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WyrdScience Vol1 Issue3
WyrdScience Vol1 Issue3
As for what happened to the rest of my teenage collection, well... that really is a
horror story, though one best saved for another day.
So anyway, in this issue we dig into everything from the history of horror games
and the gothic literary roots of Ravenloft, to the latest chillers such as Free
League’s Nordic Horror RPG Vaesen, World Champ Game Co’s Campfire and
those games like Mothership and The Wretched that are taking our terrors into
orbit and beyond. Best In Show Ltd
We look at how games have handled horror mechanically, and especially how Registered Office:
they’ve approached mental health, question whether games can, or even 2 Western Street, Barnsley,
should, actually be scary and celebrate the genre in all its myriad forms, from folk
and cosmic through to the stylish cinematic chills of giallo horror. Of course South Yorkshire, S70 2BP
even with all that we’ve barely scratched the surface of what is out there and
the number of games I wanted to include but couldn’t, for one reason or Please don’t send anything to this
another, is several times longer than what we have managed. address, you’ll just confuse and/or
scare our accountants even more
Still, the good news is that thanks to everyone who so generously backed us on
Kickstarter, and all of you who have picked up a copy since, there’s going to be than our bank statements do
plenty more issues to come, and so many more chances to rectify those
unfortunate omissions. Get In Touch
contact@wyrdscience.online
As for those future issues, well, I’m happy to say that we’re already working away
at issue 4 as we settle into our new quarterly schedule. Truly there is no rest for
Find Us Online
the wicked, as many of the antagonists form the games featured here can no
doubt testify. www.wyrdscience.online
Twitter: @wyrd_science
Anyway, on that chilling note I shall let you grab yourself a pumpkin spiced latte Instagram: @wyrd.science
and get on with reading the rest of the magazine as there’s a lot to get through.
Once you have though please do get in touch as we’d love to know what you All rights reserved,
think and what you’d like to see more of in our future issues.
reproduction of any part
John Power, Editor of this magazine without
permission is prohibited
Jack Shear is a writer and Shannon Appelcline has been Samantha Nelson has been Dan Thurot is best known for his Hit Points - P.94-111
podcaster based in the roleplaying since his dad bought writing about tabletop and writing on board games, most of From the hack & slash of Slàine and Warcry’s bestial skirmishes to the likes of Traveller, Orbital Blues and Death In Space, it’s your
desolate wilds of New York. He him the Tom Moldvay B/X Basic video games since 2008 for which you can find at his site one stop guide to all the latest wargames, boardgames, RPGs, solo games, books, film and TV that you should be checking out..
is the author of the Strahd D&D set in the '80s and is the publications including The A.V. Space-Biff! However, he'd rather
Loves, Man Kills zine, Planet author of the acclaimed Club, Dicebreaker and Polygon be known for being a good dad
Motherfucker, and Krevborna. Designers & Dragons series of
books on the history of RPGs
and is a member of the Critical
Hit podcast.
to his 2 daughters, a quieter but
far more worthy accomplishment APPENDIX M - P.112
talesofthegrotesqueand Bard-on-the-run Mira Manga comes out from behind the sofa to get us up to date with her unexpected adventures in horror games
dungeonesque.blogspot.com erzo.org Twitter: @samanthanelson1 spacebiff.com
Twitter: @DanThurot
Publish & Be Damned: THE MERRY MUSHMEN So, first of all please introduce yourselves, just who are The
Merry Mushmen and where did that name come from?
KNOCK!’s focus is on old school gaming which, like the term OSR
itself, seems to have a dozen definitions depending on whom
you ask, how do you define it and what is its appeal for you?
Eric Nieudan: We are two aging RPG people from France. I've
Since dropping through our letterbox in the Spring of 2001, “old school gaming Bric-à-Brac” been professionally involved in tabletop games since the end EN: I think most definitions are valid, who am I do decide what's
KNOCK! has quickly become one of our favourite, and inspiring, RPG publications, of last century, and gaming since the 1980s. what? Speaking for myself though, I like my adventure-slash-
each issue packed full of new rules, creatures, wild ideas, essays and art from some of old-school games to have three things: open situations or
the most talented names in the OSR scene. Olivier Revenu: I worked mostly as a freelance graphic designer sandboxes, simple and loose mechanics that can we can
all my life and played my first D&D game in 1981. amend or elaborate on as needed, and a fair referee who isn't
With three volumes of KNOCK! now on our shelves and A Folklore Bestiary on its way, afraid of letting the dice decide what happens.
we caught up with The Merry Mushmen behind it all to find out where it all began and EN: Olivier came up with the name so I'll let him answer that part.
what they’re up to next. OSR games are typically lethal, especially if the players make
OR: If I remember well, we needed a name quickly before the mistake of looking for combat without being prepared, but
launching the first Kickstarter campaign, and I had in my characters are easy to roll up, and your next beginner adventurer
current campaign at this time a group of NPCs I liked: a bunch just might be the one who gets to become a hero!
Interview: John Power Jr. of scary smiling myconids.
Images: courtesy of The Merry Mushmen Most of the original articles in the first KNOCK! were culled from
You've known each other, and been involved in the French blogs, why did you think it was important to have these in print?
RPG publishing world for quite a while now, right? Can you just
tell us a little about how you met and your gaming histories... OR: I've always preferred to read on paper than on screen and
I love the book as an object. Gathering all these articles in a
EN: We met in the office of a games publisher in Paris circa single "place" that can be consulted at any time allows us to
2002 and did some work together. I was in charge of Archipels, show the incredible variety and creativity of the OSR community,
a third party D&D campaign setting back in the days of 3rd and that was the original idea.
edition and the d20 License and I realised that Olivier and I had
the same taste and influences, I asked him to write some silly Now obviously there's hundreds to choose from but is there a
fantasy pirate stuff for us. A couple years later, I moved to particular piece you've featured in KNOCK! that you think sums
Ireland and we lost touch entirely. Until that day in 2018... up the spirit of it?
So, fast forward to 2018, what happened then? OR: It's really hard to say, especially since one of the strengths
and charms of the OSR is its diversity, the different points of
EN: I got an email entitled 'message from the past' with a proposal view which answer and complement each other like in a ping
for an OSR magazine... pong match. Each article is part of a more global reflection of
the authors' OSR own community.
OR: I had completely lost interest in RPGs around 2002. But in
the summer of 2016 a friend of mine suggested that we play But I would say that if you have to read only one article, for me
Tranchons & Traquons, with our children, it’s a very cool OSR I’d say maybe try one of those written by Arnold K. Cornerstones.
game by Kobayashi, that’s perfectly adapted for young people.
You now have an open submission policy for KNOCK! So what
It was fun, so then I started to get interested in this strange advice would you give someone who might be taking their
thing called the OSR. I discovered OSR blogs, independent first steps in creating content for games?
creations, zines etc. All at once. A shock! A Pandora's box.
EN: Write good!
I found almost everything that I read was great, hyper creative,
and, very often, very modern. If you know the amazing fonts of creativity that are the various
OSR sub-communities you'll have an idea of what we like.
So that's when I got the idea for KNOCK! And as I saw that Eric Otherwise, just browse one of our issues and send us your best
was one of the cool actors in the OSR scene, it was only natural pitches, blog posts, etc. Oh, and be patient. The new projects
that I contacted him to do it together. we're on take a lot of time away from responding to emails.
I started posting about the collection on Instagram mostly out I have to say, that one-two punch of an intermediary rules box
of an enthusiasm for sharing, that was maybe slightly getting and a wargame was not really an adequate gateway for actually
on my friends’ nerves. The collection was and is still fueled by playing D&D. Even with the addition of the Basic Rules, it was
an ongoing sense of revelation and discovery, and I think it mostly a solo map-making game for me for a couple years. It
naturally wants to be disseminated. wasn’t until I got the Gamer’s Handbook of the Marvel Universe
in 1988 that RPGs really started to make sense to me as a kind
I do want to say that folks tend to think I have a large of storytelling game you’re supposed to play in a group.
collection, but I am not sure I really do. I mean, I do have a lot
of stuff (checking the spreadsheets: 5,688 RPGs, board games, So, as we said this all started off as an Instagram page and
toys, zines, magazine, miniatures, books and miscellaneous then a year or so after you started that the first show went up.
items), but there are certainly people out there with collections Had the podcast always been part of the plan?
that are far more extensive than mine. It doesn’t feel massive to
me, at least. Nope, not at all. It was all my co-host Hambone’s idea. All credit
for its success goes to him. Never in a million years would I
On the other hand, I have detailed spreadsheets to help me have guessed people might enjoy listening to me rattle on
find where stuff is, so maybe this is simply an exercise in self- about this stuff. But Hambone was right: they do! The world is
deception. full of mysteries.
And how much do you actually get to play it? It seems like you Had you done anything like it before? We just listened to the
have a pretty regular gaming schedule going on... first show again and you kind of hit the ground running.
In terms of variety, I play a lot more board games than I do I had done some podcasting before, primarily associated with
RPGs, thanks to my weekly board game group. I do have a Unwinnable, so that got me comfortable on a microphone.
weekly Call of Cthulhu game on Roll20 that started up during
the pandemic, though – we did a bunch of classic scenarios, That notion that we hit the ground running is a little bit of an
Gaming culture has always been lagging in Italy until the last
40 years since a generation of children were lured into Firetop Mountain with the couple decades or so, and even now, it's nothing comparable
promise that they were ‘The Hero’, the iconic Fighting Fantasy gamebooks are back. to the German or Anglo-Saxon gaming culture, so it was always
a struggle to find likeminded players. That forced me to mainly
To mark the anniversary the series’ original creators, Ian Livingstone and Steve Jackson, pursue solo games, and gamebooks were an ideal outlet for
have returned with two new titles, Shadow of the Giants and Secrets of Salamonis, the my gaming needs.
latter Jackson’s first contribution to the line for 36 years.
I already mentioned Joe Dever's Lone Wolf, but there were
On the eve of their release we spoke to Tazio Bettin, the Italian artist whose work features many titles published in Italy in the 80s and early 90s. Fighting
on both the cover of Secrets of Salamonis and throughout Steve Jackson’s long Fantasy was obviously among them, as was Steve Jackson's
awaited return to Alansia. amazing Sorcery! series. Gamebooks in general were very
popular in Italy during my childhood and early teenage years.
Art (throughout): Tazio Bettin (courtesy of Scholastic) The same publisher that published most of the gamebooks
Interview: John Power Jr. available in the market, E. Elle, also published novels like The
Trolltooth Wars.
