Friday, 21 September 2018

Review - Julien Gracq's A Dark Stranger ("Un Beau Ténébreux")



GRACQ, Julien (Christopher Moncrieff, trans.), A Dark Stranger, Pushkin Press, London, 2013.

Octavo; gatefold paperback; 255pp., with a monochrome portrait frontispiece. Mild wear; covers lightly rubbed and edgeworn. Near fine.


Regular readers will groan when I mention, yet again, Michael Arlen’s The Green Hat, and that criticism is justified – I have been obsessed, I admit. I have made a concerted effort recently to broaden my range of knowledge concerning literature of the 1920s and not always have these efforts been rewarded. The Green Hat is an anomaly – Arlen wrote it and then he should have just stopped. I am currently slogging my way through his follow-up effort – Young Men In Love – and the difference between the two works cannot be stressed too much, although it’s equally clear that the same person wrote them. Young Men is tediously trying; I have picked it up and put it aside again repeatedly, and this despite the fact that my copy is mostly falling apart and that I promised myself I would only move through it once to try and preserve its physical integrity. So much for promises!

During one such frustrated hiatus, a friend offered me his copy of Gracq’s A Dark Stranger, professing to have been blown away by the beautiful writing. I figured, I’d had enough of Arlen’s tortured maunderings for the time being, so I agreed to take a look at it. I wasn’t disappointed.

Gracq was an associate of André Breton and a supporter of the whole Surrealist Movement. Consequently, his writing stems from the notions of dreams and their subtle psychic influences, both in terms of plot and expression. His style is narcotic, suggestive and dense, with deep layers of implication and inference. Unlike Arlen who throws everything at the wall in order to see what sticks, Gracq moves the reader effortlessly through levels of description to arrive at understanding. The effect is breath-taking and extraordinarily beautiful (and this is just in translation; I can’t imagine what it would be like in the original French!).

I did make a mistake with this book though, and I urge you – if you choose to follow in my footsteps – to not do as I did and look up the book online for reviews, or background information. This book has a very simple premise that can be stated in a handful of words; once you know what that is it instantly extracts the mystery from the narrative in one thrust, like stabbing a balloon. If you come to the book with this information upfront, you will be effectively reading it in anticipation of the known outcome, and not following the enigma to its conclusion, which is obviously what Gracq intended. Find yourself a copy and read it cold, without a safety net; you will enjoy the Hell out of it.

With this is mind, I will continue this review all the while dodging the silver bullet at the heart of it. No spoilers, in other words.

The set-up for the story involves a bored young man - Gérard - on holiday at a French beach resort. He was captured during the Great War (or was it? Time is a bit flexible in this world - it was published in 1945 and Gérard's wartime experiences are, in fact, Gracq's own World War Two ones) and still suffers the mental scars of his incarceration, nevertheless, he is keen to enjoy his seaside break. While at the hotel – the suggestively named Hôtel des Vagues – he socialises with the other visitors, all of whom are as jaded and effete as himself. They swim by the shore, they eat at the local restaurant (“Les Retour du Pêcheurs”) and they gamble idly at the Hotel casino. The scenery and the sumptuous surrounds are beautifully described, and the lazy passage of days spent in idle activity is effectively conveyed. Our narrator divides his time between the lacklustre pursuit of the only other single woman present – the affected Christel – and making bitchy observations about the other couples present.

This jaded and dissolute affect is something that is a hallmark of most books written during the Twenties (let me be clear - this book was not written then; it was actually penned while Gracq languished in a German prison camp during World War Two and was published after he was released). We must remember that that was a time when huge social change was in the offing and most people felt directionless and without goals – much like today, really. Religion seemed pointless and empty; the Great War had demonstrated that lofty idealism could effect little of consequence in the world; and the dreams of Empire had been revealed to be tawdry and hollow. If the characters in books of this period seem listless and craving something more from life, then there’s a very real reason for it – that’s how everybody felt back then. Even Wodehouse’s rollicking comedies have elements of this notion, if you read deeply enough between the lines.

The set-up of Gracq’s book reminded me strongly of Evelyn Waugh’s Vile Bodies. In that book, as well, there is a coterie of bored, affected Bright Young Things who spend their time indulging various appetites – from sex to drugs and back again – In a wild attempt to feel something – anything – that would give their lives purpose. Deny or indulge: that was the tenor of the times; a mad attempt to suck some kind of meaning from existence.

