gordon Pym, H.P. Lovecraft's At the Mountains of Madness, John W. Campbell's Who Goes There?, and John Carpenter's The Thing, based on Campbell's tale. These stories combine mankind's natural curiosity, the desire to explore the unknown, with mankind's natural fear of that same unknown. Given the lifeless wastes of the Antarctic/Arctic environment, it is the perfect setting for a scary story.

It is a particularly perfect location for the "post-mythological" horror story, the kind of horror story that leaves superstition and mysticism to the dust bin of history and creates supernatural horror that might exist in a rational and material universe. This is the perfect horror for a scientific age. Kenneth Hite, in his [Tour de Lovecraft] entry for At the Mountains of Madness describes this kind of tale as "remythologization." As he describes it, horror that provides a "plausible entryway for 'adventurous expectancy' not through a world-view that saw everything as magic but through a new world-view, one that saw everything as rational." It is horror for a world where "God is Dead," and where traditional spooks don't provide the chills they once did.

One can also see the line of "remythologized," or "post-mythological," horror represented in film franchises like SAW, HOSTEL, LAST HOUSE ON THE LEFT, MANHUNTER, and TEXAS CHAINSAW MASSACRE. Films like these, themselves descendants of Grand Guignol, provide the shocks and chills that thrill the imagination without the need of "mystical" events.

Unlike these human-o-centric tales of mass murder the Antarctic/Arctic expedition tale does include elements of the "supernatural," but it is only "supernatural" in the sense that what is encountered goes beyond what we currently understand about nature. The supernatural element isn't something that violates the laws of nature, rather it is something that man has yet to encounter that evolved according to the laws of nature in a manner different than previously encountered. Poe is the possible exception here -- the one that proves the rule. Like the monster in ALIEN, and the Couerl of A.E. Van Vogt's Voyage of the Space Beagle (which are expedition tales that substitute space for Antarctica), the unstoppable horrors are material and not mystical.

This is a fun genre and it is nice to see Moore dip her toes in with "Dust of the Gods."

"Dust of the Gods" begins, like many Dungeons and Dragons campaigns and too many fantasy stories, at an "inn" where our protagonist and his loyal companion sit in search of something to do. Northwest Smith and his trusty Venusian sidekick Yarol are broke and down to their last drop of whiskey. They are in need of adventure and finances...not necessarily in that order.

While they are commiserating about their lack of liquidity, Yarol notices two men entering the establishment. He describes them as "hunters" to Smith, and hints that they might know where he and Smith can get some work. It doesn't take long for Yarol to notice that there is something different about these two men than Yarol remembers. They are more paranoid than usual. Smith sarcastically proposes that the reason the two men are so skittish is that they may have found what they were looking for and are now haunted by the experience. This is in fact, as it turns out, the case. The two men were hired to go into the arctic regions of Mars to find the "Dust of the Gods" and bring it back, but after finding it have returned to civilization psychologically scarred.

China Miéville argues convincingly in his introduction to Lovecraft's At the Mountains of Madness that it was a retelling of Poe's Narrative of Arthur Gordon Pym, and not in any way a sequel. I think he is right, but I think that Moore's "Dust of the Gods" is a sequel to both the Lovecraft and Poe tale. It is also, if Miéville's account of the politics of Lovecraft's tale is correct, a political response to the Lovecraftian version. The two "hunters" are the men who have returned from Lovecraft's Antarctica forever changed by the experience, Lovecraft's Antarctica has merely been moved to Mars so that Northwest Smith and Yarol can follow in the footsteps of those who have been broken, like Lovecraft's Danforth and Poe's Pym, and succeed where the others have failed. Smith seeing once brave men, now jumpy and frightened, has intrigued his own sense of adventure. He wants to know what could shatter the psyche's of once brave men.

Smith doesn't have to wait long, for he is quickly approached by an old man of indeterminable race. His features are described as follows, "under the deep burn of the man's skin might be concealed a fair Venusian pallor or an Earthman bronze, canal-Martian rosiness or even a leathery dryland hide." The old man's race, and the true color of his skin, is obfuscated by time and wear (an important contrast to the clear black/white dichotomy of both the Poe and Lovecraft version).

It turns out that the old man is the person who hired the other hunters and that they indeed found what they were seeking (or at least "where" they were seeking), but that they failed to return with that which the old man seeks. Smith and Yarol listen as the old man gives them his sales pitch. He wishes Smith and Yarol to travel to the arctic in search of the remains of the god Black Pharol, of whom all that remain are a pile of dust. Pharol was one of the three original gods, on whom all others are based, and the only one to leave behind any physical essence. As the old man describes them:

There were gods who were old when Mars was a green planet, and a verdant moon circled an Earth blue with steaming seas, and Venus, molten-hot, swun round a younger sun. Another world circled in space then, between Mars and Jupiter where its fragments, the planetoids, now are. You will have heard rumors of it -- they persist in the legends of every planet. It was a mighty world, rich and beautiful, peopled by the ancestors of mankind. And on that world dwelt a mighty Three in a temple of crystal, served by strange slaves and worshiped by a world. They were not wholly abstract, as most modern gods have become. Some say they were from beyond, and real, in their way, as flesh and blood.


In one paragraph, Moore has transformed a theological construct into an alien and material one -- following very much in the footsteps of Lovecraft by making her "gods" ancient trans-dimensional aliens. The first two alien gods, Saig and Lsa, disappeared so long ago that not even legends of them exist, but Pharol -- "a mighty Third set above these two and ruling the Lost Planet" -- continued to exist after the other two had faded away. Eventually Pharol too passed from this dimension leaving behind a pile of dust that still contains some of his essence, and which the old man seeks so that he can reach Pharol and control him. The old man knows tht for "the man who could lay hands on that dust, knowing the requisite rites and formulae, all knowledge, all power would lie open like a book. To enslave a god!"

For some reason, that old man's maniacal declaration doesn't dissuade Smith and Yarol from taking the job -- apparently they are desperately in need of money and the whiskey it can buy. Besides, if you're drunk enough are you really going to notice the primordial extra-dimensional god destroying the universe as you know it? Smith and Yarol accept the man's offer and travel off to the arctic to find the dust remains of an ancient god.

They eventually arrive at a range of mountains in Mars polar region and follow the directions the old man gave them, where they discover a passage leading under the surface of the planet and -- if the old man is right -- into the heart of the crystal temple that once was home to the Three gods.

As they pass through the tunnels, they encounter two phenomena that are references back to the earlier Poe and Lovecraft tales. First, they encounter a darkness that is impenetrable. Their space age flashlights cannot penetrate the darkness and it is an almost palpable thing. In a way, Moore's inclusion of a physically palpable darkness is reminiscent of Poe's inclusion of dark people in the Antarctic regions, only here Moore refrains from the racist undertones of Poe and Lovecraft by having the darkness itself alive and no more terrifying than the next "thing" to appear. That thing is a white apparition reminiscent of the figure at the end of Poe's Pym. Smith and Yarol are able to determine that this white figure is what the two original hunters fled from and it is this that they fear is chasing them.