Talking of that art direction, throughout your career you've I don't know why but especially when it depicted everyday
worked in quite a wide range of styles, do you have a things like your adventuring bag, or some object you
preferred style or medium, or are you just happy to adapt as encounter during the adventure. It tells you something very
the work demands? mundane that makes the world you're reading about all the
more real.
Ever since I started working on comics and reading articles and
guides written by comic artists, one of the concepts that stuck I especially loved inventory art showing a collection of objects,
with me the most was first explained by a great comic artist like what you could find on an apothecary's table. In every
and one of my major influences: Brian Stelfreeze. He said that fantasy game healing potions are a popular trope, but what do
style is nothing more than a byproduct of what one does just they look like? What shape does the bottle have? Or is it a vial?
by creating art, and that fixating on finding one's own style is Or an ampoule? So I was thrilled to be able to draw my own for
just a way to limit your drawing skills. work. Like I said, it probably sounds very silly.
Ever since, I’ve tried to learn different media, from pencils to inks, And how do you work these days, is it mainly digital?
to gouache and oils, and of course digital painting to keep myself
versatile and be able to tackle different subjects and atmospheres. I almost never draw digitally. It's always pencils, inks, sometimes
gouache or, in recent times, oils. I don't want to lose that
Your art in Secret of Salmonis definietly captures a lot of the tactile, handcrafted and natural feel that traditional media
atmosphere of the original Fighting Fantasy books... alone can deliver. When I create painted illustrations, I often
mix that with digital colours and painting, using texturized
When deciding how to approach the art of Secret of Salamonis, brushes to avoid colours feeling too cold, like I did for the
Secrets of Salamonis marks not just 40 years since the first I had one thought very clear in my mind: I wanted it to feel like cover of Secrets of Salamonis. averages of existing images taken from that big cauldron that
Fighting Fantasy book was released but it's the first one Steve Fighting Fantasy art made me feel when I was a wee lad. It had is the internet. But what makes people love an artist's work is
Jackson has written for most of that time, how did you get to be traditional media. To me, when a gamebook sports digital But it entirely depends on what I am drawing and what effects I what makes them unique, not the average.
involved in the project? art in the interior I feel cognitive dissonance. am aiming for. My tarot drawings and the covers for books like
Dan Abnett's Pariah and Penitent are the opposite of that: What makes a Mike Mignola, a Dave McKean, a J.H. Williams III
Many of the influences in my art come from that world through Keep up to date with Tazio’s work at
artists like Moebius and Bilal. I'd certainly also welcome a artstation.com/taziobettin
chance to work with more American publishers. and on Instagram @taziobettin
Of course that means that you’ll need a deck to go with all those polyhedral dice and Although the first time I went to college to study art, graphic I love Tarot for a lot of reasons but I think it most appeals to me
one that’s caught our eye is artist Jonathan Sacha‘s beautiful Goblins & Gardens set. design, I dropped out to play music in a punk band. I did that in it's form. It's a very universal thing: a deck of cards. So many
Reappropriating classic Dungeons & Dragons Monster Manual art, he’s allowed its for over 10 years and we were really lucky to tour as much as people have committed their art to that format and that means
denizens to roam free amongst collages of flowers, fruit and vegetables and just maybe we did. We were always broke as hell but we travelled a lot and you have a massive library of windows into near infinite worlds.
find peace at last. We spoke to Jonathan to find out more about this unique deck. met a lot of wonderful artists. Back then I was working with
Adobe products that I, maybe, stole and definitely didn't know It's the perfect storytelling art-form in my opinion. Even just
Interview: John Power Jr. how to use, but I found my way to screen-printing for other one deck will consistently turn up new stories all of the time
Photos: Jonathan Sacha bands. when you shuffle it and pull cards!
Then when I was about 25 I went back to school and whilst I When it comes to D&D.... Well this might be where I start losing
strongly considered graphic design again I ultimately opted to people. Lol.
study sculpture. Even then my senior thesis project was all
photographs and braille. So like every artist I can't sit still to Honestly, at this point, the thing that attracts me the most to
save my life... D&D is that it's so ripe for parody and critique. I'm sure that will
upset some people but it's how I feel. We've put so much of
Punk music is definitely outsider art. I'm sure to some folks that ourselves into that game that at this point it's inextricably tied
sounds corny, but I was exposed to an incredible amount of to being human.
truly beautiful people making really original work. And because
it's punk it's always made out of what you can find and not The art of storytelling is inherently human. But D&D is also
what you can buy. That makes it special. That means it's more plagued by war and violence. So it becomes this very
connected to who you are and what's around you. interesting place to explore. Why is the violence so insidious?
Why does this certain type of story keep getting told over and
So, the Goblins & Gardens deck, what came first, your interest over again?
in Dungeons & Dragons or the Tarot?
And of course we then have to ask where do the gardening
I guess it's technically D&D. In high-school, some of us tried to books come into all this?
get into, what I assume, was 3rd Edition and decided it was too
complicated and gave up pretty quickly. I didn't come back to I actually found an old gardening book on the side of the road
it until much later, after 5E and The Adventure Zone came out. one day when I was walking home from work. It ended up on
my desk next to a copy of the AD&D Monster Manual Vol. 2
I remember listening to that show and hearing them throw out that my partner had bought for me. It was a used copy so it
a bunch of the rules right away and I thought "Now here we was all drawn on and colored in. I really loved having a glimpse
go, I'll just do that!" into the past, at someone else's intimate history with the book.
I haven't played in a while though. Nowadays I stick to stuff like But then I started thinking about the violence in all the stories
Troika! or PbtA or one-page games. I like the silly and the that had been told via D&D and started daydreaming about
simple stuff. That's the most fun for me and my friends. what might be happening to those monsters now that people
aren't telling those stories anymore.
Tarot had been in my periphery for a long time but starting in
2017 I was getting more and more interested in it. It's been a That's where the line "What happens to a story after you leave
long and very slow process and I really love the journey I've it behind?" comes from. I fell in love with the idea that for every
Today, it’s probably best known for gifting the world with Tom I’ve been playing Dungeons & Dragons since shortly before it
Hanks’ first feature lead role. Here he plays Robbie Wheeling, a was popularised in the early ‘80s, so it was a natural fit for me.
Interview: Will Salmon gifted student just starting life at a new university and who But the truth is, I saw that the rights were available, for a price I
Photos courtesy of Plumeria Pictures loves nothing more than an intense session of Dungeons & could make work, and could immediately picture an amazing
Dra-, sorry, Mazes and Monsters with his buds. But when one of Blu-ray cover by Paul Shipper, an artist I’ve been dying to
his crew, Jay-Jay, suggests taking things to the next level and commission for a Plumeria cover since I launched the label in
getting out of the dungeon and into the real world (So, LARPing lockdown.
then), Robbie begins to lose his grip on reality and becomes a
danger to both himself and those around him. So you’re a long time gamer?
Based on the book of the same name by Rona Jaffe - a Oh my gosh, yes – I was a very early adopter! I started out
typically misinformed screed from the era that blamed the playing wargames in the local church hall, and one day I was
tragic death of Michigan State University student James Dallas introduced to a radical new game that didn’t have miniatures
Egbert III, in part, on his interest in roleplaying games - Mazes (at the time, anyway) but was played with pencils and paper
and Monsters is undeniably goofy, horribly biased against its and dice. And I’m still part of a group now!
subject matter, but also still a lot of fun to watch. And while it's
generally considered to be little more than b-movie fluff, Although in between there was a gap of about 30 years when I
certain aspects of the film have aged rather well. didn’t play anything but Call of Cthulhu, which is my real
passion. I’m also a big board-game fan, my current favourites
The film turns 40 this year and is getting a brand new anniversary being Nemesis, Living Forest and perennials like Settlers of
Blu-ray, released by UK label Plumeria Pictures. It's a good Catan.
chance to reassess a feature that offers a fascinating, naive,
but still often quite charming, look at the roleplaying hobby It’s quite surprising to see Tom Hanks in the film! What do you
less than a decade on from Dungeons & Dragon’s first release. think of this early performance?
We spoke to label founder David Hughes to find out more...
It gets a lot of stick but actually if you approach it fairly, it’s not
How would you sum up the plot of Mazes and Monsters for bad. It’s more than an early-career curiosity; it’s actually a very
those who haven’t seen the film yet? Hanksian performance, if that makes sense. You can draw a
direct line from there to some of his later, more celebrated
It’s a 1982 made-for-TV relic of the pre-“satanic panic” period roles: all the ingredients for what makes him him are there.
when D&D was starting to be looked at as harmful to kids,
largely a result of American evangelicals needing a boogeyman You mentioned this a moment ago - and I agree - it’s pretty
to keep congregations in their thrall. If it wasn’t D&D it would rare to see a film like this from the period focus on mental
be heavy metal music (in fact it was); anything demon-adjacent health issues. Is Mazes and Monsters ahead of its time in some
was considered dangerous. ways, do you think?
Laughable now, of course, but a genuine problem for a lot of It does seem as though it handles mental illness more
D&D players in the 1980s. sensitively than some of its contemporaries, which were quite
There’s a great deep dive into the film in the booklet accompanying
the release, a more sober accompaniment to the shenanigans of
the RPG podcasters – including the How We Roll crew, plus
Scott Dorward and YouTuber Seth Skorkowsky – on the
commentary track.
It was fairly easy to get the rights; what was trickier was remastering
the print supplied, which was pretty poor quality. We sent it to
ITV’s restoration bay and they did a great job of ironing out the
many problems you get when working with an 1980s made-
for-TV movie shot on videotape.
I’m sure some people will complain that it’s imperfect, but for
the 40th anniversary we would rather have something out
there that’s the best available than not have it available at all.
It’s not like it’s ever going to look amazing in 4K.
Empire critic Dan Jolin called it “laughably clueless,” which it is. Nothing I can talk about yet, but we do have a few films in the
But I think people will give the film a lot more credit than they pipeline and we’re building the label one small-time release at
expect to; certainly that’s been the experience of everyone a time. Every release is a 1,000 copy limited edition and they’re
who’s watched it prior to release. I wouldn’t go as far as to say currently sold only via our website so building the brand is a
it's “ripe for reappraisal”, but it’s certainly worth a second look slow process.
with an open mind.
Having said that, the more titles you release, the more people
Have you read the book by Rona Jaffe that it’s based on? you reach, so hopefully our diverse slate will find new fans.