That is essentially the set-up of Gracq’s book. It is presented as a series of diary entries written by the narrator. Ostensibly, he has come to the hotel to rest and to edit a book that he has written about Rimbaud’s poetry. There is the desirably remote Christel to pursue, but she seems to be keen on the sporty Jacques (who couples his rude physicality with a pretentious lip-service knowledge of poetry), the waspish Iréne and her husband Henri (who is beginning to feel that he made a mistake in marrying her) and the Briton, Gregory. It is Gregory who introduces the catalyst into the situation, which threatens to blow it to pieces, by inviting his friends to come and stay – the mysterious Allan and his partner Dorothea.

Like Jay Gatsby in F. Scott FitzGerald’s novel, Allan is darkly magnetic with a compelling allure. He at once commands the devotion of the other guests who hang upon his every word. He gambles with ferocious abandon, plays tennis with athletic grace and presents irrefutable opinions on any topic. At a midnight picnic in the ruins of a local castle, he puts the pushy Iréne in her place, unseating her as the social dominatrix of the clique’s activities, and charms Christel away from her childish attachment to Jacques with a (completely unreciprocated) devotion.

The narrator spends his time trying to understand the chemical dynamic that motivates Allan throughout the situation, becoming somewhat unhealthily obsessed with the man himself. The social strata shift: Jacques, once the alpha male, is relegated to a junior status; Christel, once a lofty goddess of desire, is now a child with a pathetic crush; Iréne is furious and Henri is secretly delighted. Early on, Gregory disappears back to Britain but, before his departure, he writes a long note to Gérard giving him a précis of Allan’s past life and voicing a distinct uneasiness about his presence at the hotel – a fear of what might happen next that has inspired him to cut short his stay and leave.

Things roll on to an inevitable, shocking conclusion. Shocking, that is, if you haven’t researched the book first and discovered the trick of it. Do yourself a favour and read this – it is compelling and rewarding. Myself, I’m now on the lookout for anything else that Julien Gracq wrote (he only wrote four novels), and I intend to devour them whole – no picking about the edges first. I urge you to do likewise.

Four Tentacled Horrors.

Saturday, 15 September 2018

Gothic Literature 101


There are two types of Gothic literature – Gothic Romance and Gothic Horror. Gothic Horror tends to be of a later vintage than Gothic Romance. They stem from the same roots, having things in common, but are completely separate beasts.


Romantic Roots

All Gothic literature stems from the Romantic Movement which prevailed during the Nineteenth Century. The movement stressed natural environments, the individual in preference to the state and a general unbridling of individual passions and emotions. All Gothic literature therefore will showcase natural environments – woods; cliffs; mountains; oceans – pastoral environments and workers (i.e., shepherds, cowherds and woodcutters) and young lovers, usually doomed to be forever apart due to some trifling, but insuperable, circumstance. Additionally, there is always a lot of weather in these books, usually of the inclement kind!


Gothic Romance

Invariably, these will be set in some foreign locale – usually Italy, southern France or Spain, but sometimes Greece, Turkey or the Middle East – and will focus on some selfish elder relative of one of the young lovers who will intervene illegally in the rightful inheritance of their title or estate (or both). There is usually some document, or other talisman, which, if found, will reveal who gets to inherit what, and this becomes the focus of the narrative. That’s basically it. Rinse and repeat.

Along the way, in a hark-back to Shakespeare’s “Macbeth” (1606), the evil relative will sometimes receive supernatural visitations, or visions, which will try their conscience, or threaten to expose them; the hero will end up imprisoned in an oubliette, or some other despicable place; and the heroine will become lost in a forest, before during and after which she will bathe her pillow in tears at regular intervals (Ann Radcliffe’s heroines were always doing this).

The narrative will be sidelined regularly by second-string characters who show up to tell a tale of things that they have experienced, or just heard about at second-hand, and – if you’re lucky – this will have some relevance to the over-arching plot. These secondary narratives are sometimes more interesting than the main story although they often seem to take place simply to pad out the action. These sub-plots will sometimes contain well-known tropes or characters, such as:

·        The Wandering Jew – a miserly figure from the Middle Ages doomed to wander the Earth because he is too selfish for Heaven and too wicked for Hell (usually it involves him having found some way to cheat the Devil and deny him his soul);

·        The Bleeding Nun – The ghost of a murdered holy woman who appears to presage some horrible event, usually a treacherous murder. She is sometimes the spirit of a young woman who disguised herself as a nun so as to be able to meet her lover; sometimes a nun who tried to facilitate the elopement, or other general getting-together, of young lovers and who was killed for her efforts; or sometimes the ghost of a holy woman who tried to act as the conscience of some wicked upper-class twit (and who was murdered for speaking up).