It should be noted that while Poe's Narrative ends abruptly with the appearance of a white apparition, it is the narrator's recalling of this apparition that likely causes his untimely death and thus inability to finish the tale. Poe's readers never find out what happened next because the narrator dies, likely from fear, during the retelling. One might say that Smith, after he encounters and passes Moore's white apparition, is continuing where Pym left off. He is certainly continuing beyond where the hunters explored. The appearance of the white apparition pulls on Smith's psyche, but he manages to retain his connection to reality and leap past the apparition and "fall" deeper into the planet. Smith eventually speculates that the apparition may only be able to exist in the palpable darkness.

When Smith and Yarol do find the crystal temple and open its doors, they have yet more one wonder revealed to them. The crystal temple is illuminated by light that behaves like a liquid and their entry has provided a whole by which the light can drain from the room like a crack in an aquarium. This light is the true counterpart to the darkness described earlier and the description of it draining from the room is one of the most interesting descriptions I have read in fiction for sometime. I might venture to say that the concept of "liquid light" is one of the more original ideas I've read.

As the light drains from the room, Yarol walks up to the triple throne and finds the dust of Pharol and is about to pack it up for delivery when he picks up on Smith's thoughts that it may not be the best idea to give a madman this kind of power. They had initially written the "power" of the dust off as superstition, but their journey has made them think better of it. Smith and Yarol finally make their first "moral" decision to date in the NW stories, they decide to destroy the dust if they can. During their attempt, Smith's psyche is overwhelmed as he sees images of the world as it was when it was ruled by Pharol and the others of the Three. He even sees the death of the Lost Planet and realizes that this temple crashed into Mars eons ago where it became a temple for ancient Martians before their civilization decayed and the gods were forgotten. Smith and Yarol leave to return to their lives having encountered darkness, but still whole for the experience.

It is in this ending where Moore breaks most strongly from Poe and Lovecraft. In their tales, the protagonists are broken by an experience beyond their control. In Moore's tale, Smith and Yarol leave having decided to save a world -- possibly a universe -- from horror. China Miéville argues that the Shoggoths of Lovecraft's tale represent the "masses" and their decaying effect on civilization. Lovecraft's protagonist has a mental breakdown while in a subway station, reminded by the sounds of the masses around him of the amoeboid horrors in Antarctica. The masses are the horror in Lovecraft, in Moore it is the dictator who is the horror. All Smith and Yarol need do is to stop one man to save mankind, mankind isn't the villain of the tale. "Dust of the Gods" was written in 1934 and the "Enabling Act" that gave Hitler dictatorial control of Germany had been passed on March 23, 1933. One wonders if the rise of the dictator in general, and Hitler in particular, were on Moore's mind as she wrote this tale. Whatever the case it is certain that by focusing on the evil one man is capable of doing, rather than the terror of the mob, Moore was not merely writing a sequel to Lovecraft. She was also writing a political response to him.

It should also be noted that Moore's use of the dust of Pharol seems to be a reference to the final sentence of Poe's Narrative, which is the quote at the top of the piece, and demonstrates how centrally important story titles can be to the literary conversation that authors participate in with each other as history unfolds.

Previous Blogging Northwest Smith Entries:

3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Friday, July 15, 2011

[Blogging Northwest Smith] -- Black Thirst (Reprise)

The following is a reprise of my second "Blogging Northwest Smith" series, this time discussing "Black Thirst." Looking back on the older post, I find that I ought to have mentioned how the focus on beauty does mirror some aspects of Planetary Romance tales like the John Carter series. I didn't point it out in the past because I don't think Moore is writing strict Planetary Romance, she's doing something more.



In the last installment of "Blogging Northwest Smith," I discussed how C L Moore's tales of Northwest Smith included elements of Space Opera and Weird Horror and pushed the envelope of what constituted a Science Fiction tale. By Space Opera I am referring to the earlier "Space Opera equals Space Westerns" description often used during the early days of the genre.

I am far from the first to notice that Moore incorporated elements of Weird Horror into the tales of her space faring anti-hero, Lin Carter noticed her inclusion of these elements and thought it likely they were added to garner publication in Weird Tales. Whatever Moore's reasons for including Weird Horror elements, as she did with her adaptation of the Medusa into "pleasure vampire" in "Shambleau," she was deeply enough tied to the Lovecraftian circle that she was one of the co-authors (in fact she was the jump start author) of a Lovecraftian "shared world" tale entitled The Challenge from Beyond (more on this in a later post).

For the modern fan of Science Fiction, the incorporation of horror elements into a Science Fiction narrative seems perfectly natural. Everything from the Atomic Horror films of the 50s and 60s to Ridley Scott's masterpiece Alien (based on A.E. van Vogt's 1939 Astounding story "Black Destroyer" which was included as chapters 1-6 of The Voyage of the Space Beagle) to Joss Whedon's Firefly demonstrate how deeply saturated film and television are with the SF horror story. But for fans of "Space Westerns," Foundation, or modern Space Opera, the shift in suspension of disbelief from hard SF to Weird Horror SF isn't guaranteed.

When I read "Shambleau," I was struck by how much the narrative followed the format of a classic Western and by how the monster/alien of the tale was Lovecraftian in nature -- tentacles and all. "Black Thirst" takes the combination of Science Fiction and horror a different direction than "Shambleau." Where in "Shambleau" the tale was one of Weird Horror overlaying a Western, "Black Thirst" is a tale of Gothic Horror that contains no small elements of the Western and Weird Horror genre.

Our tale begins with our protagonist, Northwest Smith, leaning against a warehouse wall in some unfriendly waterfront street on Venus. He soon encounters a woman, immediately recognizable as a Minga maid, who begs Northwest to visit her in the Minga stronghold in order to provide her some sort of aid.

Moore spends some time describing the Minga palace as a building that pre-existed the majority of civilization on Venus, describing how the stronghold was already built by the time some great Venusian explorer had sailed the seas in search of new land. The Minga maids themselves are as mysterious as the palace from which they are sold, they are "those beauties that from the beginning of history have been bred in the Minga stronghold for loveliness and grace, as race-horses are bred on Earth, and reared from earliest infancy in the art of charming men. Scarcely a court on the three planets lacks at least one of these exquisite creatures..."

Establishing the mysterious origins of the stronghold and the maids, Moore quickly establishes the dangers associated with attempting to "lay a finger" on a Minga maid. It is a danger with no appeal as "The chastity of Minga girls was proverbial, a trade boast." The purpose of these beauty slaves seems not to be a sexual one, and this is reinforced later when the real purpose of the breeding of the maids is reveals, but a purely aesthetic one. The women are bred for their beauty, in form and manner, and the price paid is for these things alone.