But most know about the genre primarily through the two
heaviest hitters: Chaosium’s Call of Cthulhu (1981) and
White Wolf’s Vampire: The Masquerade (1991).
H H
orror has, in fact, been a part of roleplaying in his Lake Geneva D&D games, imagining Elder Priests of orror roleplaying proper started with Dark After Call of Cthulhu broke the dark ceiling, more horror
games from the very start. You might think that Cthulhoid gods and their Temple to the Latter Day Old Worlds, a 19th-century roleplaying game by Kurt roleplaying games appeared, but they tended to be
J.R.R. Tolkien was the biggest influence on the Ones, as well as a Lost City of the Elders and an off-world Lortz that mixed Gothic and Lovecraftian lighter, and they definitely didn’t try and compete with
original Dungeons & Dragons (1974) — and certainly Gary adventure location of Fomalhaut — which was the source themes. Well, that was the theory at least. Chaosium had Call of Cthulhu on its Cthulhoid home terrain.
Gygax included Tolkien-influenced elements, from of much of Greyhawk’s eldritch horror. secured a license to publish Lovecraft related material from
hobbits to treants in that first edition. But according to Arkham House, the company founded by August Derleth Tri Tac Games’ Stalking the Night Fantastic (1983), the next
Gygax’s later writings, that was just to catch the attention Kuntz brought these Lovecraftian interests to published and Donald Wandrei to manage Lovecraft’s literary estate, major release, centered on investigation like Call of
of the Tolkien fans who had multiplied in the United States D&D with an article on Lovecraftian gods that appeared in and in turn had received the Dark Worlds manuscript, but Cthulhu, but it did so from a campier point of view, that
in the ’60s and early ’70s. In truth, Gygax was much more The Dragon #12 (1978) which then was integrated into the then rejected it as unsatisfactory. of the Bureau 13 agency, who searched for supernatural
influenced by a darker, more horrific shade of fantasy: original Deities & Demigods (1981) book - before a legal events (and some science-fiction events too) and was
sword & sorcery. skirmish with So, what to do ultimately based on Kolchak the Night Stalker, the most
Chaosium, who with that notable supernatural investigation TV show prior to The
It’s right there in the infamous “Appendix N” of the original had licensed the Lovecraft X-Files.
Dungeon Masters Guide (1979), a list of “Inspirational and rights to license? Enter
Educational Readings”. Dark fantasy heroes like Conan, Lovecraft by that Sandy Petersen, A year later Pacesetter entered the horror game, and they
Elric, Fafhrd and the Gray Mouser all make the list, alongside time, led TSR to who’d suggested could have had a tremendous influence on the industry
their serpent-men foes, their soul-stealing swords and step back. his own given the star power of a company made up of ex-TSR
their manipulative wizards and lost loves. It wasn’t Lovecraftian employees. Nonetheless, they shied away from direct
straight-up horror, but it was definitely horrific fantasy. That would just game to competition with Call of Cthulhu and instead took
be the first retreat Chaosium while Hammer Horror as their inspiration when they designed
Besides influencing the earliest games of Gary Gygax, and from D&D’s pulp Kurtz was the first edition of Chill: Adventures Into the Unknown
thus the design of Dungeons & Dragons itself, these sword and sword & working on Dark (1984). Similarly, It Came from the Late, Late Show (1989)
& sorcery influences also made their presence felt in early sorcery origins; a Worlds. With the from Stellar Games picked B-Movies as its foundation.
D&D publications thanks in large part to two TSR designers second followed first project a
who loved pulp stories: Tom Moldvay and David “Zeb” Cook. the publication failure, Petersen Meanwhile, TSR went beyond their pulp inspirations to
of the epic- got his chance. take one major stab at horror before embracing epic
Two tropes of sword & sorcery, lost civilizations and fantasy story of The result was fantasy in the late ’80s. The result was the other great
primordial cultures, can be readily found in supplements Dragonlance Call of Cthulhu horror release of the ’80s. I6: Ravenloft (1983), by Tracy
they wrote such as X1: The Isle of Dread (1981) and B4: The (1984-1986). Its (1981), likely the and Laura Hickman was founded on the simple question
Lost City (1982). However it is two other adventures that extreme success would lead D&D back to the high most influential horror roleplaying game in our hobby’s of how to turn a vampire into a something more than
stand out for their more explicit horror content: Tom fantasy of J.R.R. Tolkien as the game rapidly approached history, released in November 1981. As the name suggests, just another monster to kill in a dungeon room. In
Moldvay’s X2: Castle Amber (1981) drew directly upon the its second edition (1989). Call of Cthulhu was firmly based on the cosmic-horror answering this question, the Hickmans leaned heavily
Averoigne stories of weird fantasy author Clark Ashton stories of H.P. Lovecraft. Using Chaosium’s Basic upon Gothic horror, with their Strahd von Zarovich based
Smith, revealing a haunted family full of secrets; and Zeb Sword & sorcery made some final appearances at TSR Roleplaying roleplaying system, debuted in RuneQuest not just on Dracula, but also (probably) on Lord Byron, a
Cook’s I1: Dwellers of the Forbidden City (1981) detailed a around the time that Dragonlance was being published, (1978) and Stormbringer (1981), players investigated the real-life predatory abuser. If H.P. Lovecraft and his cosmic
claustrophobic city inspired by Conan author Robert most notably in Zeb Cook’s Conan Role-Playing Game horrors of Lovecraft’s mythos in the 1920s… and upon horror offered the first major thread for horror in RPGs,
Howard’s Red Nails and in doing so debuted one of the (1985) and the Lankhmar: City of Adventure (1985) setting, finding it promptly went insane or were devoured by the then Bram Stoker and the Gothic horror of Ravenloft
more horrific early D&D monsters, the aboleth. but by then the War of the Lance was rising and TSR monstrosities (or sometimes, both). offered the second.
would be swept in a different direction.
D&D could have delved even deeper into horror literature, It created a foundation for horror roleplaying that remains When ill-informed parents began panicking about
as Appendix N also referenced writers such as August That left a gap that the UK stepped right into when a strong influence today, forty years later, with Lovecraft roleplaying games in the ’80s, it seems obvious that they
Derleth, H.P. Lovecraft, and Manly Wade Wellman. Of Games Workshop produced Warhammer Fantasy Role- inspired games now become a whole sub-genre of horror would have been worried about these games of cosmic
these, Lovecraft is known to have had the greatest effect Play (1986), an entirely dark fantasy roleplaying game, full gaming unto themselves. Moreso, it created a model for and Gothic horror, or even by a dark fantasy RPG such as
on the game’s development, thanks in large part to Rob of decay, depravity, and corruption. In the meantime horror roleplaying that was focused on investigation, Warhammer Fantasy Role-Play. But, that wasn’t the case
Kuntz, the co-GM of Gary Gygax’s early Castle Greyhawk though Lovecraftian competitor Chaosium had already where the characters were weak in the face of horror, but at all. Instead, it was vanilla D&D that got all the
games. Kuntz included a variety of Lovecraftian elements debuted the first true horror game of the industry. persevered nonetheless, no matter what the cost. attention, and that’s a story of horror all its own.
T
he moral panic against roleplaying games is in began attacking D&D as early as 1980, with evangelists The notorious, and of course
large part the story of the horror roleplaying joining in by 1981. wildly inaccurate, booklet that
game that didn’t bark. It was an attack made Patricia Pulling’s organisation -
primarily upon Dungeons & Dragons as a horror roleplaying It all came to roleplaying’s door when Patricia Pulling Bothered About Dungeons &
game, even as it was shedding its own horrific trimmings claimed her son’s 1982 suicide was the result of a Dragons - produced to ‘inform’
and just as other games that might have been more Dungeons & Dragons curse. After a series of failed those in authority of the
vulnerable to moral panic, such as Call of Cthulhu or lawsuits, Pulling formed the group Bothered Against dangers that the roleplaying
Warhammer Fantasy Role-Playing, were appearing. Dungeons & Dragons (BADD) to attack a game she game supposedly posed...
delusionally thought taught “demonology, witchcraft,
The irony is that the sword & sorcery themes of D&D’s voodoo, murder, rape, blasphemy” and more. D&D thus
earliest days could have made it equally vulnerable. found itself labeled as a Satanic game just as it was
Witness the sacrificial scene on the cover of Eldritch stepping away from its modest, early focus on dark
Wizardry (1976), which could easily evoke Satanism, or the fantasy. The hysteria-fueled controversy over the game
less prurient but equally fiendish scene found on the made headlines and even appeared on 60 Minutes.
cover of the original D3: Vault of the Drow (1978).
TSR was most famously attacked in fundamentalist Christian,
Those pieces of art could have created genuine concern and cartoonist, Jack Chick’s Dark Dungeons (1984) which
over the horrific content of D&D, but by the time D&D also insisted on the existence of D&D curses, but the assaults
came under strong attack in the ’80s, they were already would continue into the ’90s in unreliable books such as
fading into the past, with the Cthulhus and Warhammers Mike Warnke’s Schemes of Satan (1991) and Joan Robie’s
picking up the horror baton. The mob didn’t care: the The Truth about Dungeons & Dragons (1992), both of which
Satanic panic was the height of ignorance, the result of a went back to D&D’s supposed original sin and spread the
few high-profile incidents that brought Dungeons & Dragons lie that James Dallas Egbert III, who had committed suicide
into the public eye, and thus made it the perfect target. in 1980, had left behind a note praising Satan. (He did not.)
H I
orror in the ’90s began with a small-press RPG t wasn’t just roleplaying. All of media was In fact, many of the new horror games of the ’90s found
from Stellar Games called NightLife (1990). It darkening in the 1990s. Comic books were entering their new horror themes in occultism, with one of the
called itself “splatterpunk”, reflecting the gory, the Iron Age, with four-color heroes being replaced most notable examples being Kult, a Swedish roleplaying
counterculture fiction of the ’80s, which featured authors by killers such as X-Force and Lobo. The hopeful future of game (1991) translated into English (1993) by Metropolis
such as Clive Barker and Poppy Z. Brite. This was a new, Star Trek: The Next Generation was revealed to have Ltd. Using a foundation of Gnosticism and Kabbalism,
darker style of horror that would foreshadow what was shadows in which the politics and infighting of Star Trek: Kult imagined a world where reality was just an illusion
to come in the decade, but another element made NightLife Deep Space Nine occurred. Bands like Nine Inch Nails meant to hold man prisoner. It was one of the few
even more unique: players took on the roles not of monster reigned over MTV and by the end of the decade, roleplaying games to ever match the notoriety of D&D: it
hunters, but of the monsters themselves. Unfortunately, newcomers like Oz and The Sopranos would herald a was questionably connected to a murder in Sweden and
NightLife was held back by its small-press status, but new, grimmer, sort of television. as a result was brought up in the Parliament of Sweden
that doesn’t mean it didn’t influence what came next. as part of an attempt to ban
Even traditional TSR succumbed funding to youth groups
That of course was Mark Rein-Hagen’s Vampire: The when it rebooted the Hickman associated with roleplaying.