Lots of these stories were written from the late 1700s through to the end of the Victorian era and most of them are rubbish. The notable ones are Ann Radcliffe’s The Mysteries of Udolpho (1794), Horace Walpole’s The Castle of Otranto (1764) and Matthew Lewis’s The Monk (1796) (which was written during a ten-week alcoholic bender and delivered, bloody and vomitous, to the publisher). Walpole’s Otranto is considered by many to be actually a spoof of the form despite it appearing so early in the canon, but that doesn’t lessen its appeal. An actual spoof which is a brilliant example of the form while simultaneously skewering the genre is Jane Austen’s Northanger Abbey (1817).


Gothic Horror

Gothic Horror takes all of the foregoing and ramps up the supernatural elements to 11. As before, there are usually young lovers denied consummation and large tracts of bosky wilderness; however, central to the horror of the story is the notion of an inversion of the natural order (this is, in itself, a supernatural, or pseudo-scientific, version of the older relative not allowing the legal inheritance process to take its proper course). Again, the roots of this trope go all the way back to Shakespeare’s “Macbeth”. Hence, in Dracula (1897), the vampire is an unnatural perversion flouting God’s law; while in Frankenstein (1818), the characters’ woes stem from the fact that Victor Frankenstein finds a way to create life, something that only God should be able to do. Even Dr. Jekyll & Mr. Hyde has this notion of tampering with the natural order of things at its core.

In Gothic Horror, the stakes are essentially raised. Rather than just the happiness of two besotted nincompoops, the fate of empires – even the world – rests upon the elimination of the unnatural cause of the horrific events. If Dracula is allowed to run amok, the world gets overrun with vampires; if Victor Frankenstein’s formula is published, the world gets saturated with stitched-together abominations; if the Beetle isn’t stopped from leaving London, many more young white women will get incinerated as sacrifices to its ancient gods.

·        Fallen Women – central to Victorian Gothic Horror is the idea of the woman who – through no fault of her own – is cast beyond the pale into social unacceptability. These women are usually the heroines of these tales, forced by circumstances to excuse themselves from polite society – Mina Harker is the classic version of this trope. By having the heroes side with her, regardless of the social stigma that they adopt by doing so, they prove themselves to be noble protectors in the Arthurian mould, something that was very big back then. There was also a frisson of risqué naughtiness inherent in them doing this – like being seen with a prostitute – that lent these stories an added level of excitement for the readers.

As with Gothic Romance, there are lots of titles to choose from, some good, some bad. Sheridan le Fanu’s Carmilla (1871) is a vampire novella which helped inspire Dracula; Bram Stoker’s vampire novel was the sleeper in the year of its publication, beaten out by Richard Marsh’s The Beetle (1897), which was the 50 Shades of Grey of its day (but not crap). Victorian Gothic Horror becomes increasingly more urban, springboarding off the crimes that were starting to take place within those environments: Gaston Leroux’s The Phantom of the Opera (1911) plays upon the notion of a predacious mentor along the lines of Trilby (1895) by George du Maurier; Robert Louis Stevenson’s The Strange Case of Dr. Jekyll and Mr. Hyde (1886) plays off the prevalent horrors of the medical dissection of dead bodies; Edgar Allan Poe’s The Murders in the rue Morgue (1841) takes Gothic Horror and creates the prototype of the crime novel from the formula.

Thus, Gothic Horror paves the way for the Weird Fiction genre of the Edwardian era into the 1940s, itself the precursor to Science Fiction and Fantasy writing.


Monday, 20 August 2018

Thursday, 26 July 2018

The Art of Rosaleen Norton...



We had a bit of a coup in the shop this week – a very rare arcane text fell into our lap and negotiations have begun in earnest to secure a deal with the owner for us to sell it on their behalf. The book in question is The Art of Rosaleen Norton, which may sound a bit prosaic, but this is one of Australia’s most controversial Twentieth Century publications. A very small number of these books were produced and most of them where destroyed by zealous censors, which means that when surviving copies are located, they are eagerly snapped up.


Rosaleen Norton was born in Dunedin to Australian ex-pat immigrants. She was the youngest of three sisters and definitely the black sheep of her family. Enduring a contentious existence with her mother, she fled the family unit as soon as possible (after they had re-located once more to Sydney) and set about trying to discover her purpose.