The concept of a stronghold of courtesans, trained in the art of charming men, combined with the similarities between Malcolm Reynolds and Northwest Smith leave one wondering if Joss Whedon had read this tale before creating Firefly. Not to imply with any certainty that Whedon was directly influenced by Moore, but it is hard for me to visualize anyone other than Nathan Fillion playing Northwest Smith in a movie -- and if he did Whedon fans would cry foul that Northwest is a direct Mal ripoff.

As the Minga maid, named Vaudir, leaves Smith she does so with a warning. She warns Northwest about the evil that is the Alendar and hints at his origins when she discusses there are "elemental" things that don't sink back into the darkness from which they came if a civilization develops too swiftly. "Life rises out of dark and mystery and things too strange and terrible to be looked upon." Here she hints at the history of the Minga and the Alendar and Moore incorporates imagery from Weird Horror. The concept of elemental evil is one of Weird Horror and it is the type of horror that is used to describe the Alendar.

Smith agrees to help the maid and approaches the stronghold as she told him he should. What follows is a series of scenes reminiscent of Bram Stoker's Dracula in which our hero plays, a much braver version, of Jonathan Harker. Smith wanders the hallways of the palace sensing, but not seeing, the great evil that awaits him. He arrives at Vaudir's room, but it is not long before he encounters the Alendar him/itself. The Alendar is a manlike creature possessed of great psychic powers, powers which overwhelm our protagonist and could kill him in an instant. But a quick death is not to be for Smith as he possesses something of value that the Alendar desires.

The Alendar, it seems, is -- like the Shambleau -- a kind of vampire. Unlike the Shambleau the Alendar does not feed on sexual/physical pleasure, instead he/it feeds on beauty. For the Alendar beauty is a tangible thing, an objective thing that provides real nourishment. The only way in which beauty is subjective regarding the Alendar's hunger is in its "form." What is beauty for a human female isn't beauty in a human male, which is why the Alendar has spared Smith. Smith possesses the quality of male beauty which must be fully developed before the Alendar can feed on him. As the Alendar describes his method of nourishment, Smith is given glimpses of unimaginable beauty -- beauty that can cause madness.

How the tale unfolds from here I will leave for you to discover on you own, but I would like to spend some time discussing some of the interesting concepts Moore threw into this story.

She is quite obviously writing a tale about slavery and presents human trafficking as a horrible affair, but she is also presenting a discussion of beauty and what constitutes true beauty. The Alendar describes beauty as follows:

"Beauty is as tangible as blood, in a way. It is a separate distinct force that inhabits the bodies of men and women. You must have noticed the vacuity that accompanies perfect beauty in so many women... the force so strong that it drives out all other forces and lives vampirishly at the expense of intelligence and goodness and conscience and all else...

For beauty, as I have said, eats up all other qualities but beauty."

The beauty that Moore has the Alendar describe is in itself horrifying, yet it is also an interesting spark for discussion. Vaudir -- who has asked Smith for assistance and led to his current state of danger -- is beautiful, but she possesses something more. She possesses and intelligence and free will that make her more desirable to the Alendar than her beauty alone would demand. Smith too possesses this combination of independence and beauty, a combination that the Alendar seeks to use in order to overcome the boredom which results from the consumption of his current fare of pure beauty. Moore is simultaneously critiquing the "cult of beauty" and proffering an alternative -- a beauty that combines intelligence, independence, and appearance. There is a strong feminist spirit underlying the story and it is this spirit that separates this tale from a run of the mill narrative.

As before, Moore combines elements from a variety of literature in this piece in a manner that is fluid. The discussion of elemental evil has ties to Weird Horror. The Alendar, his stronghold, and the equation of beauty itself with the horrific echo Gothic Horror. The manner in which Smith is encountered and the stories resolution are straight from a Western, one could easily see "Black Thirst" as an episode of Wild, Wild, West. With all that Moore combines genre elements one might expect to become lost in some residual narrative clutter, yet that never occurs. Moore has a story she wants to tell, of a vampire who consumes beauty yet seeks something more, and it makes for quite an entertaining ride.

Previous Blogging Northwest Smith Entries:

1) Blogging Northwest Smith: "Shambleau"

Character 'Death' in Fantasy Role-Playing Games

One of my best friends, and a regular at my gaming table, Eric Lytle wanted to share his thoughts on role playing games and character deaths. He's a great asset at the table, and I thought his observations might demonstrate some interesting differences underlying game play for modern gamers versus "grognards."



Illustration Copyright 2011 Jody Lindke


I HATE character deaths in fantasy Role-playing games, for the most part. I certainly think death has a valid place in the milieu. I can't recall ever running away from an encounter, ever. And for this reason I've had many characters die on me. The most telling example is 1st edition Basic D&D where this is pretty much the norm. Even printed adventure expect DMs to be killing characters left and right. I've rolled up at least 10 characters for a level 1 adventure in basic D&D. As a result the cast of characters for our campaign include a cavalcade of boring faceless dead. I just stopped putting any effort into developing them. They were ammunition in a gun. Not the richly developed characters;with character links to other players, emotional ties to NPCs, well developed back story that creates good heroic motivations for actions, that I usually enjoy playing. When the first basic D&D came out and there was nothing else to be had on the market I'm sure that I would have been fine with it. My introduction to the RPG scene was much later. I started really heavily playing paper and pencil role playing games with Star Wars D20, which is a cinematic role-playing game about being awesome(read Jedi Knight). It's certainly not the wild west days of RPGs anymore.

As a member of the RPG 'new school' it is my expectation that character death is not an imminent threat. Party level balanced encounter design is the norm for new school RPGs and I think this is a good thing. It takes a lot of headaches away when the maths is all figured out for you. Game expectations are to tell a collaborative story and not an antagonistic one. GM and players are working together to have fun and tell cool stories. There is no sinister villain behind the DM screen trying to kill the player characters anymore.

As a player I want character death to have meaning. I get attached to the characters create and unless it's a character I was provided for a 4-6 hour convention game I'm looking to create long story arcs with them because I sure as heck have imagined an entire back story for them even if it's not written down or well articulated to the other players. And even when I'm playing a 'con' game I want the death to be meaningful. I didn't pay money to have some GM bully me for six hours and finish the story with "I'm sorry you died".

As a GM I don't want to frustrate my players or have them feel like I overwhelmed them. The goal is to tell a heroic story. If the high critical zombie minion takes out the Dragonborn paladin with a lucky shot its not that heroic of a tale. PC death can be an interesting part of the story but it should come organically from storytelling not from opposed tactics and lucky dice rolls. Sure the villain should be trying to stop the PCs from interfering with their plans. But there are many ways to be 'taken out' of a situation that aren't lethal. Setbacks are great in these kinds of games. But having to develop a new character in an established game because of chance shouldn't be a goal or a byproduct for fantasy RPG play.