Masquerade (1991), a game that the White Wolf crew Ravenloft adventures as
conceptualized on the way to Gen Con ’90 — and Ravenloft: Realm of Terror (1990), The darkening of the industry
continued with even after they saw NightLife, because a fantasy/horror setting that was can perhaps be best revealed by
they felt like they could offer a more serious take on the heavy on mood and that elevated how older games were
material. The result was Gothic, like Ravenloft, and urban all the lycanthropes and undead reimagined. Chill returned in a
fantasy, like NightLife, but it was something more: it was of the D&D pantheon to positions second edition (1990) from
personal horror, where the players were repelled not by of power (and terror). It was Mayfair Games, replacing the
what they faced, but what they were. successful enough to spawn over Hammer Horror of the original
50 supplements across the with splatterpunk and the campy
The touchstone for Vampire: The Masquerade has long decade, including two later artwork with dark and moody
been Anne Rice’s Vampire Chronicles, which told similar editions (1994, 1997) and even a pieces. Similarly, Pagan
tales of angst and self-doubt interwoven with vampiric Victorian sub-setting called Publishing’s Delta Green (1996)
politics. Though Vampire at one time might have become Masque of the Red Death and supplement reimagined Call of
a licensed Anne Rice RPG, Rein-Hagen actually waited Other Tales (1994). Cthulhu with more modern
until late in the development process to read the books. sensibilities, bringing it into the
Thus, Vampire encompassed many more horror tropes. pushed the personal horror envelope through Rein-Hagen’s However, there was a real present and interweaving the
The moody and sexy movie The Lost Boys was one of the deliberate intent to make the players uncomfortable. paradigm shift after the Cthulhu Mythos with
earliest inspirations, but Vampire also was influenced by publication of Vampire: The government conspiracies: a
much more archetypical horror, from the classic novel The World of Darkness was dominant in a way that no Masquerade. Horror roleplaying uniquely modern-day sort of
Dracula and the silent movie Nosferatu to Brian Lumley’s other horror roleplaying release ever had been, not even games began to move away from horror.
Necroscope books and other contemporary movies such Call of Cthulhu or Ravenloft. It was so dominant that traditional horror tropes, which
as Near Dark. These influences combined with the game’s when TSR faltered in the late ’90s, it was the World of had been demystified by their ubiquitous depiction in The darkening of the industry even leaked out into other
personal horror to evoke new, darker themes, which was Darkness that ever so briefly stepped up to outsell movies, and instead pioneered new ground. The result genres. Though the cyberpunk movement was responsible
supported by expressive short fiction and by moody art Dungeons & Dragons for a month or more. It even spawned was often deeply evocative, thanks both to the new for much of the darkening of ’90s science-fiction
by Tim Bradstreet and others. a short-lived, little-loved TV show, Kindred: The Embraced tropes and the new styles of theming through artwork and roleplaying games, Fading Suns (1996), created by White
(1996).The World of Darkness continued triumphantly through fiction that had been established by White Wolf. Wolf alumni, offered a different horror and occult-tinged
Vampire: The Masquerade of course opened the door to about a dozen linked horror and fantasy games, and only take on science-fiction. It would lay the groundwork for
an entire World of Darkness, which walked the line finally faltered when White Wolf rebooted the series in This was the time of Mike Nystul’s The Whispering Vault science-fiction RPGs to move away from the bright,
between urban fantasy and horror. Some games such as 2004, to try and catch the newest horror trends. (1993),where guardians protected reality from rogue gods; nostalgia-infused space operas that had been the
Mage: The Ascension (1993) played on the fantasy side of of C.J. Carella’s WitchCraft (1996),which offered a neo- industry’s earliest entrants to the field.
the line, but the World offered up one game that was But more than just achieving personal success, the World paganist take on modern-day magic; and of Greg Stolze
even darker horror than the politic games of Vampire, of Darkness also influenced an entire generation or horror and John Tynes’ Unknown Armies (1998), which embraced If there was a decade where horror reached its zenith in
Wraith: The Oblivion (1994), a meditation on death that games, darkening the whole industry along the way. obsession and madness in the face of occult menaces. the roleplaying industry, it was the ’90s.
O
nce upon a time, horror was a small corner of Chaosium wasn’t the only one reinventing Call of Many of the most interesting horror indies have been
the industry mainly ruled over by Call of Cthulhu. Much of the industry joined in — in large part The second new subcategory of roleplaying was deconstructive. De Profundis (2001) reimagined
Cthulhu, but the ’90s showed that there was because Chaosium was deeply weakened as the new international publications, which had never succeeded in Lovecraftian horror as an actual letter writing game;
room for as many horror games as there were types of century dawned and so was no longer able to maintain the English-language world prior to the outreach now while My Life with Master (2003) focused on the role of
horror. As a result, the roleplaying mainstream has their exclusivity of the concept. Cubicle 7’s World War allowed by crowdfunding platforms such as Kickstarter. the humble horror henchman. Monsterhearts (2012) and
embraced horror in the 21st century. Cthulhu (2013) contrasted the horror of the mythos with Back in the ’90s, Kult had briefly demonstrated the dark moreso Monsterhearts 2 (2017) reconfigured horror tropes
the horrors of war, a theme that was shared by horror that was lurking in foreign countries; now, that to explore LGBT adolescence.
That’s often meant reiterations of old releases, with Call Modiphius’ Achtung! Cthulhu (2013). horror burst past those countries’ borders, with Sweden
of Cthulhu, Chill, Unknown Armies, Ravenloft, and the whole again taking the lead. Even if horror games may have reached their height in
World of Darkness being just a few of the classic horror Pelgrane’s Trail of Cthulhu (2008) reinvented the idea of the ’90s, when the whole industry descended into
titles that have seen dramatic reinventions. It’s also investigation, while the Delta Green RPG (2016) presented Järnringen mixed body horror and cosmic horror in their darkness, they have since discovered their breadth, with
resulted in licensed horror RPGs such as Buffy (2002) and a new set of mechanics for the innovative setting. science-fiction Coriolis (2008), influenced by films such horror games become omnipresent, covering a wider
Angel (2003) from Eden Studios. There was even innovation CthulhuTech (2007) mixed horror with science-fiction, as Event Horizon; they then played on the horror of the scope of body, cosmic, mythic, personal, and psychological
in the mainstream, such as when Eden got out in front of and most recently Evil Hat’s Fate of Cthulhu (2020) unknown in Symbaroum (2014), a dark fantasy. horror than could have ever been imagined forty years
the zombie trend with All Flesh Must Be Eaten (1999). doubled-down on the corruption and the apocalyptic Järnringen’s successor, Fria Lingen, has similarly focused ago, when Call of Cthulhu first hit the shelves.
s far back as I can remember, I’ve always been Even if you haven’t read the texts from which they
Strahd’s resemblance to Dracula isn’t simply a question The Realm of Terror (1990) box set expanded Strahd’s
of ability, it’s also a matter of theme. The Hickmans tragic backstory, presenting him as both villain and
conceived of Strahd as the antidote for the kind of victim. Due to his treachery and an unenviable fall from
faceless villainy that dominated early D&D adventures—a grace, he is cursed to continually seek the love of his life—
horde of goblins here, a tribe of lizardmen there, and a Tatyana, who is herself doomed to die and be
gelatinous cube waiting in the hall. reincarnated over and over again as the eternal object of
desire for an immortal monster. Interestingly, this
Like Dracula, Strahd personifies the metaphoric sexual element of Strahd’s backstory has fed back into the
menace that radiates from the idea of a predatory undead Dracula mythology. The Dracula of Francis Ford
creature who seduces and destroys his prey. Strahd’s Coppola's silver- screen adaptation of Stoker’s novel is
possible goals in I6, randomly determined by drawing a similarly afflicted by a mad desire to reclaim the love that
card, roughly correspond to Dracula’s aims in Stoker’s tale: he has “crossed oceans of time” to find once more.
Like the vampire tales it spawned, In Van Richten’s Guide to Ravenloft, Kharkov’s rule of
Valachan was usurped by Chakuna, a huntress who will
the Gothic always rises from the grave stalk anyone who trespasses on her domain for sport.
—and in Ravenloft, the dead never rest easy. Chakuna was clearly inspired by Richard Connell’s The
Van Richten’s Guide to Ravenloft
is out now published by Wizards of the Coast
Most Dangerous Game (1924), though General Zaroff ’s
Cossack menace has been replaced by vague All previous editions of Ravenloft are
Mesoamerican trappings. currently available via DriveThruRPG.com
I
t has been a long, hard journey for our mismatched birth to our new world, the old refuses to go quietly,
band of disgraced priests, back street doctors and leading -as the saying goes- to a great variety of morbid
dilettante artists. Summoned from the cosmopolitan symptoms to appear.
university town of Uppsala out to this windswept village
on the Danish coast it’s fair to say we have not received a Based upon the book of the same name by author and
friendly welcome from the locals, suspicious as they are artist Johan Egerkrans -a handsomely illustrated field
of our city ways. guide to the myriad creatures of Scandinavian folklore-
Vaesen makes use of Free League’s own, now familiar,
Our, let’s say, specialist expertise has been called upon by Year Zero engine to create a game of both folk and very
an engineering company hoping to drain these ancient human horror.
moors and make them fit for modern purpose. Unfortunately
for them their machines are mysteriously breaking down In Vaesen players are members of The Society for Studies
their workers scared off, and just beneath the surface of the Invisibles and Protection of Mankind (henceforth
dark secrets and wicked misdeeds are inexorably clawing The Society), a secretive organisation dedicated to
their way into the light. protecting humanity from the more esoteric dangers of
the world and, on occasion, vice versa. Gifted with ‘The
Welcome, to the ‘Mythic North’. Sight’, our heroes are those rare few who, through accident
of birth or trauma, are able to perceive the unseen world
Released in 2020, ‘Nordic Horror’ roleplaying-game Vaesen of spirits and the supernatural, that which normal folk
is set in a ‘mythical nineteenth-century Scandinavia’, a might just catch a glimpse of out in the corner of their eyes.