She worked initially as an artist’s model, posing for Norman Lindsay amongst others, and travelled through a strange miscellany of other jobs before settling in King’s Cross and working as an illustrator for a magazine called “Smith’s Weekly”. During this time she read widely on subjects esoteric and became inspired by the teachings of that perennial snake-oil salesman, Aleister Crowley. Eventually, she codified her own system of pagan worship, a syncretric system infusing modern notions of witchcraft with elements of Qliphothic Cabbalism, Gnosticism and the sex-magic of Crowley’s Thelemite teachings. She became notorious as “The Witch of the Cross”, using her ‘powers’ to cast spells for clients and to undertake various ‘magickal workings’.


Her lifestyle was constantly coming under investigation by the Powers That Were: Sydney in the 1940s and 1950s was not a place to conduct a bohemian sort of existence without scrutiny. Although she and her lover, Gavin Greenlees, maintained good relations with the local constabulary, there were times when calls to ‘clean up the ‘Cross’ saw her home invaded by officialdom looking for easy targets in order to score points with Joe Public, and the pair were often pilloried in the Press. A short escape to Melbourne where an exhibition of Rosaleen’s art was shut down by a charge of indecency, saw them return to Sydney with their tails between their legs.

Perhaps the biggest scandal to strike Norton came from her liaison with acclaimed British musical conductor Sir Eugene Goossens. Along with Greenlees, he became Norton’s lover and partner in her sexual sorcery. Upon his return from an overseas holiday, he was found to have a bundle of pornographic material in his luggage and he was forced to return to England in disgrace. Blame for the episode was placed squarely on Norton’s influence.


Norton approached publisher Walter Glover with the idea of creating a book of her illustrations which would also serve to outline the essence of her magical thinking. The result of this collaboration was the 1952 release, The Art of Rosaleen Norton, a collection of turgid, magically explicative poetry by Gavin Greenlees, profusely illustrated by Norton. During production of the book, Greenlees had a mental breakdown and was hospitalised, being diagnosed with schizophrenia, and Norton finished off most of the poems, editing them for production.


“The Adversary”

Inevitably, the book was met with opprobrium. Claims of obscenity were soon levelled at it, its creator and publisher, and it was removed from sale. Hoping to recoup some of his outlay for the project, Glover sent a large number of copies to the US, at that time seemingly less willing to proscribe published material as forcibly as Australia; however, the book was deemed pornographic and the shipment was burned. Thereafter, a court case ruled that the work could be sold directly by the publisher, as long as the two plates which caused most offense – entitled “The Adversary” and “Fohat”, respectively - were effaced by means of a black ink roller at the point of sale. Glover was, apparently, less than punctilious about performing this duty, if the customer was someone known to him and trusted by him not to ‘talk out of school’; but still, many extant copies of the book have ugly black squares obscuring the artwork.


“Fohat”

In terms of numbers, only 1,000 copies of the book were printed (and there is a question over whether even this many were actually produced). Of these, there was a limited, red-leather-bound run of around 350 copies and 650 red cloth-bound copies, most of which were burnt in America. As can be seen, finding copies in any sort of condition – with dustwrapper or without – is very difficult, and consequently prices are high.


The fate of those who embark upon a life of esoteric investigation and the consequent notoriety which it brings is not pretty. Most magical practitioners tend to fade away into poverty and disgrace, finally dying alone and penniless in abject squalor. This happened to Crowley and it happened likewise to Rosaleen Norton. She lived out her life squatting in a condemned building in King’s Cross, and living off her notoriety and the ‘spells’ she would cast for those willing to pay for the service. In 1964 she was attacked by Greenlees who had been released prematurely from care and who went straight back to institutionalisation before being released permanently in 1983, four years after Norton’s death. Norton herself died of colon cancer in 1979. Since then several books and theatre pieces have been made about her life, along with re-releases of her most notorious work.


Norton’s work has been compared favourably with the art of Austin Osman Spare and Norman Lindsay, and there is much to recommend her style. Her draughtsmanship is precise and her compositions are tight with a strong erotic overtone, lending a certain frisson to their otherwise heavily-symbolic formalism. There is little in them that would cause outrage these days and an uncensored re-issue of the book in the 1980s hardly caused a murmur.

There is another reason that I’m bringing this work to the attention of readers: it’s the dedication page of this book. To be clear, I’ve known that this book exists for quite awhile now, but I’ve never actually seen, or held a copy before now. Greenlees’ poetry is pretty deathless and stultifying, it has to be said, but the real reason for diving in between these covers is the artwork, which is the fundamental raison d’être of this book. Imagine my surprise then, when I read the inscription on the dedications page:


Obviously (possibly), Norton was a Robert W. Chambers fan at some point in her life, or else this is some other “King in Yellow”. Regardless, I’ve discovered I have an affinity with the crazy lady with the “Impossible Man” eyebrows and the enamelled lips!