This is specific to Fantasy RPGs (i.e. D&D and its clones). I can see the value in having disposable characters for other types of role-playing games. Character deaths in a gritty noir story or a Lovecraftian horror story make a lot of sense to me. Check out Sean Preston's discussion of Grittiness in Savage Worlds in regards to Bennies at Reality Blurs. Although to be honest I'm lying about this point. I still hate character death unless it serves some story purpose. Rob Donoghue talks about character death in Fantasy over at his Some Space to Think blog (with Game of Thrones spoilers), which also touches on how it adds that gritty feeling to the genre. It is unthinkable to kill your characters in other genres too. Doc Savage and friends aren't going to be biting the bullet in your pulp RPG.

Tuesday, March 08, 2011

It Appears that Guillermo Del Toro's Adaptation of "At the Mountains of Madness" is Dead


If I were to ask you how you would go about killing a possibly excellent adaptation of H.P. Lovecraft's novel At the Mountains of Madness, what would be your first answer?

When I first read that Guillermo del Toro was working on the project I had high hopes indeed. del Toro is one of the pre-eminent horror directors in the market today and his combination of surreal and horrific imagery seems a perfect match for the Narrative of Arthur Gordon Pym of Nantucket inspired Lovecraftian tale. That was until I read that del Toro wanted to spend $150 Million on the production of the film. That is a tremendous amount of money to spend on a film, and Lovecraft has never been a name that -- as much as he inspires gamers and defined modern horror -- has ever brought people to the theater. Given that horror movies are typically lower budget films, and that the del Toro written remake of Don't Be Afraid of the Dark came at around a $13 Million budget, making an epic $150 Million Lovecraftian epic seems even more difficult sell.

Last night, the Hollywood Reporter's Heat Vision blog reported that the movie had been put in jeopardy writing, "The situation had been building to a head for a quite some time, and del Toro is not going down without a fight, exploring the option to take the project to another studio. Sources say Fox is a likely destination, since James Cameron is one of the producers and has a long association with that studio. (Other producers include Don Murphy and Susan Montford.)"

Those who follow how Hollywood works know that conflicts like these can be hints toward the demise of a project, and according to indieWire the movie is now officially dead.

As indieWire also points out, it isn't like Universal Pictures has been particularly risk averse of late, but after a string of box office fizzles it seems that they have reached their limit.

Given that the R rating and $150 budget were the major stumbling blocks, what are your thoughts?

Does a version of At the Mountains of Madness need to be rated R, or can thematically horrific moments suffice in translating the tale? Does it need gore and profanity, or just tone?

Does the film need a $150 Million budget or could a director who is less in demand than del Toro bring in a quality version for less?

One thing is certain, fans of Lovecraft are still waiting for a quality big screen version of the film. As good as the H P Lovecraft Historical Society's version of Call of Cthulhu was, it hasn't caught the imagination or passion of main stream audiences.




While we wait, might I interest you in the HPLHS's radio adaptation of Mountains? Or perhaps their upcoming film The Whisperer in the Darkness?

Tuesday, March 01, 2011

Night's Black Agents, Kenneth Hite, Fritz Leiber, and Vampires

I have long been an admirer of Kenneth Hite as game critic, game commentator, and game designer. The reasons I hold him in high esteem are too numerous to be enumerated here one by one, and that would be boring besides, but there is one reason that stands at the summit of my admiration. It is his awe inspiring ability to fuse history, mystery, pulp, and high art into his game design in surprising ways.


Consider the following. I have known for some time that Ken was working on a new role playing game for Pelgrane Press entitled "Night's Black Agents." The game uses Robin D Laws' innovative "Gumshoe" role playing game system as its engine and combines the genres of action-espionage with vampire horror. That alone makes it a winner. Just read the Pelgrane blurb (and this interview):

The Cold War is over. Bush’s War is winding down.

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.

It turned out to matter a lot. Because it turned out you were working for vampires.

Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.

Or worse.

It just oozes high concept excitement. Yet, much like Ken's brilliant The Day After Ragnarok, there seems to be something else going on here as well. It is something that I missed at first glance -- Ken is sneaky that way. I didn't notice it until I was reading an interview with Fritz Leiber in Charles Platt's "Dream Makers vol. 2."


There was a brief comment by Leiber that his first book, published by Arkham House, was entitled Night's Dark Agents. Hmmm... Sneaky that Hite fellow. A follow up game to the successful, and remarkable, Trail of Cthulhu (which I believe to be the best Cthulhu game published to date, though Ken humbly differs) is named after a book published by Arkham House. Arkham House Publishing's first publication was a book of Lovecraft's stories, and Leiber wrote letters to Lovecraft receiving kind responses from the father of Cosmic Horror -- responses that kept Leiber writing until it became a paying gig. The Fafhrd and Grey Mouser story "Adept's Gambit" that is in Night's Black Agents is Leiber's first written -- though not first published -- tale of the duo, and it includes some Cthulhu references.

You see how he so subtly built a connection between Lovecraft and his new game through the vehicle of Leiber?

More than that, Hite knows that the title references "The Scottish Play" as well.

You see, Hite is just able to take ideas -- sometimes seemingly incongruous ideas -- and meld them into something new and wonderful.

I cannot wait for the release of Night's Black Agents.

I wonder if the game will include echoes of Leiber's vampire story, "The Girl with the Hungry Eyes." You can watch a "Serlingized" version of that tale below.

Thursday, January 13, 2011

Klarkash-Ton the Oft Overlooked Master



Today, in 1893, one of the great trinity of Weird Fiction authors was born. Of the big three Weird Fiction authors, Clark Ashton Smith is the one who has least captured the popular imagination. Robert E. Howard's Conan is a figure that looms large in the popular psyche, and Lovecraft's Weird Tales inspired countless authors and a number of films and television episodes. Awareness of Lovecraft's "Cthulhu Mythos" has long been lurking in the depths of the popular subconscious and is slowly surfacing into full awareness. When one reads Smith's prose, one is quickly taken with its poetic qualities.

Then, with ineffable terror, I beheld the thing to which the light clung like a hellish nimbus, moving as it moved, and revealing dimly the black abomination of head and limbs that were not those of any creature wrought by God. The horror stood erect, rising to the height of a tall man, and it moved with the swaying of a great serpent, and its members undulated as if they were boneless. The round black head, having no visible ears or hair, was thrust foreward on a neck of snakish length. Two eyes, small and lidless, glowing hotly as coals from a wizard's brazier, were set low and near together in the ^noseless^ [formless] face above the serrate gleaming of bat-like teeth. -- The Beast of Averoigne


Sadly, it is likely the very poetic nature of Smith's prose is one of the reasons that generations of readers have been unaware of this great weird author. For a good portion of the 20th century expansive "Victorian" style prose was ostracized in favor of the more "clean" and "direct" writings of the so-called Modern literary tradition. Critics and academia didn't value expansive and rich descriptions, the writing they favored followed the guidelines set forth in George Orwell's Politics and the English Language. Ironically, the academic community which has failed to recognize and promote Smith as a writer has been a far worse violator of Orwell's criticisms than Smith ever was. It is true that things can be overwritten to the point where their meaning is unclear, or even that the writing itself is meaningless, but this is not true of Smith's writing.