land where the hidden realm of the titular vaesen -trolls,
lindworms, church grims and the like- butts up and From their well appointed base in Uppsala players must
against our own increasingly secular society. A land where sally forth out into the icy hinterlands, those places
despite industrialisation and scientific discovery giving where newly built roads give way to dirt tracks, old traditions
H
ways unknowable, Vaesen’s are often all too familiar, and aving sent us scurrying to the Baltic Sea and the mercurial otherworld might play out, probably not in are as outright horrific as Davis’s favourite, the nuckelavee,
as a result their misdeeds and dilemmas have the potential back, Vaesen has spread its wings with Mythic the mortals’ favour Davis suggests. It’s understandable which he describes as ‘a demonic, centaur-like creature
to hit all the harder. Britain & Ireland. Rolling across the dark waters that a topic that over a century on is still unresolved has from Orkney. It is so bizarre and frightening, and so unlike
from Scandinavia like a gloomy sea fret, this brand new generally been left to the discretion of the games master anything else I've ever seen from anywhere else in
Still, for all it eschews world ending horrors Vaesen can sourcebook covers the Atlantic Archipelago and its but it’s certainly an area ripe for exploration. folklore.’
still be a surprisingly dark game. Whilst at first glance inhabitants, supernatural and otherwise. It is, it has to be
Egerkrans illustrations may give the book the feel of a said, a perfect fit. Britain and Ireland are lands steeped in Completing this gazetteer of the Isles, Davis takes us on a
collection of children’s fairy tales, linger over the illustrations folklore as rich as that of Scandinavia, countries where tour of its major cities, the people -historical and fictional- the nuckelavee, “a demonic,
of Ash Tree Wives, Mylings and The Neck and the horror mysterious prehistoric monuments stand on gloomy whom we might encounter and the locations we might
beneath the surface soon becomes visible. In that though plains and the past habitually haunts the present. find them in, from the leather upholstered private clubs centaur-like creature from
Vaesen is true to its roots, the original folk tales and fairy of London to the dockyards of Belfast and onto more
stories of Northern Europe from before the Brothers Grimm To bring this Mythic Britain & Ireland to life Free League esoteric realms such as the otherworlds of Celtic myth. Orkney. It is so bizarre and
approached veteran games designer Graeme Davis, or
rather, as he explains, he approached them. ‘I'm a lifelong Much like our original Uppsalans, British characters are frightening, and so unlike
folklore geek and I had been toying with the idea of a members of their own occult order, in this case the
folklore based RPG for some time, but the closest I got to Apollonian Society, whose London townhouse comes anything else I've ever seen”
doing it was GURPS Faerie in 2003.’ Davis explains. complete with that essential feature, a ghostly
manservant. Davis ties the Apollonians into much of
‘When I first saw Vaesen, I realised that it was the game Britain’s storied magical history and you will not be
I'd been wanting to make all along, only set in Scandinavia. surprised to find such well established figures as John
It clearly needed a supplement on Britain and Ireland, Dee and Edmund Spenser appear alongside the, perhaps,
and I wanted to be the one to write it. Luckily, Free League lesser known likes of 17th century antiquarian John
liked my pitch!” Aubrey and William Stukely, famous -in the real world at
least- for his 18th century investigations of Stonehenge
Remaining in the late 19th century, Vaesen’s Britain and and Avebury.
Ireland -populated by men like Stephenson and Brunel-
is perhaps an even more apt location for a game where, Davis’s love and knowledge of Britain’s secret history
as Davis points out, ‘the upheaval of industrialisation, shines through it all but fun as that all is, and apart from
and the way that both mortal and supernatural folk the digression into Victorian Britain’s baffling monetary
respond to it, is a major theme of the setting.’ system it is all fun, it’s the 14 new vaesen culled from the
folklore of the Isles that are the book’s star attraction,
‘Being set in the 19th century, there are built-in themes of each one brought to life once more by Vaesen’s original
tensions between classes and cultures, between urban artist Johan Egerkrans.
and rural areas, and between industry and tradition,’
Davis explains and the book begins with a lengthy With a wealth of folkloric beings to choose from narrowing
introduction to the United Kingdom of Victoria’s time, down the selection seems like a difficult job, something
and its increasing divisions. Davis readily admits. ‘It was a tough choice,’ he says. ‘I
Another challenge Mythic Britain & Ireland presented Of course a bestiary of banshees, boggarts and black can also have pure fairytales with only a little darkness in
Davis was in not just narrowing down the selection but dogs is all well and good but they need a good mystery to them. No one has to include horror in a game if they
pinning down the essential qualities of creatures that by be placed within and Mythic Britain & Ireland ends with don't want to.’
their very nature defy simple classification. ‘Given that three such scenarios that take us from rural Gloucestershire,
there's almost no part of Britain and Ireland where twenty to a mining village in Wales and back to the smog filled ‘There's a difference between portraying horror, or the
miles' travel doesn't land you in a place with a different streets of London. Filled with superstitious locals, high potential for horror, and being an edgelord for its own
accent and culture, there are bound to be differences in minded interlopers, zealous priests and decadent artists, sake - or so I've always believed,’ he goes on, adding
the details of folklore,’ he explains and points to the iron bar your investigators ending up in a burning wicker man ‘there must always be a dialogue between GM and
clawed hag, a creature he admits to having ‘a soft spot they tick all the folk horror boxes you might expect, and players over what the limits are and which topics are
for’ and whose mutable nature means that ‘there are just its clear Davis “gets” Vaesen and what differentiates it particularly upsetting for each specific player.’
so many different ways of looking at them and using from its more tentacular peers.
them in stories.’ Likewise as well as setting expectations at the start of
‘The cosmic horror of Call of Cthulhu, to me at least, has play Davis advises that he ‘would never advocate for loss
To reflect this diversity most of the vaesen featured in the alway been largely about the futility of human endeavor of agency on the part of the player characters, because
book come complete with a list of notable regional in the face of vast, uncaring, incomprehensible powers in the whole point of a roleplaying games is collaborative
variations. So, for example, in the case of Scotland’s a vast, uncaring, incomprehensible universe.,’ he says. storytelling and group problem-solving. But there is a
seductive, if very much murderous Glaistig, Davis ‘You can never win, but you can try not to lose - at least, significant difference between challenging the players
provides details of other beings that occupy similar not today. In Vaesen, it is far more possible to right and robbing them of all agency.’
folkloric niches elsewhere across the isles, such as the wrongs and make peace with the supernatural. Faerie
Irish baobhan Sith and Manx leanan sidhe. thinking and morality may be different from those of Whilst the book is now out and in people’s hands, Davis’s
mortals, but they are not so entirely alien as work with Vaesen seems far from done. A good beast is
‘In general these differences are minor, but the entities of the Cthulhu Mythos.’ hard to keep down and he has already started to publish
still interesting for a game, where the those creatures left on the cutting room floor via the Free
players might be faced with something League Workshop on DriveThruRPG, and indeed look
they don't know, about a creature that “Faerie thinking and beyond our shores, collaborating with Polish writer Paweł
is otherwise familiar,’ Davis says, Marszałek on some adaptations of Slavic vaesen.
adding that whilst ‘there are morality may be
differences between northern and Indeed whilst Britain and Ireland’s mythology may share
southern England, Welsh folklore different from those of some DNA with Scandinavia, Mythic Britain & Ireland
is very much its own thing, shows how the world of Vaesen can be expanded
while there are significant mortals, but they are beyond the cold, foggy north of Europe and the game
similarities between itself develop. As the world grows smaller who knows
Scotland and Ireland - not so entirely alien as what may have hitched a lift with looted relics back to
perhaps because they were the heart of Empire, or indeed where our intrepid
both Gaelic-speaking nations the entities of the investigators may find themselves heading next.
originally, while the Welsh
language is Brythonic and closer Cthulhu Mythos” With folklore to be found wherever we have built our
to Breton and Cornish.’ homes, and human weaknesses universal, perhaps a globe
trotting campaign to rival the iconic Masks of Nyarlathotep
For those who wish to explore the On the subject of the game’s taxonomy though Davis could be next, with it’s own spin of course, Around The
mist shrouded folklore of the British isles further Davis sees Vaesen as more of ‘a folk investigation game’ than an World in 80 Vaesen anyone?
has included bibliography and particularly recommends outright horror one. ‘Historically, folklore and fairytales
Katherine Briggs’s A Dictionary of Fairies. ‘I first picked it have included some very dark themes indeed, and they Vaesen - Mythic Britain & Ireland is out now
up in the mid-70s, and I've not found a better reference were only cleaned up fairly recently, by the Victorians in available from Free League Publishing
since then. It's exhaustive in scope, with enough detail to the 19th century and by Disney in the 20th and 21st Frialigan.se
provide ideas for mysteries and encounters which the GM centuries,’ he explains.
can then supplement with their own research online,’ he Keep up date with the latest from Graeme Davis
explains, ‘It’s harder to find than it once was, but worth ‘Certainly you can have horror elements if you want, and & his new indie RPG studio The Rookery
looking for.’ for some creatures that is about the only option, but you on Twitter @RookeryP
T
he ‘90s Nickelodeon horror anthology television show Vass and Jobst’s goal then was to make their take on the
Are You Afraid of the Dark? featured a group of kids horror anthology, Campfire, as accessible as possible to
called the Midnight Society who would gather around new players. The game doesn’t require any advanced
a campfire each week to submit scary stories for their peer’s preparation and a session is designed to last 90 minutes
approval . Whilst their tales would be the focus of each to two hours.
episode the show would periodically return to the campfire
to see how that particular story was being received. ‘This won’t take you all weekend,’ Vass explains. ‘You
don’t have to learn calculus. You just get to tell scary stories.’