Incidentally, if anyone out there is ready and willing to pony up the AUD$1,200 to buy our copy of this book, leave a comment below!

Saturday, 7 July 2018

Rip It & Run! Another Comics Offering...

As we’ve seen throughout this series, inspiration for horror roleplaying can come from myriad different sources. It can derive from movies of the same, or different, genre; from books; from art exhibitions – even from old knitting patterns. Wherever you look, there are stories which can be woven together out of the flimsiest scraps of information. Awhile back, I examined an old 70s horror comic and demonstrated how it could be turned from a one-page diversion, into material for a “Call of Cthulhu” gaming session; today, I want to look at a longer piece, one which I used to create a long “CoC” campaign, and which I think – personally – is one of the best Cthulhoid horror tales around.

This tale is entitled “Donald Duck in Ancient Persia”.

I’m not kidding. This is a rip-roaring story – in its essentials – which, itself, borrows from a whole series of pulp-horror tropes and genres from “The Jewel of Seven Stars” to “Lost Horizon” and, since it borrows so strongly from the roots of Lovecraft’s storytelling nexus, it should not be surprising to learn that it can be pillaged for a perfect “Call of Cthulhu” campaign. I’ve done it; I see no reason why anyone else can’t do it also.

The first thing to do, of course, is to eliminate the Disney magic. This story involves Donald Duck and his three nephews – Huey, Dewey and Louie – and is otherwise populated by the vaguely-animal second-string characters to which Disney comics were heirs (I assume that everyone else in a Donald Duck comic is supposed to be some kind of humanoid dog, much like Goofy, which explains the weird noses that we’ll see later on). The story has ducks as the main protagonists and deals out some wincingly-bad puns, some of the worst that you’ll see this side of an Asterix comic; it also bears the hallmarks of the writer and artist having done a fair bit of research on the historical material touched upon, and we’ll go into some detail about how to correct or rectify these - where they’re intolerable – and where to beef things up where they aren’t.

Let’s dive right in. The first thing to do while we’re reading here, is to concentrate on the narrative – forget about the Ducks and the jokes and most of the dialogue. Watch where the story goes and how it gets there.


The first page is all about the set-up. The kids (Huey, Dewey and Louie) draw Donald’s attention to the fact that there’s a strange character in town with whom they have some passing familiarity (if only because he passes by their front gate every day on the way to and from town). Keeping in mind that Donald and the boys are our team of Investigators, then the “Mad Scientist” is quickly established as our antagonist.

Obviously, in the course of play, the establishment of this character needn’t be accomplished through a single encounter as it is here; the party members of your campaign could run into the Scientist at the post-office collecting his parcels (“Chemicals – Do Not Drop!”), or they could encounter other NPCs of the locale who could mutter dire observations about the shady character or his place of chosen abode. As is usual in “CoC” adventures, these hooks can be peppered through the course of another story involving the group, setting up the next arc of their adventures.


Having piqued our party’s interest in the Scientist character, the next step is to go and check him out. Huey, Dewey and Louie do this as a direct result of disobeying Donald’s injunction not to poke their beaks into other people’s business but then, that’s their gestalt-character foible – to disobey authority. How you as Keeper get your players to do this will depend upon their characters and how they choose to behave in the face of the mystery.

Here we have some basic investigating skills on display. The kids have already revealed that they’ve heard where the “Mad Scientist” lives and so they hurry there to confirm the information (hurrying, of course, because they need to get back home for supper). Once arrived, they make an important Spot Hidden Skill check to note that the window to the basement is the only one that has been cleaned and therefore is the one worth investigating. They peer in through the glass and see their quarry at work.

This is a point where the world of children’s comics should give way to the adult sensibilities of horror roleplaying. We learn later that the Scientist was resurrecting a dead beetle at this point but, for all intents and purposes, he could well be doing his laundry as far as there is anything sinister about his actions. In converting this tale to a “CoC” narrative, he should be doing something unsettling, certainly something that would force him to take the boys prisoner, in order for the details of his activities to not get out. The simple removal of the “beetle” for an Egyptian mummy, for example, would probably make this work better.


In the next sequence, we have a cheap scare and then a definite shock: the branches of the bush supporting the boys as they peek through the window break, dumping them into the long grass. As they try to climb back into position, the Scientist grabs them and drags them inside, taking them prisoner – aghast! In altering this action for human Investigators, the method of imprisonment should be something more effective in trapping average humans than just glomming them through an open window.