When will the popular psyche become aware of Klarkash-Ton's literary influence on modern fantasy? Let us hope that day comes sooner rather than later.

I first encountered the writings of Clark Ashton Smith when I read the X2 Castle Amber module for the Dungeons and Dragons Expert Set game written by Tom Moldvay. Castle Amber was one of the first truly narrative adventures written for the Dungeons and Dragons game. It influenced the structure and tone of the classic Ravenloft module, and permanently embedded the name "Etienne D'Amberville" into the hearts of fans of the Known World D&D setting.


I had purchased Castle Amber believing it had some relation to the Amber stories of Roger Zelazny. I was wrong, but I have rarely been so glad to be incorrect. The Castle Amber module is a celebration of the Weird Tale, combining narrative elements from Edgar Allan Poe, H P Lovecraft, and Clark Ashton Smith. The Poe references were obvious to me, even though I was quite young when I first read the module, but the references to a wondrous place called Averoigne were entirely new to me. I had never heard of the "Beast of Averoigne, (nor the Beast of Gévaudan for that matter) "The Colossus of Ylourgne," or "The Holiness of Azédarac." I likely never would have, but for the fact that Moldvay had a brief bibliography listing the stories that influenced Castle Amber.

Up to that time, I had not encountered anything quite like Smith's writing. My fantasy experience had been primarily limited to Tolkien, Brooks, Greek Myths, Arthurian Legend, Moorcock, Zelazny, and Lewis. The truly weird tale had escaped me, but that small bibliography opened new avenues of fantastic fiction to me.

In recent years, publishers have printed some very nice collections of Clark Ashton Smith's works. The University of Nebraska Press has printed Lost Worlds and Out of Space and Time. Night Shade Books has been compiling Smith short stories in wonderful editions. I highly recommend purchasing physical copies of Smith's works, but for the digital reader Eldritch Dark has collected much of Smith's written work -- with proper concern for copyright.

I could write, and talk, about Smith for hours. When I discovered he had lived in Auburn, CA (a city close to my wife's home town), I began a brief obsession with Smith. I even began reading his correspondence...for fun mind you, much of which you can read at the Eldritch Dark website.

I am not the only person on the interwebs celebrating CAS's birthday, the excellent gaming and weird fiction website Grognardia has a wonderful post up today.

Friday, August 20, 2010

A Birthday for the Aeons -- Happy Birthday HPL


Today is the 120th anniversary of H.P. Lovecraft's birth. I will leave the proper eulogizing to those I believe have a better and deeper understanding of the writer and his works, or those who are continuing his legacy through the production of quality games and books.

Strangely, all of these individuals have yet to post an annual honorific blog post -- but I am eagerly awaiting their thoughts. In the meantime, we can all settle -- and it isn't really settling -- for Kenneth Hite's Tour De Lovecraft, starting with his introduction.

Friday, March 19, 2010

Through the Gates of Ennui: Sharing Timmis and Fierro's "The Silver Key" Adaption


Fans of HP Lovecraft know that film adaptations of HP Lovecraft stories have a shaky history at best. Scads of tales have been adapted, but very few have been remotely watchable. The only real gem of the bunch is the silent version of "The Call of Cthulhu" produced by the H.P. Lovecraft Historical Society. The film is well done and captures the haunting tones of Lovecraft's story by rejecting any impulse to modernize the narrative or special effects. The Historical Society produced the film not only as a period piece, they produced the film "as if" it had been produced in 1926. In doing so, they created a genuinely enjoyable and powerful work. I look forward to seeing their to eventually be completed adaptation of "The Whisperer in Darkness."

Making films of successful and haunting Lovecraftian tales is difficult enough, but how difficult would it be to adapt a tale that is at its core problematic? Conor Timmis and Gary Fierro are two independent filmmakers who were brave enough to answer this question with their adaptation of "The Silver Key" entitled "The Silver Key." Cthulhu aficionado Ken Hite has said of what makes the tale so problematic, it's lack of true dread, "even Lovecraft didn't believe that "the oldest and strongest emotion of mankind is apathy," which is why there's a thriving horror literature, and tales of ennui are rapidly forgotten, dei gratia."

"The Silver Key" is a tale of ennui and not horror, but then again that seems to make it perfect for indie film fare.

The ten minute film is, like the HPLHS film, a silent film, but in this case they have updated the setting to the modern day. The use of daylight during the opening sequences of the film remove any weighty emotion introspection of the Randolf Carter character, haunting obsessive desires to retreat into childhood are better displayed at night, but the choice is a much less expensive choice than filming at night. There is a nice transition from bright to overcast/gloomy as the film progresses and couple of good uses of digital effects. One does wonder what the Yellow Sign is doing in the story, is the director implying that retreat into childhood leads to madness? The film runs 10 minutes. What do you think of it as an adaptation of this story?

Thursday, December 17, 2009

A Late Christmas List for the Pop Culture Geek (2009)



I try to get out a post highlighting some great gift ideas for pop culture fans each year. This year posting was delayed by a number of different life events, but we still have a week of shopping left and most of the gift ideas I will be offering are either readily available or older classics.

Gift Idea #1: Amazon's Kindle 2




This device is a wonderful addition to any book lover's inventory. The Kindle Wireless Reading Device is lightweight, has a decent amount of memory, and Amazon has a lot of books available in digital format for the device. Additionally, sites like ManyBooks.net have a large catalog of public domain books available in Kindle format. Is your favorite geek an Edgar Rice Burroughs fan who has been trying to hunt down a version of The MuckerThe Outlaw of Torn? Look no further than ManyBooks.net. The Kindle also has a pretty well kept secret. It's also a nice little 3G internet browser, with no monthly fees, where you can surf and even tweet. The internet fuctionality isn't on the par with an iPhone, but it's pretty good and keeps getting better.

Gift Item #2: Stephen Jones Edited Anthologies




I have in mind here three excellent anthologies edited by Stephen Jones that are a wonderful addition to any fan of weird fiction's bookshelf. The first two are H.P.Lovecraft's Book of Horror and H.P. Lovecraft's Book of the Supernatural: Classic Tales of the Macabre. The Book of Horror contains Lovecraft's seminal essay on Supernatural Literature and a selection of stories based on Lovecraft's recommendations. It is a great companion piece to any Lovecraft library and contains many of the stories that inspired Lovecraft himself. The Book of the Supernatural lacks the essay, but continues the exploration of tales that inspired Lovecraft. Between the two books, you have quite a wide sample of early weird fiction.

