REVIEW: Pet Sematary (1983)

King has often been asked about the seed of the idea that would eventually become his fourteenth novel Pet Sematary.

Over the years, the seed has migrated: According to some accounts, the book is based upon King’s decision to accept a residency at a university resulting in his uprooting his family and moving to a house that turned out to be next to a busy road. According to other accounts, this road was so lethal to the local pet population that the local kids had all taken to burying their pets in the same bit of untended scrubland. While the exact degree of overlap between reality and fiction is known only to King and his family, you can tell that Pet Sematary is a novel rooted in lived experience and this explains why it hits harder than almost any other work of horror fiction.

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Into the OSR – Post Zero

Into the OSR is an occasional series in which I write up some of the creative decisions I have made in the preparation of my old school sandbox D&D style fantasy RPG campaign. The rest of the series can be found here.

What is the OSR?

OSR stands alternatively for Old School Revolution, Old School Revival, or Old School Renaissance depending upon whom you ask and when it is you ask them. The term OSR dates back to the mid-00s when people on a number of online forums began trying to re-connect with a style of gaming associated with the origins of the hobby and the earliest editions of Dungeons & Dragons.

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On “The Temple” by H.P. Lovecraft

Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of H.P. Lovecraft, which I will slowly be working my way through.

Self-parody, or self-hatred?

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Thoughts on Adventure Design and Nephilim’s “Les Veilleurs”

Looking back over the scenario reviews that I have published on this site, I am struck by the fact that most published scenarios seem to miss my personal sweet-spot when it comes to the trade-off between providing content and empowering GMs to create their own content: Those scenarios that go long on detail feel restrictive and that sense of restriction makes me second-guess and resent the author’s creative decisions. Meanwhile, those scenarios that are short on detail under the guise of allowing GMs more freedom to write and/or improvise often feel thin, poorly structured, and a waste of money. I would argue that this sense of dissatisfaction is inevitable and unavoidable.

The problem is that every group has its own energy and every GM has their own creative workflow. Indeed, before we even address the question of what constitutes a ‘creative workflow’ we need to recognise that while some groups are happy taking action and driving their own narratives, other groups will be much happier sitting back and allowing GMs to narrate a story around them. Back in the day, we would have said that the first group were simply better or more experienced players but my time in the hobby inclines me to think that this is as much a reflection of personality as it is of experience. Either way, a group of people who are happy to have a story told to them are going to want something very different from a scenario than a group that wants to create its own stories. There is no such thing as a one-size fits all published scenario. Even the greatest and most legendary of campaigns is likely to fall flat if your group don’t vibe with the type of story that a campaign contains.

Moving beyond the players to the people running the games, I think that different GMs have different levels of comfort with the idea of a mutable text. Even GMs who do enjoy improvising will sometimes struggle to deal with groups that depart too violently from narratives laid out in published materials and some people do not want to improvise at all. Indeed, if you look at your average published dungeon crawl you will find very little room for ambiguity or the kinds of mutable narratives that are unlikely to survive initial contact with a group of players determined to pursue their own goals and create their own stories. I am even tempted to say that the emergence of a non-traditional RPG scene has allowed traditional RPG designers to double-down on the use of linear narratives. After all, if you want your players to assume control over the narrative, why not play a game that explicitly gives them narrative powers?

The best RPG sessions I have ever run were those in which the players were free to explore and engage with the things that were of interest to them. While it would be impossible to produce a published scenario that allowed for every possible narrative swerve groups throw at their GMs, it should be possible to produce published adventures rich enough to encourage player agency whilst supporting a GM’s ability to deal with that freedom. This is what I mean when I talk about my personal sweet-spot for adventure design and I find it really interesting that so few scenarios and campaigns have any interest in positioning themselves anywhere near it.

Reflecting on this point, I tried to remember which (if any) published adventures manage to get that balance right and while my first thoughts went to Gary Gygax’s The Village of Hommlet (opening chapter of his famous Temple of Elemental Evil module) I then remembered the first supplement put out in support of the original French edition of Nephilim.

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REVIEW: Ghosts of the Tsunami by Richard Lloyd Perry

The original vision for this blog was a place for me to write about ‘hauntings’ in the most expansive sense of the word. What I mean by that is that while I definitely wanted to write about ghosts and ghost-stories, I also wanted to write about memory, trauma, and all the ways in which the past imposes itself upon the present and helps to shape the future. While this original vision may have never come fully to pass, I remain deeply fascinated by this more expansive conception of the haunting. Evidently I am not alone in this fascination as Ghosts of the Tsunami is a book about just such a form of haunting written by the Asia editor of the London Times.

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On “The Cats of Ulthar” by H.P. Lovecraft

Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of H.P. Lovecraft, which I will slowly be working my way through.

The Mystery and Horror that is Cat.

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REVIEW: Things Have gotten Worse since We Last Spoke by Eric LaRocca

As I worked my way through Eric LaRocca’s second novella Things Have Gotten Worse Since We Last Spoke, I kept amusing myself with the idea that someone was going to cancel LaRocca for committing an act of cultural appropriation against people with picrew avatars. Well… it turns out that I was pretty much bang on the money.

Things is an interesting example of how the market for horror rebuilding itself by seeking out new audiences and creating new systems of cultural reproduction. Published in June 2021 by Weirdpunk Books, LaRocca’s novella found its way onto subscription services that seem to be more interested in Instagram and Tiktok than Twitter or Facebook. By avoiding traditional avenues of bookish publicity, the book wound up getting pushed into the faces of people who were perhaps not all that familiar with the more extreme forms of literary horror and so people unaccustomed to that kind of literary affect got angry and tried to argue that LaRocca was smearing and stereotyping lesbians by writing a book about an insanely abusive and co-dependent online relationship. It is now a year later and the calls for cancellation have been buried under a flood of gleeful disgust but it is worth acknowledging that Things Have Gotten Worse Since We Last Spoke is not only an enjoyably gross and fucked-up horror novella, it is also an incisive piece of social satire inspired by spaces where the language of acceptance often masks the reality of social bonds with hidden costs.

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