WALMSLEY,
Graham, with Kenneth Hite, Gareth Hanrahan & Jason Morningstar (Jennifer
Rodgers & Olli Hihnala, illus.; Harriet Evans, ed.), Stealing Cthulhu,
the author, Chippenham Wilts. UK, 2011
Octavo; hardcover, with illustrated boards; 178pp. with
monochrome illustrations. Minor wear; spine extremities softened; marginal
notations in ink throughout. No dustwrapper as issued. Very good.
I don’t do a lot of roleplaying anymore. In other lives it was all I did, weekends, after hours, holidays. I had a regular gaming crowd and other groups available for one-offs and scratch games. Then there was the convention circuit. I wrote a bunch of adventures for all kinds of systems and genres and I learnt a lot about narrative and refereeing techniques and styles along the way. Nowadays, I don’t have a roleplaying crowd, because life has intruded far too much: what free time I have is used up by other demands and – co-ordinating with other like-minded people and finding say, three hours spare to do stuff in? – forget it. It ain’t happening. I was talking with a friend about this situation the other day and we spoke of ways in which ‘fast and dirty’ games could be generated, allowing time – if time could be allocated – to be used efficiently and with less waste. To this end he loaned me this book.
Graham
Walmsley has written a textbook that attempts to tell Keepers of all levels of
competency how to prepare and conduct horror games based on Lovecraft’s oeuvre.
He wades through some of HPL’s best-known works and drags out the essential
qualities that makes these narratives work, demonstrating how they can be
re-engineered for a roleplaying format. He breaks down the construction of
narrative through-put logically and systematically, covering topics such as Beginnings
and Endings, Creating Narrative “Distance” (essential for building
dread), and The Investigator. As he proceeds, marginal comments by
Kenneth Hite et.al. are inserted into the page edges, commenting on –
and sometimes forcefully disagreeing with – Walmsley’s material (where these
are legible – handwriting styles vary). With this particular copy, there’s an
extra bonus: Walmsley has hand-written further marginal material on the pages,
addressed to my friend, a long-time correspondent and contributor to the Kickstarter
campaign behind this book.
The
word “stealing” in the title is a bit annoying. The author’s stated aim is that
all sorts of things in Lovecraft’s works can be “stolen” for the purpose of
adapting them into a roleplaying context. That’s fine, but the word gets
hammered like a brand name throughout the book and it gets old very quickly. Especially
when you consider that Lovecraft himself was more than open to other writers taking
his concepts and having a play with them: can you steal from someone who’s
giving away their stuff for free? What he’s talking about here is borrowing and
adaptation, appropriation at some level. Is the loaded word “stealing” meant to
imply some kind of cowboy mentality? Some sort of devil-may-care attitude,
perhaps? I mean, come on, it’s roleplaying for God’s sake – we’re not getting
down with the cool kids here. It was off-putting for me frankly, and I had to
consciously steel myself against it before continuing.
Regardless,
there’s lots to like in this book, especially if you’re interested in the narrative
techniques of HPL. Walmsley breaks down many of the major works in terms of
their narrative structures, highlighting what works best and what occasionally operates
against the author’s intent, and giving plenty of advice about how to use these
techniques in a roleplaying scenario. He discusses plot structure, word use -
how to construct descriptions so that they fall into the rhythm of Lovecraft’s
material - and, most of all how to turn a story from one of straight horror to
one of Cosmic Horror. There are plenty of useful insights to be found here.
Conversely,
there’s a somewhat formulaic approach to Lovecraft’s work taking place. Walmsley
insists that Keepers not be “afraid” of HPL’s narratives and urges us to simply
replay those stories where possible, recycling them for our gaming crowds much
as a movie reproduces a print story, putting a personal “spin” on things. He
urges us to not treat the canon as something holy, but to take those sacred
cows and make hamburgers out of them. I’m afraid this is where Mr. Walmsley and
I part company.
I
spend a lot – a lot! – of time trying to preserve the canon and to work with
it, such that nothing is lost and that all of it makes sense, even when it’s
inherently contradictory. It’s a high wire act. Accordingly, when someone pairs
Shoggoths with the MiGo, for example, for me they had better make a compelling
case for something not supported by the published material. Walmsley doesn’t
do this, by the way, but his approach to writing Mythos material certainly has
the potential to let it happen. Again, this is a personal gripe which others
won’t be bothered by.
In
essence, Walmsley turns the bulk of the stories by Lovecraft (and Colin Wilson
and Ramsey Campbell) into pared-back frames, into which a bunch of ‘plug-and-play’
tropes and other concepts can be inserted, supporting a number of thematic
styles. Thus, if you want to play with concepts of ‘Time’ you run the “Shadow
Out of Time” framework inserting the Great Race of Yith as antagonists; if
‘Possession’ is your theme, then your framework is the “Insects from Shaggai”
and you stick in the Shan (obviously) or Yithians once more. And the MiGo
apparently are our ‘go to’ guys for doing pretty much anything else. Each
antagonist has its own array of features: the Lloigor have Minions; the MiGo
have Technology; Flying Polyps have Elemental Control. All of these addenda are
thrashed out in individual chapters but there are glaring omissions – no
Ghouls, for example – although, to be fair, Walmsley clearly states that creatures
not covered in the text can be built using similar critters as templates. (There
are some that I found odd – my reading of the Colour out of Space is that it’s
an effect, a contagion; Walmsley ascribes sentience and will to it
– as a species of alien - which doesn’t seem at all appropriate to me, or
supported by the text.)