Of course, the kids are prevented from showing-up for supper. Donald is annoyed but, knowing the kids and their tendency to disobey, he knows pretty well where they’ve gone. This can be read as a handy means of consolidating party members in a “CoC” version – make sure that enough of the party members know that their comrades were last seen heading to the spooky house on the edge of town, so that they’ll all head in that direction to seek their missing friends!


Here, the Scientist lifts his game and plays for more dangerous stakes: at this point we discover that he’s not just some book-bashing egghead, but that he’s an Intrepid Adventurer as well (hinted at previously by the revolver hanging on the wall in earlier panels). Donald is a far more hardened opponent than the boys, so his abduction requires special treatment – dissembling and Persuasion followed by a lariat and a blackjack. Now that the entire party is held prisoner by the Scientist, we can draw a veil over the scene and jump forward in time.

Our party awakens in the aeroplane, flying high above the Mediterranean, which one of the boys identifies by making a Geography Roll. Trapped within the cargo hold, the party can do nothing but wait for the eventual destination.

(As a side issue, it’s interesting that the word “airplane” in the original version of this tale has been edited out in this Australian re-print in favour of the English term “aeroplane”. It’s these small details in licensing and re-printing ephemera which really melt my margarine!)


Our journey continues and the party consolidates its information about what has happened. While they do so, it becomes clear that the Scientist is listening in on them and taking stock of their attitude. Any regular party of investigators might well think of escape – it behoves the Keeper to circumvent this, otherwise there will be no story. The characters might well be chained in the cargo hold to prevent them poking through the supplies, or damaging the aircraft; more evilly, they might be chained in pairs (by mean of handcuffs, for example) but in sub-groups that cancel out their effectiveness (an Athletic character, for instance, tied to one with a very low DEX).

The pictures show the equipment tumbled in to the ‘plane in a very haphazard fashion. Ignoring this, as Keeper you could choose to have everything tidily bolted down. When the party starts to act up, have the Scientist threaten to open the doors of the hold – he doesn’t need all the party members after all. In this way you can channel the aeroplane scene from last year’s “The Mummy” and have the party face explosive decompression if they don’t behave (depending on the make of aircraft, of course).


We arrive in a barren waste. The ‘plane lands and the Scientist and his prisoners disembark. Here’s where your creation of the Scientist character has to prove its worth – he’s the one with the gun (as we are shown) but he needs to back up his dominance of the party with more than just a shooter. This guy is a cowboy Archaeologist, like those real-life diggers who travelled out to Western China during that county’s Republican era – they dealt with bandits, corrupt officials and army types, as well as urban thieves and criminals; they know how to get their own way. Underscore to the players that there’s nothing within three day’s march of their current locale, so trying to escape into the desert is a pointless proposition

Now the dig begins. After some abstruse calculating, the party is set to work shovelling sand. Of course, such activity needs to be supported by necessary infrastructure, so those not especially suited to such hard yakka can get busy setting up tents both for sleeping and eating, and rationing the food and medical supplies. Make a point of telling the party that there’s no water source nearby – all that they have is what they’ve brought with them.

Eventually, we hit paydirt – the entrance to a buried palace is discovered!


At this point we see that the Scientist is one of those shonky archaeologists of the Victorian mould who barge in without taking detailed sketches or readings. This is either a hallmark of his craziness (he does have a few kangaroos loose in his top paddock) or it’s just a means of getting on with things. It can go either way.

At this point, as a Keeper, you’re going to need to pin down the extent of this palace, creating a map and general layout to organise your players. While these images are quite evocative (and based, obviously, on some research by the writer/artist) there are some discrepancies – those torches and the carpets would certainly not be there after all this time.

Some things you’re going to have to provide. Without the torches, you’re going to have to give the party a means of lighting up the place – generators and electric lamps are a good alternative. The other thing that’s needed is a subterranean water source – a buried spring at the bottom level of the palace in an adjacent cave system would be champion. As we’ll soon see, we’re going to need a lot of water, certainly more than what’s available on the ‘plane!

And if we weren’t already worried about the Scientist’s sanity, he starts talking crazy once more!


Moments when the party members can confer about what’s happening to them are good for both character development and for planning and evaluation. Here we see Donald going over the events so far and coming to some conclusions. As well, we have an insight into how the character of the Scientist can be effectively portrayed – he has to seem capable and intelligent, but occasionally he says things that make others around him question his state of mental health.

The bathtub is important for the coming action. There’s a fountain of some kind in the background of this scene, but really? If there was such a decent plumbing network in the palace, it’s unlikely that it would have been forgotten in the middle of this desert landscape – water is life, after all. That’s why I’d propose a subterranean water source instead, far below the main palace rooms where it’s likely to have been overlooked across the millennia.