I would also recommend The Mammoth Book of Wolf Men, which was re-released this year in the hopes of riding on the wave of interest the upcoming WOLFMAN movie should generate. This anthology collects some excellent werewolf stories by authors like Neil Gaiman, Clive Barker, Hugh B. Cave, and Manly Wade Wellman.

Gift Idea #3: The Collected Captain Future




What's that poster you see on the wall of Sheldon and Leonard's apartment every week on "Big Bang Theory?" Who is this Captain Future: Wizard of Science guy, and what does he have to do with the joys of reading science fiction? Your favorite geek will be able to answer these questions and more after you buy him/her a copy of The Collected Captain Future Vol. 1 by Haffner Press. Captain Future was the creation of Edmund Hamilton who, along with Robert E. Howard and H.P. Lovecraft, was a key member of Farnsworth Wright's talented pool of writers during the heyday of Weird Tales magazine. The Captain Future stories were eventually converted into an anime series by Toei. The only question your favorite geek will be asking after reading this wonderful collection is, "does that poster belong to Sheldon or Leonard?"





Remember when Little People were bizarre looking utilitarian representations of what humans? Remember when Little People were just the right size to fit into your mouth and chew on? Remember when Little People cowered in fear of the "Dread God (Insert Your Name Here)? John Kovalic and the good folks at Dreamland Toyworks certainly do. The My Little Cthlhu "action figure" is a wonderful blend of Kovalic's elegant cartoon style, and the design of the older -- now changed -- Little People series of toys. Any geek who wants to being introducing his/her children to weird tales and the joys of "The Mythos" absolutely must own one of these wonderful figures.

Did I mention that Dreamland also makes "victims?"







This November, Fantasy Flight Games released their much awaited, and much debated, Warhammer Fantasy Roleplay 3rd Edition game. The game is an interesting combination of mechanics drawn from narrative games, traditional roleplaying games, card games, and video games -- combined in a way to make the game easier to learn while maintaining a depth of play experience. If purchased at your "Friendly Local Game Store," the method I most recommend as FLGSs are what truly sustain the gaming hobby, the game comes in at a hefty $99.95 (you can buy it from Amazon at the above link for 37% less). The price seems costly at first, but like most role playing games Warhammer 3 has the potential to give quite a lot of entertainment bang for the entertainment dollar -- given the number of hours of play and the number of players supported by one box. The graphic design of the product is excellent, the rules mechanics are easy to learn but robust, it supports both narrative styles and "hack n slash" style games, and FFG has a lot of interesting support products in the pipeline.

On a side note, while the rules set was created specifically for the Warhammer "universe," I believe that the mechanics could be used for a wide variety of game settings. Translating the rules from one genre to another would be a bit of work, likely too much work for a GM to do in his/her spare time, but the underlying system would work wonderfully with a Superhero themed setting.

Tuesday, December 15, 2009

Ambrose Bierce's "That Damned Thing," 12 Days of Lovecraft, and Why Seamus Cooper is Wrong


While I was reading the notes regarding the collaboration between C L Moore and Forrest Ackerman on her story "Nymph of Darkness," (I posted about the collaboration here) I was intrigued by Moore's reference to Ambrose Bierce's "That Damned Thing" as an inspiration for the way Nyusa's invisibility worked. I knew that Lovecraft's "The Colour Out of Space" featured a creature made of a color no one had ever seen before, and that Ambrose Bierce was one of Lovecraft's influences. I had just never taken the time to read Bierce's tale "That Damned Thing" ...until last night.

"That Damned Thing" is a short and enjoyable tale, that isn't at all what I expected based on my earlier assumptions. Having read Moore's correspondence with Ackerman, and Lovecraft's description in Supernatural Horror in Literature, I expected something Gothic and atmospheric. I expected a tale filled with madness and despair. Lovecraft's description of "That Damned Thing" points to it as an exception in Bierce's narrative style, a style which Lovecraft describes as "a jaunty and commonplacedly artificial style derived from journalistic models." Gothic and atmospheric are not words that I would use to describe "That Damned Thing." It certainly has its disturbing elements, and it is a wonderful commentary on willful disbelief, but it is a shockingly straight-forward tale.

"That Damned Thing" is a perfect example of the modern procedural tale. The story opens with men, Mountain Men to be specific, gathered around a table upon which lies the body of Hugh Morgan. The use of Mountain Men is likely very intentional with regard to what Bierce is aiming at with the story. Frederick Jackson Turner's presentation on "The Significance of the Frontier in American History" had been made earlier in the year that "That Damned Thing" was published, and the stages of Turner's hypothesis are witnessed in the tale.

First, we have the Mountain Men those rugged adventurers who explore the vast unknown wilderness. Then we have the "coroner," a figure who is one of the Mountain Men in dress and composure, but who has a job associated with greater civilization. In fact, the reason the men are gathered around the table is to perform a kind of coroner's inquest and decide upon the cause of Hugh Morgan's death. Finally, we have William Harker, the young journalist and fiction writer who had come to the Frontier to write a story about Hugh Morgan. William completely represents the final stage of development in Jackson's work. We have explorer's, law bringers, and the civilized, and they are all gathered around a table to guide us through the narrative.

The narrative is broken into four clear acts.

There is the establishing act where we find out that the men have gathered as a jury and that William Harker will testify regarding how Hugh Morgan died. We also learn that there is an additional piece of evidence, a book, that will play a role in the story even after it fails to play a role in the jury.

The next act consists of Harker's testimony about his hunting trip with Morgan and the beast that they encountered, a beast responsible for Hugh's death. A couple of things stand out here. We are finally given hints as to the location of the story. Bierce consistently uses the term chaparral when describing the environment, a flora commonly associated with the West. The use of chaparral lends further evidence to the Turner-esque nature of the story. When the beast is introduced, it is described as "the wind" moving vegetation. It is only after Morgan shoots at the beast, and it charges Morgan, that Harker realizes that they have encountered some creature...an invisible creature. The description of the invisibility is intriguing and somewhat puzzling.

"At a distance of less than thirty yards was my friend, down upon one knee, his head thrown back at a frightful angle, hatless, his long hair in disorder and his whole body in violent movement from side to side, backward and forward. His right arm was lifted and seemed to lack the hand -- at least, I could see none. The other arm was invisible."


We know from Harker's description that the creature is invisible, and transparent. We can see through it as it moves through the bushes in the earlier description. We also learn that things within its grasp are similarly obscured from our vision in the places where the creature holds its victim. There is obviously some cause, other than mere transparency, for the beast's invisibility.