That frame device is also key to Campfire, a storytelling
game designed by Adam Vass and Will Jobst that also Designed for two to five players, Campfire centers around
draws inspiration from other horror anthologies such as a set of eight 15-card story decks that each represent a
George A. Romero and Stephen King 1982 film Creepshow different sub-genre of horror. Jobst and Vass each wrote
and R. L. Stine’s Goosebumps series. one deck and the rest were penned by other tabletop
horror writers such as Dread creator Epidiah Ravachol
‘By framing it as Creepshow or Are You Afraid of the Dark? and Bakto’s Terrifying Cuisine writer Giuliano Roverto.
we’re reaching out to an audience we think would really
love and appreciate this style of game but maybe haven’t ‘We made a dream team list, and luckily we got pretty
been made aware of it because so much of roleplaying much everyone that we’d hoped for to say yes,’ Vass said.
culture is wrapped around fantasy stuff,’ Vass said. ‘They ‘We let each of them do their thing. There was very little
might not want to engage with roleplaying because of what oversight in terms of what they were allowed to do or
their perception of it is. This is an invitation saying “this is what they wanted to write about so we ended up with
not as far off from what you like as you might think.” We this really eclectic mix of different sub-genres of horror
always want to encourage different kinds of people to and everyone getting to fully lean into their favorite
come to the table and see what it’s like.’ weird, scary stuff.’
M
any horror, and horror-adjacent, games H. P. Lovecraft, the ur-example of cosmic horror, the
feature mechanics that track a character’s game’s sanity mechanic reflects the deteriorating mental
mental state. Over the last forty years, state of Lovecraftian protagonists. Characters start with a
these mechanics have changed and been set sanity value and lose it, point by point, as they
refined, moving away from more dated conceptions of encounter horrors beyond mortal imagining. The
insanity and simpler mechanics into more nuanced, enemies in Call of Cthulhu often cannot be meaningly
complex and thematic examinations of mental health fought and even when they are defeated this seldom
and what it means to lose it. matters; what is dead can never die and the stars will soon
be right.
The loss of sanity is the subversion of the power fantasy
inherent in most roleplaying games, replacing a character’s In addition, the monsters you face aren’t dangerous
customary progression with a downward spiral. It is, in simply because they might kill you. Each and every one is
part, a solution to the intrinsic problem of all horror RPGs; physical evidence that everything you know is wrong,
the medium is defined by choice, freedom and power they are unreality given form. The universe is infinitely
whereas horror is about the loss of choice, freedom and more strange and cruel than you ever imagined and you
power. The heroes in horror stories are usually unsung, are nothing. In Call of Cthulhu and its derivatives,
their victories, if they win at all, often pyrrhic, fleeting or improving their understanding of the occult often
inconsequential. For those lucky enough to find any reduces a character’s maximum possible sanity rating
meaning or heroism in what they do, they must give of and reading books with these truths can drive them mad.
themselves for others. They die in the dark so that others
may live in the light. While most editions do have some ways to restore lost
sanity, these are generally small; this is a game about
Any discussion of sanity mechanics must begin with Call losing your mind and, in many ways, it treats sanity as a
of Cthulhu. Based upon the fictional universe created by secondary health pool. Losing too many points at once
O
Darkness, Morality was replaced by Integrity, which is lost surrender to the transformation if the tower falls. It is a ne of the more complicated and nuanced
W
hile sanity mechanics began with cosmic through traumatic events rather than immoral acts, and profound experience, not to be undertaken lightly, and takes on sanity mechanics can be found in
horror, it is not their only place within instead of gaining permanent ‘derangements’ – a dated plumbs depths of uncomfortable detail that perhaps only Unknown Armies. Instead of one sanity track,
RPGs; in many ways personal horror term – characters acquire Conditions. None of these are a solo game could allow. It would be difficult to explore a characters have five ‘shock gauges’; Self,
games are an even better fit to explore named for real diagnoses and can be removed by meeting game quite so dark as this with someone else, navigating Isolation, Helplessness, Unnatural and Violence. When
those themes. In most World of Darkness games particular criteria or after a period of time. Vampire: The your shared comfort level, and by playing alone you characters encounter traumatic circumstances that fall
characters are no longer human and gradually devolve Requiem’s most recent edition has Humanity loss impose mirror the reality of the titular character. There is nobody under one of these categories – for example being
into some flavour of monster. While usually not directly similar temporary conditions as well as mechanical there to help her, warn her or pull her back from the imprisoned for Isolation, or talking to a corpse for
analogous to sanity, there is often considerable overlap. penalties entirely divorced from mental health. brink. Unnatural – they roll a stress check and mark either a
The titular bloodsuckers in Vampire: The Masquerade had failed or hardened notch depending on success or failure.
to watch their Humanity, but even human beings could Requiem also introduced touchstones, significant In Changeling: the Lost, another game in the World of
become (less literal) monsters in the World of Darkness relationships that help to shield characters from Humanity Darkness series, players take on the role of human beings Hardened notches gradually make a character immune to
setting as they slid down some form of morality track, loss. Often speaking to a touchstone is what resolves a abducted by fae, spirited away to another dimension that particular shock. This is not without its downsides,
picking up troubling behaviours and literal psychological negative condition. This system, in addition to being a, where they were enslaved and magically transformed. however, as characters are desensitised and if a character
disorders on the way. somewhat, realistic take on support systems, grounds a One might have served as a living candle, another may has enough hardened notches they accrue mechanical
Unknown Armies may use the language of insanity but in While Lovecraftian games seem unlikely to lose their
truth the system is modeling something different. This is laundry lists of disorders and spiraling insanity anytime
not an inescapable descent into inhumanity, supernatural soon, they are nonetheless innovating and iterating. Trail
corruption or opening oneself up to a wider, more of Cthulhu has different modes of play for more gritty or
terrifying cosmos. It’s trauma. Some people become pulpier rules, which alter the severity of its sanity
desensitised when exposed to enough, others flinch at mechanics, baked into the rules. The most recent
every slammed door. It’s no accident that, instead of editions of Unknown Armies and Call of Cthulhu removed
sociopathy, Unknown Armies’ second edition labels a many specified mental illnesses and neurodivergence in
hardened person Burned Out. favour of nonspecific compulsions, phobias and
delusions. Many games introduced bonds that
mechanically encourage players to think about their
It’s no accident that, instead character’s support network and provide a touch of
realism and stakes to their struggle with demons both
of sociopathy, Unknown Armies’ literal and figurative.
second edition labels a 40 years on from Call of Cthulhu introducing SAN points
to our character sheets more and more systems are
hardened person Burned Out diversifying in terms of what they model and how –
whether it’s sanity, stress or supernatural corruption -
In this, Unknown Armies was a forerunner for the shift and in recent years there has been an intentional move
from sanity mechanics to stress mechanics, which are away from ableist tropes and simple mechanics in favour
becoming more and more prevalent both within and of more nuanced systems that better complement core
outside the horror genre. They’re far more accessible – themes and treat mental health both a little more
you may not have had your mind broken by an eldritch realistically and respectfully.
he dark, gloomy forests of the wilderness are filled generation starship whilst 1977’s Traveller introduced
terrifying. Space doesn’t want to kill you, it just does, Still, for much of sci-fi roleplaying’s history the emphasis
without thought and without malice. It will boil your has been more on space heroics than emulating sweaty
blood, make your eyeballs explode and you don’t even claustrophobic fear. In recent years though, as perhaps
want to know what it’ll do to your lungs. our own hopes for a golden future amongst the stars
have receded, space bound RPGs have taken on a much
And that’s just our space, the regular old, heavily irradiated darker, certainly less optimistic feel.
vacuum that lurks at the edge of the, oh so thin, strip of
air that barely blankets our planet. Start to throw in acid What that says about 21st century society i’ll leave up to
blooded aliens, reality warping monoliths and the like into you to decide but still the new wave of sci-fi RPGs have
the mix and yes, if you want to experience true horror then openly embraced the chill of horror. To investigate
space is the place. further we spoke to the people behind three of our
favourite sci-fi games of recent years, Mothership, The
Whilst fantasy has traditionally ruled the roost as far as RPGs Wretched and ALIEN to see what horror means to them
are concerned, science fiction’s history in gaming is nearly and whether RPGs can indeed be a vehicle for fear.
as storied. Considering the role basements have played in
the history of our games it’s no surprise that so many of In many ways Ridley Scott’s 1979 classic ALIEN remains
the first RPGs were centred on chthonic spaces but still it the template for sci-fi horror, so it’s no surprise that Free
wasn’t long before game designers looked to the stars for League’s official RPG based upon the franchise, and
inspiration. As early as 1976, James M. Ward’s Metamorphosis released in 2019, has proven so popular with those who
Alpha, saw us swapping cave systems for a vast mutant are looking to move away from fighting dragons, and
‘The best horror games look a lot like a group of people ‘There is always a chance of survival, no matter how
telling stories around the campfire, tapping in to a shared small,’ concludes Gaska. ‘The mouse isn't going to run
storytelling tradition that dates back millennia,’ Bissette through the maze if there's no cheese at the far end.
sure if any game mechanics can really capture the “The game is all about trying to adds. ‘Often you find the real horror happens after the Watching play-throughs on the internet, it seems that
essence of horror and its effects. ‘Even in a game like The game, or story, or movie, or whatever, is over, when the one or two PCs always make it out of each cinematic
Wretched, which uses the Jenga tower to create rising survive against overwhelming odds, player is on their own with their thoughts, digesting what adventure I’ve written. Sometimes they are the most
tension, the horror comes from the player and their own just happened.’ clever, sometimes it's just dumb luck on their side. Sometimes
personal responses to the prompts. Jenga in itself isn't and the horror that comes from the they even make it just because they betrayed everyone
inherently scary.’
slow realisation that you weren't “Often the real horror happens after else, but there's usually someone who makes it.’
S
pire is a game about ill-fated dark elf It is an important dynamic and one they all recognise as
revolutionaries fighting a hopeless war against potentially risky. Going into business on such a creative
an authoritarian Aelfir (high-elf) government in project can, and has, fractured friendships in the past.
a towering city, the Spire of the title, that is However, by embracing creative freedom, keeping their
filled with cults, monsters and occult magic. Having first principles in mind, building a loyal community and,
taken us beneath the city with the multiple ENNIE award importantly, producing good games, they have not just
winning Heart, we now have Sin, a new sourcebook that survived but thrived.
introduces both new lore and mechanics for the city’s
forces of religion, crime, order and more. Spire is a world in which a subjugated Drow population
try to undermine the corrupt, beautiful and strange
The company behind Spire, Heart and Sin is Rowan, Rook Aelfir’s rule. It is a world of occult societies, illegal
& Decard, a small but dedicated team of artists and game religions and wild beautiful magic that Howitt tells me
designers. At the core of the company are three friends, was inspired by Warhammer and “the grand irony” of the
who met at university in Norwich and have since managed 40K universe.
that rare thing, to turn their passion for games into a
living. Grant Howitt and Chris Taylor, the creative leads, Whilst powered by its own innovative system, one that
and Mary (Maz) Hamilton who is responsible for the encourages narrative through gameplay and short, exciting
business side of things. misadventures, Spire began life as a spy-craft focused
hack of Dark Heresy (the late ‘00s Warhammer 40,000
“There is an underpinning of love and trust and that we RPG). From there the game went through numerous
have each other's best interests at heart,” Howitt tells me iterations eventually coming to emphasise acts of rebellion
while explaining how the company works, a sentiment rather than spying and with Games Workshop’s IP out of
that all three of them express to me in different ways bounds and both Howitt and Taylor frustrated with Dark
throughout our conversations. Heresy’s system, Spire had become very much its own thing.