And here’s where the water should ideally be – down alongside the catacombs. The Scientist takes Donald down here to reveal what he’s really up to – resurrecting the ancient occupants of the palace. He tells Donald about the ancient drying process which converts people to piles of dust and shows him the vessels that contain these mortal remains. Selecting one of these – “a king and his whole retinue” – he returns to the now-filled bathtub and starts the revivification process. Of course, anyone who’s read HPL’s story about Joseph Curwen and his experiments with “essential saltes” knows exactly what kind of territory we’re heading into…


Here we see the Scientist at work. Obviously, through a Mythos lens, the “formulae” which he’s applying here are not so much chemical processes as they are Mythos Magic, so Sanity points are going to fall by the wayside. The spell is quite simply the bog-standard Resurrection one from the rule-book – no need to go and invent anything new for this purpose.

I really like the fact that Donald and the boys are suddenly able to read the cuneiform writing on the walls and understand the language of the revived people due to “inhaling thought processes”. It’s a cute touch that facilitates much of the action from this point on, without seeming too outrageous. It’s also kind of creepy – the revival process is thus lent a kind of contagious effect that might have ramifications down the line…


Suddenly the dead people rise from the water. Here in the comic, it’s played for fun; but in a Lovecraftian version, this scene can be as creepy as you want (certainly worth losing a few SAN points over). We learn quite quickly that the king and his retinue went to oblivion rather than face public disgrace after a “rascally” prince jilted his daughter on their wedding day – it seems a bit extreme, but there must be layers and layers of political ramification over things like this.

There are things to explore here and the first is the all the names that we’ve encountered so far. First, the ancient kingdom is called “Itsa Faka” – obviously, you‘ll want to change this to something else that’s more appropriate. Then there’s the king’s name – “Nevvawaza” – which is trying to work a pun off a famous name like Nebuchadnezzar – it should probably go too, along with the daughter’s name – “Needa Bara Soapa” – and the nefarious prince “Cad ali Cad”.

In fact, the daughter should have a complete makeover. Here in the original story, the humour is jump-started by her being physically dumpy and unattractive. There’s no real reason why this needs to be the case and we can surely remove this kind of cheap-shot at laffs. There’s no reason that she can’t be a repository for a whole range of Mythos magicks – a witch, or sorceress, if you will – lending weight to the controversy of her being dumped at the altar (people who have power aren’t lightly contracted into marriage, or jilted afterwards).


Here’s where the Scientist oversteps his mark. He’s been in control all this time, but now he’s not in the poll position. A king outranks an academic in any culture, living or dead, and the Scientist is quickly shown the state of play. The gun at his hip is suddenly much less effective when the rest of the king’s retinue materialises, fully armed and armoured.

Then the bombshell hits: one of the characters in the party is the spitting image of the jilted daughter’s feckless betrothed! This is an old trope but perfect in this context. Suddenly, one character is going to get hitched to an ancient creature – possibly possessed of sanity-blasting ancient magicks – and dwell beneath the sands forever! Suddenly, things are a lot more desperate for our team!

It should be heavily underscored during these events that the actual betrothed of the princess went to the “driers” rather than face the prospect of the wedding; this should prompt the rest of the party to go looking for his receptacle down in the catacombs. If they don’t think of it, then the Scientist certainly will.

With the guards, feel free to add to their number, more or less, as the strength and wiliness of the party dictate. You can also make them more hideous by having some of them only partially re-formed, some of their dust having gone astray during the process!


At this point, our story is set up to run to its conclusion. The king and his retinue begin to organise the wedding to correct the ancient wrong done to them; the Scientist goes off to wander the palace, trying to find the means of drying people into dust; while the boys run to the catacombs to try and find the dried prince and return him to life…

*****

Obviously, as a roleplaying exercise, things can’t be expected to run along rails to a satisfying narrative conclusion, as outlined in this piece. Things will be tried by the players; efforts will succeed, or fail, as the dice dictate; and things might go astray. As Keeper you’ll need to adjudicate wisely as things happen. What happens if the evil princeling makes it out to the modern world, for example?