The
processes discussed in this book reminded me a lot of an article I read in “Dragon
Magazine” way back in the 80s. In that text, the writer stated that he had
no advance warning about a gaming session which he was expected to referee. The
game was “Gamma World” and in desperation he turned to things that he
had in his workspace: a book of old castles provided a working map and a quirky
miniature of a carrot-headed creature (possibly a Flaming Carrot gaming piece?)
suggested the mutants du jour. In short order – explained step-by-step -
he had a game involving the penetration of the secret underground base – an ex-nuclear
missile silo – of the Karit tribe (or something like that – it was a while
ago!). Walmsley’s treatment of Mythos gaming here is very like this – pick one
from column A, take two from Column B. It’s quite formulaic.
Walmsley
also encourages Keepers to flip environments and settings, with no regard for
the rationales for these things in the original stories. Thus, since “At the
Mountains of Madness” is set in Antarctica, he suggests re-locating the
story elsewhere – the Amazon, for example – and, accordingly, “Shadow Over
Innsmouth” can be dropped easily into the heart of some desert. Now, this
may be true, and as a means of brainstorming ideas for a roleplaying game it’s well-travelled
ground. But it all seems a bit haphazard here: any story can be pared back to
its essentials until it loses all connexion to the original version so there
comes a point when you’re not really running a Lovecraft narrative, and
swapping in-and-out antagonistic monsters willy-nilly smacks of computer gaming
and random “Boss” generation, rather than any kind of considered roleplaying
gaming structure. At its most fundamental, this system advocates stuff that is
the roleplaying equivalent of the “Howard Lovecraft” animations.
(Pinning
down the monsters in this way kind of robs them of their mystery too. Running
an “If Deep One (or whatever) then X” protocol for each beastie in
question, seems a bit overly simple. Too much like August Derleth trying to
‘explain’ everything with a single (elemental) theory. On top of this, the
author states that if your various combinations don’t make sense, then just run
with it – the Mythos defies rational explanation. Can you say, “cop out”? Nice
try.)
Now,
I get it: taking on the role of referee in any roleplaying game is daunting,
especially for those who’ve never done it before, so any guide that shows you
how the techniques work and makes it seem less forbidding is a good thing. This
book is a valuable resource in that regard. However, in terms of narrative
construction, it oversimplifies the process unnecessarily, taking a structural
and mathematical approach to something that is essentially not able to be –
completely – reduced to these terms. Roleplaying cannot be reduced to a bunch
of computer game algorithms. I mean, it can, but who wants that? Further,
the material reveals the personal peccadilloes of the author which might not
have been so obvious except that the commentators have been allowed to scribble
in the margins highlighting these biases. Walmsley clearly likes the MiGo,
Lloigors and the Colour out of Space and there is an inordinate amount of text
provided for them; comments asking where overlooked creatures – and the stories
which highlighted them – have gone, only serve to underscore the
shortcomings of the text. And, in a post-Trump era, I’ll bet he regrets that
snide jab about Obama being a mask of Nyarlathotep too.
This
is horses for courses. If you find yourself needing to come up with a “Call
of Cthulhu” scenario in no time at all, then this is your first port of
call. It’s incredibly useful in that regard. But wouldn’t you rather present a
carefully constructed, considered story to your group, rather than just “The
Whisperer in Darkness” on ice? Or “Call of Cthulhu” with Azathoth
standing-in for the Big C? I know what I’d prefer.
The
format of the book leaves a little to be desired also. I get it that someone
thought it would be cute to have other notable roleplaying scribes doodle in
the margins and make their own comments, but it’s also distracting and some of
the comments don’t make a lot of sense – they’re minute and constrained by
being marginal, and so some relevance gets lost. But Walmsley also works
like this in the main text: there are a lot of throwaway one liners and
footnotes that confuse otherwise salient points. An instance of note is how
often he whacks out a footnote, or a tangential sentence, stating “this is a General
rule…”; I would have preferred a list of these rules and their explication
at some point in the main text, rather than having to scrabble through various
afterthought insertions looking for them.
I
am, frankly, in two minds about this book. It’s a solid resource for anyone who
wants to write their own Call of Cthulhu roleplaying material, but it
feels a bit reductionist to me and a slave to its cute design concept. If
you’re interested in HPL’s writing technique, there’s a lot here to inform
about his process. If you’re trying to write a computer game featuring the
Mythos, then this is a solidly number-crunchy architectural overview for that
project. And if you’re running or writing a roleplaying scenario, it’s a good
foundation to work from, although – in terms of writing one - it’s incredibly
simplified and you’ll need to finesse your stories in order to make them
convincing. That being said, there’s a lot of good material here about
improvisational technique, narrative engineering, refereeing tips, and the
addition of colour which can be applied to any campaign, new or ongoing.
Roleplaying
is many things to many people. For some it’s about mathematical probability and
modelling; for others it’s about improvisational theatre; for most, it’s
somewhere between these extremes. The main issue that this book has is that it
assumes gaming, and the process of writing scenarios, follows a single format
when it absolutely does not. Read this book: it has lots of good advice and
some great insights. At some point though, your ideas of what a
Mythos-based roleplaying game is, and those of the author, will diverge
dramatically. Be prepared for that and you’ll still get some value from it.
Three
Tentacled Horrors. And "catacomb".