In the third act, the Jury deliberates and determines that the death was caused by a mountain lion. The coroner assures the jurors that there is no other evidence available to help them in their determination of cause of death. The jury rejects a purely supernatural cause for the death, but acknowledges that Harker bears no fault. We also learn that the coroner was lying when he said that there was no other useful evidence. The book the coroner had been reading at the beginning of the tale happens to be Hugh Morgan's diary.

The final act is where all is made clear, in non-supernatural terms. Morgan's diary reveals to the audience that Morgan had indeed been encountering an invisible creature for some time, but Morgan had a scientific explanation. This was no mythic beast, rather the creature only reflects light that the human eye cannot see. Somehow light bends around the creature. This is where the description of the invisibility of the creature is at its strongest and weakest. The reason for the invisibility is ingenious, the execution is lacking. Bierce refers to Morgan noticing the creature because its form blocked his ability to see a couple of stars, yet he can "see through" the creature to the world behind it. In essence, the creature may not actually be invisible in the sense we tend to think of invisibility. Rather we may just be unable to see the thing, no black absence of light and no true transparency. A little awkward, but still cool.

What is even more interesting is what Bierce is doing here. One can readily understand why authors might write tales about the inability of those who follow a material metaphysic to acknowledge or engage with the supernatural. THE EXORCIST is a wonderful horror tale of this sort. The science being applied to the victim of possession is as horrifying as, if not more than, the effects of the actual possession. What happens in Bierce's tale is a material metaphysician, or rational realist if you will, in the form of the coroner unable to cope with a plausible scientific description of an unimaginable thing. Some scientists might want to explore the chaparral to find the beast, but the coroner essentially asserts that it is "better not to know." One wonders if Bierce was critiquing particular rigid dogmatists in the scientific community with this tale.

One can see why Lovecraft and Moore were inspired by the piece. Lovecraft liberally borrows names from "That Damned Thing" in his story "The Colour Out of Space." The only person who will share the tale of the invisible beast stalking the lands around Arkham is named Ammi Pierce -- clearly Ambrose Bierce -- and the name Nahum Gardner is close enough to Hugh Morgan for government work. The reluctance of the townsfolk to talk with our narrator in "Colour" fits with the jury's reluctance to deal with the unknown. Which brings me to today's 12 Days of Lovecraft Tor website post by Seamus Cooper.

Cooper asserts that "The Colour Out of Space" is quite bad. A strong opinion regarding a story that Lovecraft thought his best, and about a tale that is largely praised among Lovecraft fandom. Cooper believes that "Colour" is "ill-conceived and poorly executed." This belief seems to largely stem from the fact that Cooper believes that the stakes of the tale have already taken place and that there is nothing left to chill the spines of the reader.

He is wrong on both counts. Kenneth Hite discusses some of the merits of the tale in his Tour de Lovecraft, so I won't repeat them here. Instead, I'll make a couple of my own observations.

With regard to the tale being poorly executed, one finds this a particularly baffling claim. The story begins with what may be the best written first sentence and introductory paragraphs in all of Lovecraftian fiction, "West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut." The words are poetry without purple prose. Lovecraft sets the tone of the wild and unexplored marvelously, and he sets the tone for the foulness of the place itself in exquisite fashion. This story is rife with beautifully constructed wordsmithing, something I wouldn't often credit Lovecraft's fiction.

It is also remarkable how Lovecraft has transformed a hunting encounter with an unknown beast into a horrifying encounter with an alien presence. An encounter, I might add, that extends the interaction between the alien and the scientific beyond the mere coroner. In the end the beast does vanish, leaving a small piece behind trapped in a well, putting a seeming end to the stakes. But given the fact that there is soon to be a reservoir on top of the location of the small (trapped) piece, and the nature altering and mind altering affect this piece has on the land and the people surrounding it, one wonders what will happen when the reservoir comes and possibly frees the beast.

The end of this tale is as creepy as the end of the first FRIDAY 13th, when we discover that it might be possible for Jason to rise from the bottom of the lake, or John Carpenter's THE THING. The creature is destroyed at the end of Carpenter's movie...or is it. The same is true here. Just how has the beast altered those around it? What effect will it have?

The stakes are subtle, rather than grotesque. They are social, rather than personal. But the stakes are horrifying none the less.

This beast represents something more than a colorless thing. No wonder the story inspired the source story for THE THING and the narrative of THE BLOB.

"Can't git away...draws ye...ye know summ'at's comin', but 'tain't no use..."

Friday, December 11, 2009

Lovecraft for Christmas, Kenneth Hite, Seamus Cooper, and "From Beyond" on Hulu Recommendation Friday

All this month, Tor is hosting a "December Belongs to Cthulhu" event on their website. I mentioned earlier the historic connection horror and the winter season have with each other, as perfectly described by Manly Wade Wellman.

The Tor site has even begun a series of posts entitled "The Twelve Days of Lovecraft" as a part of the celebration. The "Twelve Days" posts feature a discussion of twelve of Seamus Cooper's favorite Lovecraft tales, with a discussion of why they are so effective and what their greatest problems are. Cooper wrote the entertaining Mall of Cthulhu, which I reviewed earlier this year, and is a natural selection for a series of articles about Lovecraft's fiction.

I think it would be interesting to compare the entries to the indispensable "Tour de Lovecraft" web entries provided by polymath extraordinaire, and author of the Trail of Cthulhu roleplaying game (the BEST Lovecraftian RPG ever written, though the author would quibble with that praise), Kenneth Hite. Hite's "Tour de Lovecraft" is the yardstick by which I measure all story discussion blog posts.



Let's just say that in presenting this story, Hite's entry is useful to the neophyte and the veteran where Cooper's entry is useful primarily to the neophyte -- though Cooper does sprinkle in some good humor. As I noted in my review of Cooper's Mall of Cthulhu, Cooper makes a point of discussing Lovecraft's racism and the obscurity of Lovecraft's prose. Two things that are interesting to point out to the neophyte, but which without new insights into root causes (as William Jones has done in his discussions of Lovecraft and Eugenics) it's really beating a dead horse. Hite references the racism as well, because it really is blatant and must be mentioned, but focuses his post on comparing Lovecraft's storytelling with Edmund Burke's aesthetics. Now that is a connection that I might not have made, and I've read Burke's Enquiry.



Both authors note that "Dunwich Horror" is a Gospel-esque tale, but only Hite notices that there are two Gospels being presented. There is the supernatural Gospel of the creature and the secular Gospel of Armitage. Hite also discusses the work as pastiche. Something fans of Lovecraft often overlook is the influence prior authors had on Lovecraft's own writing, and Hite is right to remind us here that Lovecraft's story is not purely Lovecraft. It should be noted that while Hite's article is the "deeper" of the two, in this case, it is also the more confusing one to the uninitiated. If you haven't read the story before diving into Hite's conversation, you could quickly become lost. This is not the case with Cooper.