In the original version of the story, as you’d expect, the prince is resurrected and cunningly switches places with Donald in order to escape the impending nuptials; the boys help him escape out into the open world only to realise – too late! – that they’ve made off with the wrong groom; the wedding proceeds back at the palace, only to be interrupted by the Scientist who finds the canister of "radium vapour" that converts people to dust and who proceeds to use it to his – and everybody else’s - cost. Donald survives by hiding in the bathtub of resurrecting water while his copy, freaked out by the modern world around him, flees back to the palace only to fall into dust as he enters. After the air clears, the ducks are re-united and must now try to find a way back home…

As a Lovecraftian re-think, this is a classic tale that definitely re-pays the effort involved in re-tooling it for gaming purposes. It has resonances with a bunch of weird fiction from “She” to “The Mummy: Ramses the Damned”, and, if you like, you can transplant it to any other ancient civilization you prefer, if that suits your ongoing campaign better. There’s very little here not to like. If you’re at a loose end with your players, why not give it a shot…?

Thursday, 5 July 2018

The Inevitable Betrayal...



Just when you thought it was safe to start roleplaying again…

In the last handful of years, Chaosium have changed their base of operations, altered their marketing and production strategies (pulling themselves out of a huge fiscal black hole), ejected the dead wood, garnered new staff and re-imagined their core product. They’ve gone from strength-to-strength and kudos for that. A world without Chaosium would have been all the poorer for their absence.

Which begs the question as to why – WHY? – in the name of all that’s unholy, would they bother to re-release that abysmal waste of space and time, “Masks of Nyarlathotep”?

In the last week, announcements have been made and excitement generated; but I ask myself, what for? Another iteration of this bloated, incomprehensible time-waster is the very last thing that the hobby needs. So what if there’s a new rule system doing the rounds? If anything, that should have been a spur for the Chaos wranglers to get some of their new thinkers in a room and hammer out something of equal impact, but actually good, for the punters. Instead it’s this – the same-old, same old, cynically tarted-up for a new generation.

Advance material and reviews have all said exactly the same thing that they always say – pretty pictures; not enough source material; too much incidental material – and this all goes to prove that nothing about the offering has been changed in any significant way. Go ahead: find a current review and compare it to a review from the last iteration: Nothing. Has. Changed. The other thing that obviously hasn’t changed is the fact that most gaming critics will say anything you want in return for a bunch of slick, advance product...

The folk at Chaosium are simply crunching numbers. Every time they re-launch this dreck, there is a spike in sales, because – let’s face it – we roleplayers are all about the shiny. We generally have a bunch of disposable income and we may as well buy the “new” as not, just to fulfil our desire to be completists and to own everything in the range. Chaosium have learned that, if you slap a new set of artwork on it, you can sell just about anything to geeks.

The scuttlebutt roll-out in tandem with the launch has it that Chaosium are in line for a bunch of industry awards: that’s fine; let it be. You’ll notice that “Masks” is not in the running for any of them, but that doesn’t stop Chaosium shoving it in our faces. Chaosium have reached a level of capability where they can energise the fans and inspire a response – they aren’t as remote and impersonal as Wizards of the Coast (whom pretty much everyone regards as a bunch of corporate shills dressed up in “Lord of the Rings” hand-me-downs) because they’ve hit a sweet spot between being the cool kids and just another bunch of accountants. This re-launch will see that line being quite sorely tested.

Already the new material is being questioned at online forums – where are the pronunciation guides? Why are some sections filled with background material that’s not necessary, while in others - where such information would be welcome - it’s obviously lacking? These are complaints that have been around the block many times in the past and which have obviously not been addressed. It’s as if feedback and commentary from the punters is being deliberately ignored (and that’s not surprising since what Chaosium patently wants is something that can be re-painted every five years or so and trotted out as something “new” without having to do too much work on it).

I’ve said it before and I’ll say it again (probably each time this monster gets pushed back out into the world in a new frock): “Masks” is a monumental cluster-fuck. It’s the brainchild of Larry DiTillio, for a series of linked adventures along the lines of (the arguably better) “Shadows of Yog-Sothoth”, hopelessly muddled and obscured by the heavy-handed, so-called “editorial” input of Lynn Willis. It absolutely bewilders me that this mess ever saw the light of day, and that it continues to do so, whereas other material goes begging, or falls by the wayside – “Unseen Masters”, say, or even “Horror on the Orient Express” (which has its own issues, but still). I can only assume that Willis and DiTillio know where the bodies are buried…

So here’s a challenge. Put your wallet back in your purse (or pocket, or wherever). Take out your old copy of “Masks” and read through it again with a cup of coffee and your critical faculties working. If you feel at the end of it all that you desperately need a new copy of the same information, updated to the 7th Edition rule system, then grab your credit card and do this:

Buy a copy of “Harlem Unbound” instead. Give credit where it’s due and reward smart, savvy roleplaying efforts; not lazy, inconsequential, catch-penny rubbish.