A
likely, but how you go is what matters. consider the way the rules feel, the concept behind them n important guide to their writing as well as ‘right here are two pages of notes and here are some things
and then try to express that in dice. He doesn’t worry their business strategy is their company manifesto, you have to hit and here are some vibes. Go and come back
about probability curves and balance. “It has always been Hamilton points out. Just as “no dead levels” when you’ve done it. Any questions, let me know.’ ”
“Everybody dies in these games, about how it felt to roll those dice physically; to take them informs their design philosophy, “everyone gets paid” does
and roll them and to see what the outcomes are.” their business strategy and Taylor emphasises to me that Howitt explains that they were looking for writers who,
but did you die well? Did you die in a Rowan, Rook & Decard is an accredited living wage employer. “Get the joke, get the cruelty. They get the hope and
Taylor also thinks a lot about the balance and tension excitement in it.”
way that made you feel powerful?” between rules and free storytelling and believes that “less Hamilton tells me that they all touch base regularly to
rules allow a story, but more rules generate it.” Whilst he make sure their mission statement and initial values still One person who clearly gets it is Basheer Ghouse. His
In Spire failure is no bad thing. In fact, it is at the core of tends to lean towards rules-lite systems where he is apply and refer back to them when making day-to-day section in Sin expands on the forces of order: The jackbooted
Spire: The Resistance, the system that powers the game. more comfortable, he sees his job as to try and find a decisions. Hamilton describes those values as “corporate city guard, fanatical paladins, courts, prisons, army and
As the players roll failures or successes with consequence, balance between these two contradictory points. tools,” but “most corporations use them as a sticky plaster everything keeping the Spire in line. Ghouse says that in
they accrue stress, not damage. Eventually, that stress over gaping wounds. If you actually use them in the way particular he drew inspiration from the British Raj and
will metastasise into a tangible outcome. But Spire is not just a set of mechanics, it is also a setting. that they are intended to be as guides to behaviour and found that he could use real-world politics like American
When it comes to their world-building the point most action, they become something quite powerful.” policing to find the satire of Spire.
If you take fallout as the result falling of a building, you emphasised was that there is no single truth, possibly
might break a leg. If you receive a critical fallout while another hangover from Warhammer 40,000 which is Hamilton has an impressive background in the media He expanded Order by looking at the areas of Spire that
pissing off the Duke, she might drop an insta-kill cannon famously lore-deep but has no official canon. and helps run the company in addition to their regular he thought would be interesting. Moreover, he thought
shell on you and everybody near you but the game then work. “The way I have tried to describe my role before is, I about what sort of systems of government would be
asks, what will you do with those last few seconds before The books explicitly do not answer key questions about think about all the stuff that would get in the way of Grant needed to have created the Spire of the core book. Then it
the shell impacts? the Spire and leave filling in the details up to the players. and Chris doing what they are best at.” was the process of expanding the ideas and finding the
72 Wyrd Science
IN THE DARKEST
RECESSES OF
OURSELVES
If the magic in your games has become just a bit too safe then
The Book of Gaub is here to put the sinister back into your
sorcery. Walton Wood speaks to Paolo Greco to find out more
about this blasphemous tome...
T
he Book of Gaub is a singular object and experience. alongside Enoch Duncan, Jonathan Newell, and Trevor
It’s both deeply personal to its creators but still Henderson.
accessible to any gamer or reader who might be
inclined towards the esoteric and macabre. It carefully ‘Initially I did not know any of the writers, and treated them
delineates its themes and tone, but its content is versatile as an egregore of sorts,’ Greco said, referring to the occult
enough to be used in any game that accommodates arcane idea of a psychic manifestation or thought-form. ‘I saw
horror and trauma. It concerns itself with the dark and the members of the writing collective as distinct aspects
terrible, but it gathers those aspects in an object that is of a single entity.’
physically beautiful without deviating from the prose’s tone.
Their collaboration produced 49 system-agnostic and
‘It’s my most ambitious project so far,’ said Paolo Greco, level-less spells, each entry replete with a description of
the publisher and one of the creative minds behind The the ritual, its effects, and some evocative microfiction; 49
Book of Gaub. ‘Having recovered from a bout of a few bits of paraphernalia tainted by Gaubian magic; 100
years of crippling mental health problems I finally felt I catastrophes resulting from the (mis)use of profane sorcery;
could tackle my crowdfunding campaign for a fancy 20 monsters; 19 adventure hooks; supplementary materials
hardcover of the quality I always wanted to publish.’ that cover rules for level-less sorcery and a table of 10
places you can find Gaub spells; and scads of monochrome
The Book of Gaub is the thirteenth spellbook published illustrations and illuminations of objects, entities, and
by Greco’s publishing company Lost Pages and its first things far stranger. The tone is consistently grim and
horror book. This grimoire resulted from Greco’s horrific, but the prose is punctuated with wry gallows
spontaneous collaboration with writers Charlie humor, which keeps the mood from becoming overbearing.
Ferguson-Avery, Evoro, The Furtive Goblin, Isaak Hill,
John “Unlawful Games” Gregory, Rowan A., and Jack The book orients all its material around the seven-
Shear; Ferguson-Avery and Rowan A. also contributed art fingered hand of Gaub, an image that adorns the book’s
76 Wyrd Science
The Book of Gaub’s primary Roman typeface is a recreation your coffee table so you can share
of the one whose development Cobden-Sanderson its bespoke craft and
oversaw for his press, and Greco also adopted Cobden- unspeakable horrors with all
Sanderson’s approach to applying that typeface to the your friends and houseguests.
page in an artistic, elegant fashion.
The Book of Gaub is written
‘I tackle layout half as a purely geometrical composition, and organized in way that’s
pursuing beauty, going for balance or dynamism or easy to read piecemeal, but
whatever else the content requires, and half as a user it’s concise enough that, if
interface, pursuing ease of use, going for better learning you’re feeling particularly
or ease of browsing or whatever else the user requires,’ masochistic, you could read
Greco said. ‘The user interface work is quite standard it from start to finish in just a
interaction design, while the composition is merely “take few hours. But the art, prose,
your glasses off and look at the elements on the page as and playable content are deep
shapes, and make it pretty”.’ and inspired enough to be re-
read and contemplated for
One of the most striking features is the silhouettes of the much, much longer than that.
fingers framing the page numbers. Within each major
section—spells, paraphernalia, etc.—the relevant finger is Just make sure you do so with
printed darker than the others (with the Finger that is Not the lights on. And don’t
There appearing when appropriate) to aid in quick worry—that cobweb in the
navigation and reference. Complementing this visual corner of the room is
marker, the book includes a general table of contents probably just a cobweb.
with a categorized spell list, an alphabetized spell index
and a general index of spells and monsters. Probably.
P
roviding us with a completely different take on ‘Italian Cinema was pretty present all my life.’ he explains,
the horror roleplaying experience is Blurred Lines his father a fan of Sergio Leone’s Spaghetti Westerns. As
- the latest title from Brazilian artist and game for giallo itself, a lurid sub-genre of Italian cinema that
designer Guilherme Gontijo. Inspired by the Italian giallo focuses on the brutal misdeeds of serial killers and the
movies that first came to prominence in the 1960s, Blurred tortured psyches of those hunting them, Gontijo’s route
Lines takes us away from the terror of the supernatural in was, as for many, the legendary director Dario
and into a world where the horrors are all too human. Argento’s Suspiria.
A solo journalling RPG, Blurred Lines sees you slip off your ‘I was already a fan of the creative use of colors to set the
socks and slide on your finest Italian leather loafers as psychological moods of the characters, mostly because
you take on the role of a crime photographer, who is of Kubrick, so when I saw Suspiria it felt more like an art
hunting, and in turn being hunted by, a serial killer who, movie than an horror one. It was love at first sight. The
at the start of the game, has just claimed their fourth initial shot on the airport, the noisy creepy soundtrack,
victim. the geometric visuals. It was all there. Since that day I've
watched as many giallo movies as possible.’
Befitting the genre the killer’s MO is particularly grisly,
garroting their victims with a fishing line, before Another more direct inspiration for Blurred Lines also
extracting their left eye for good measure and it’s a race comes from Gontijo’s love for Italian cinema, in the shape
against time to uncover their identity before you too end of Michelangelo Antonioni’s 1966 classic, Blow-Up. As he
up, laid out in similar cyclopean fashion, on the mortuary explains the story of a fashion photographer who,
slab. But what, I wondered, was it about dark Italian ‘accidentally captures a clue to the identity of a serial
cinema of the 1960s that so inspired this 33 year old killer on the background of one of his photos and
graphic designer from Brasília? becomes obsessed by it.’