The sharpest distinction between the Cooper and Hite posts is their reactions to Lovecraft's description of the town. Cooper is bored by the length and clumsiness of the description of the town and Hite draws maps of Innsmouth based on the description. One can imagine that for most readers a description long and accurate enough to base a map upon might be a trite dull. Cooper and Hite also disagree with regard to Lovecraft's use of the "native" in the story. For Cooper, it is further evidence of Lovecraft's obsession with racial purity -- and it is. For Hite, it is something more. He sees Lovecraft's use of primitive mythology as a subversive one, where he inverts which mythology (Western or "other") is more important. In this tale, the mythical worldview of the other is more accurate. Though the eugenics narrative is still overpowering.


But this isn't "analyze Cooper and Hite Friday," this is Hulu Recommendation Friday. Given the Lovecraftian bent of the post so far, I feel that I must give a Lovecraftian offering. Without further ado, I give you the awful (as in not very good) , From Beyond.

Wednesday, December 02, 2009

Tor Books Offering Cthulhu Christmas Cards and Baby Onesies

As a part of Tor Books Cthulhu themed December, the book publisher announced today that they will be selling Cthulhu themed Christmas cards and Baby Onesies in their online store. Looking at the quality of the artwork, and the fact that my twin daughters already have D&D themed onesies from Jinx (a gift from my dear friend Eric), this item will definitely be finding its way onto my list of Geek recommendations for Christmas this year.




Looking at the front of the onesie, we see a happy Santa with a happy H.P. Lovecraft sitting on his lap. If you look closely at the chair, you can make out some disturbing iconography. Instead of cheerful woodland animals sculpted into the frame, we see something more squamous and rugose.



Where we really see the sinister nature of these shirts is on the back side. Here we see that Santa isn't who we originally thought, instead of hailing from the North Pole he hails from Sleeping R'lyeh. Poor little H.P. is getting what he always dreamed about for Christmas, but we don't always want what we see in our dreams.

You can buy the shirt here.

Tuesday, December 01, 2009

The Real Cthulhu and the Meaning of Christmas



While the winter season is a season of celebration and family, it is also a season in which much of nature "dies" covered in a white shroud and under a bleak sky. In his story, "Sorcery from Thule," Manly Wade Wellman wrote of the connection -- in the human imagination -- of winter and terror. Wellman's story contains a brief section demonstrating why dark magics from Hyperborea, and the horror of Poe's Narrative of Arthur Gordon Pym and H.P. Lovecraft's At the Mountains of Madness all share a quality in their use of frigid climates to add to their sense of terror.

He paused a moment, even then, to ponder the connection between thoughts of evil and thoughts of the Arctic. Lovecraft, who wrote and thought as no other man about supernatural horror, was forever commenting upon the chill, physical and spirtual, of wickedness and baleful mystery. The ancients had believed in whole nations of warlocks to the far north -- Thule and Hyperborea. Iceland and Lapland had been synonyms for magic. Where did one find the baleful lycanthrope most plentiful? In frozen Siberia...Death's hand is icy. The Norseman's inferno is a place of utter dark and sleet.


There is something chilling, pardon the pun, about the chilling season.

In this haunted spirit of the season, Tor books have decided to follow up on their "Steampunk" month theme by having December be their "Month of Cthulhu."

Their first offering this month is a welcome piece of evangelism for H.P. Lovecraft as writer and as person, written by Weird Tales editor Steven H. Segal. His article focuses on Howard, as he calls him in the piece, as Geek -- as one of us. It is a nice portrait and runs smack against the typical portrayal of Lovecraft as recluse, though the piece does call Howard emotionally backward early on.

Segal presenting Lovecraft as "one of us" is important and helps dispel images of some attic dwelling weirdo, though Kenneth Hite's easy dismissal of Lovecraft as recluse in Cthulhu 101 does an even better job, which is an image that -- if cultivated -- will introduce Lovecraft to those who might otherwise overlook him. People read Neil Gaiman because, in addition to being a very good writer, he looks accessible and cool. Lovecraft might never look "cool," but he should certainly be viewed as accessible.

One thing that Segal leaves out in his litany of things Lovecraft would do if he lived as a modern geek is blogging. Lovecraft would blog. He would blog oceans of text. He would comment on innumerable other blogs. And his blog would be one of the most popular blogs on the internet. Lovecraft would be bigger than 4chan or Penny Arcade.

Monday, November 23, 2009

Reality Blurs Following in Paizo Footsteps with Agents of Oblivion Beta


While the news isn't new, it is well worth repeating. This past June, Reality Blurs announced they were releasing a pdf of the Beta version of their Agents of Oblivion Player's Guide for the Savage World's game system.

The Agents of Oblivion setting fills a nice gap in the roleplaying game marketplace. The setting combines modern espionage with elements of horror to create an exciting gaming environment. The vast majority of horror roleplaying games ask the following question, "what happens when everyday people encounter the horrors from the beyond?" Agents of Oblivion, like Pelgrane Press' excellent Esoterrorists, asks, "what happens when extraordinarily skilled individuals encounter horrors from the beyond?"

These games navigate the waters of the "action horror" genre, a genre that presents unique challenges to writers and game masters. It's hard to create the tension required to maintain an atmosphere of horror when those combating the horror are skilled at what they do, but that is a necessary component of horror games and stories. One need only watch a season of "Supernatural" to see some of the challenges the action horror genre doles out to writers. Week to week the episodes alternate between the deadly serious and the comedic, and when the episodes are serious the stakes are usually extremely high.

Raising the stakes is one way to maintain that tension. The higher the stakes, the more likely we are willing to believe that the Winchester brothers must pay some cost in blood and sanity in order to save the day.

Using comedic relief is another way -- believe it or not. When writing a comedic episode or adventure, the writer knows that he/she can "turn it up to 11." The risks to the characters may be lessened to some degree, but the limits of what can occur become limitless because you don't need to worry if your horror element accidentally becomes parody or farce. If it does, it only adds to the flames of fun. The light-hearted elements also make the tense moments, or the "gotcha" moments, a little more visceral due to the contrast. One doesn't want to over use humor, as it quickly can become silly, but it is a tool that should be incorporated in action horror.

Another way to increase the underlying horrific tension, and the key way to do it in a black ops vs. eldritch horror game, is to raise the stakes by threatening third party characters. The characters -- children, spouses, teachers, important politicians -- must be three dimensional characters to give their deaths consequence, but if you can achieve that end then it becomes easy to maintain tension. Certainly the players, or the viewers of a show like Supernatural, know that the protagonist's lives aren't as at risk as they would be in a Lovecraft story (or a Call of Cthulhu game session), but they should know that their characters are capable of failure. And if they fail to save someone worth while, that can create a memory that lasts well beyond the campaign.

Every now and then it is nice to step away from the traditional Epic Fantasy roleplaying game, or the hopeless despair of a game like Call of Cthulhu, and an action horror game like Agents of Oblivion can fill that slot nicely. Especially when it is free.