I
explains. ‘A monster, a slasher Background of the picture. f Blurred Lines plot and mechanics Still, for Gontijo, and his fellow South American
killer or a not-so-loving Then during the game you need take their inspiration from giallo films, designers, there remains an uncertain path between
neighborhood are just the to revisit the locations to re-examine the photos, and then so to does the game’s look, this is a very stylish having an idea for a game and actually getting it to
climax of this discovery path. clarify your memory.’ looking zine. A graphic designer by trade, Gontijo has market. In our previous issue Brazilian games designer
When we see the dangers drawn on the aesthetic cues of Italian cinema and the Diogo Noguiera introduced us to the vibrant RPGLATAM
we're dealing with, we can Playing roleplaying games by oneself, especially late at night book is filled with spot illustrations, collages and fake scene that Gontijo himself is a key part of. In the 12
comprehend them and when you’re alone in the house, can be a powerful movie posters, I’m not sure what the Italian for months since we’ve seen several higher profile releases
therefore contain them. experience, especially with horror games, a responsibility on gesamtkunstwerk is but it surely applies here. from the community, Noguiera himself scooping an
Staying in the dark (even in the part of the games designer that Gontijo clearly understands. ENNIE for his Old School Essential’s adventure, Halls of
daylight) is a major part of ‘As with all design projects, everything started to take the Blood King, and British publisher Soulmuppet running
what makes the horror ‘Games, and especially solitaire ones, can allow players to shape at the research phase,’ he explains. ‘I collated a lot a successful Kickstarter to publish five zines by Latin
genre scary.’ explore the dark,’ Gontijo says. ‘Because of that authors of famous shots from films, giallo posters, Italian book American writers.
can help players enjoy the goosebumps without breaking covers, modernist logos, portraits of Italian actress and
Whilst the game does down in tears and trauma. Most of the bad experiences more such as the Thomas de La Rue deck of cards on a It’s noticeable though that both of these required
include optional rules for that people have had with horror could have been Pinterest board. I started noticing collage and raw image European publishers and Gontijo still sees a long way to
adding supernatural avoided just by letting them know beforehand what they manipulation were a big thing back then. And that seemed go. ‘It probably will be an unpopular opinion,’ he explains
elements, the game’s were getting into. You can't recommend The Cell to people like a good place to start.’ ‘but I don't think things are progressing enough actually.
main focus is on more mundane horrors which makes it only by saying is about Jenifer Lopez going inside a serial Most of RPGLATAM Kickstarter campaigns we saw only
stand out in a gaming sea of terrifying tentacles and killer's mind or worse: only saying its for mature audiences. This wasn’t all just a case of style over substance though happened because of generous publishers offering
maleficent magic. As Gontijo tells me, ‘I think most horror They need to know before entering the experience there and the goal was more than just to look good. ‘The book themselves as the medium for that.’
games confound horror with the aesthetic of horror. are several triggering graphical scenes regarding sexual takes you in and out the game’s universe every other spread,’
Basically it's the difference between "scary" and "jump violence, kidnapping, claustrophobia, torture, prejudice he tells me. ‘Sometimes you're looking into fake posters of ‘Sure, more of us are known now, but I can't help thinking
scare". Horror, in my humble opinion, is most effectively and violence against children. This is utterly important fake movies to inspire your investigations, sometimes you're we're celebrating a few initial steps in really long marathon,’
sustained when we don't know what we're dealing with.’ and when authors don't do it they are being irresponsible.’ reading about dice roll and poker card mechanics.’ he concludes. ‘Kickstarter still doesn't
allow us South American residents to
So far, so tense, and a solo RPG is just the format to really Gontijo’s talents as a graphic designer has seen his work run our own campaigns. Unlike the
immerse yourself in this high stakes game of gatto-e- “Most of the bad experiences on several other Wyrd Science favourites in recent months, world up north, we still can't wake
topo. Utilising a deck of cards, a D10 and a wonderfully such as Nate Treme’s Haunted Almanac and Leo Hunt’s up with an idea and simply see if
tactile mechanic that sees you scribble clues on post-it that people have had with horror Vaults of Vaarn, both released by Portuguese publisher there's enough financial interest in
notes that you apply to a city map, Blurred Lines will Games Omnivorous, but for the moment he’s still focused it to make it real. For us, it's still a
soon have you speeding through the streets on your could HAVE been avoided just by on getting more of his own games out into the wild. huge challenge to publish a game.’
moped, photographing crime scenes and dealing with
everything that the game’s prompts throw at you from letting them know beforehand ‘Working with Games Omnivorous is amazing, but I'm Still, whilst many challenges remain the
celebrity car crashes to disturbing animal masked assailants. also, slowly, working on two solo skirmish wargames. invention, and success, of the self-published Blurred Lines
what they were getting into” I've been reading and playing a lot of solo war/board shows it can be done, and we certainly wouldn’t bet
‘Every time you visit a place you games to gather some mechanical references for those against Gontijo going the distance.
have to roll against a challenge,’ For those who do want to immerse themselves even two new experiences.’
Gontijo explains. ‘If you win, the deeper into the Blurred Lines experience though, Gontijo
book will ask you certain has provided several options. There’s a beautifully Much like Blurred Lines it appears that these two works- Blurred Lines is out now
questions and move you closer to designed deck of cards to go with the game, a brief in-progress both take a path less trod and he describes available from DriveThruRPG
the killer's identity. If you lose, videography of giallo films that he recommends checking one asa ‘pocket skirmish wargame’, whilst whilst the Keep up to date with Gontijo
however, the book will tell you out and he has curated a playlist of music featuring the other, intriguingly is ‘a golf game.’ Apart from Tolkien’s on Twitter @gontijodesign
ROLL &
FRIGHT
Dan Thurot goes in search of cardboard chills and questions
whether board games can truly deliver a terrifying experience.
T
he massacre poses some distinct problems This is Final Girl, the solitaire horror board game by Evan
for my long-term plans. Most of the Derrick and A.J. Porfirio, based loosely on the latter’s
park’s guests—those who, like me, had Hostage Negotiator. It’s the sort of game we might
always harbored an interest in the describe as “visceral.” Blood-spatters watermark the
archaeological—have been reduced to cards. Helpless victims cower across the map. My pool of
quivering rabbits in the face of the ancient health is located directly next to Inkanyamba’s, and it’s
evil we awakened with some ill-timed recitations from an pathetically shallow by comparison. Whether I’m fighting
excavated tablet. Now two more have been reduced to a warrior out of time, a killer stitched into a pig mask or
even less. an insane puppeteer, that’s the one constant. Every time I
play, my first thought is, “How the hell am I going to kill
An ordinary body would grow weary with exertion. The that thing?”
being who stalks us only grows more vigorous with each
kill. The other guests, those I’d painstakingly herded I am not afraid, even though everything about this
toward the exit, now scatter in three directions. So much situation screams that I should be. A teenage girl has
for that. He rears up before me: impossibly muscled, been pitted against a horror beyond comprehension. The
speckled with vitreous matter, soundless. I’m already odds aren’t in her favor. This will likely end poorly. But I
bleeding from his last assault. The shield I’ve fashioned am not afraid.
from the lid of a garbage can feels flimsy, offering no
more protection than a flattened soda can. With my free This is one of the big conundrums facing board game
hand,I prepare to swing my baseball bat into Inkanyamba’s designers, especially those who hope to transpose the
skull, praying that this time he’ll feel the impact. emotions we often associate with other artistic mediums
into their own craft. The reality is that board games tend
I am not afraid. to excel at building and exploring models rather than
I
walked upstairs and there don’t remember who pointed out that one of play. Perhaps talking means you draw two cards. Or playing table seemed to be operating
was a little girl seated in horror’s most basic tenets is the discomfort of a card with your left hand means you can openly play from information I didn’t
front of my glowing having your personal space violated, but plenty two cards instead of one. Or, heck, let’s go for it: You’re have.
computer of board games lean into that one. It’s the same allowed to secret up to three other cards under a blue
monitor, her dark predatory thrill that gives schoolyard tag its wildness. card—but if discovered cheating with more cards, or In other
hair wet and limp There are plenty of examples. Nearly any game with concealing cards under any other color other than blue, words, board
over her face. I hidden movement is a ripe contender: Fury of Dracula, you now draw ten. Oh, and now make the rules enforceable games are
freaked. My younger with its cat-and-monster evasions. Specter Ops, the best not only by the person who wrote them, but by anybody wholly capable of
sister, who had me brush “rogue on the run from corporate goons” simulator ever else who’s figured out the rules. Also, cheating is legal. But horror. But that horror
her hair at night, didn’t designed. getting caught cheating means you draw cards. But but! will be on its own terms, in its
understand why I was If you call somebody out for cheating when they weren’t, own shape, with its own set of
yelping at her. My heart felt More recently, Mind MGMT, impressionistic paranoia in a then you’re the one stuck drawing cards. limitations and possibilities.
like someone had placed it box, an effect heightened by the game’s insistence that it The fun part is that we’re still
between hammer and isn’t a game at all, but an activation kit for psychic agents. Sounds like a big mess, right? Exactly. I don’t believe I’ve discovering what those
anvil. A board game has One time, my wife shouted aloud when the space ever seen a group more paranoid than those boys were. possibilities will look like.
never managed that. monster pounced on her in Escape from the Aliens in Every move was jittery. Every opened mouth made
Outer Space, even though nothing had physically touched someone jump. Even a game as straightforward as UNO For board games, the
But every so often the her. Another time, a sickly shiver coursed my spine when became an object of broken minds and plaintive wails. It future looks like it’ll
grave blesses us with a clammy hand guided my fingers across Nyctophobia’s was more cosmically horrifying than any game with be dark in all the
the faintest chill. board, my eyes literally blind thanks to the game’s Lovecraftian monsters. right ways.
he battlefield is more often a place of horror into and quick to play. In fact the most involved, if still
HIT POINTS
Heads roll and
Sláine did, indeed,
not think it
too many
WARGAMES
Slaine - Kiss My Axe Starter Set
Warcry - Heart of Ghur
ROLE-PLAYING GAMES
Traveller / 2300AD
VIDEO GAMES
Total War: Warhammer III
issue of the ‘Galaxy’s Greatest Comic’, your man Sláine was a Celtic
tribesman who, exiled from his tribe at a young age for bedding
the chief’s daughter, spent his formative years as a bit of a rogue
the deep sea Fomorians) have access to regular warriors the focus
is very much on the larger than life heroes from the comic.
little damage, which for a Sláine game can feel oddly bloodless.
The Starter Set itself comes with 9 models, including Sláine in both
before returning to save his tribe, becoming the first High King, Of note is the game’s initiative system, with players pulling tokens his regular and hulked out ‘warp spasm’ forms, plus some huts and
SOLO GAMES
The Broken Cask
then the living representation of the Horned God, and finally
enjoying all manner of time traveling capers. With over 40 years
worth of stories to cram in there you’ll forgive us if we skipped over
from a bag, and having the ability to push for more actions but o
course the key part of the game is combat and here that’s built
around a dice pool system, with specially marked dice each bearing
a rather nice ‘weirdstone’. This is fine for getting your head around
the game but you’ll soon need to add to that, luckily they’re fairly
priced and if you’re a fan of Simon Bisley’s art the Balor and Slough
Bucket of Biolts some of it, still if you haven’t read it just put this magazine down, go 3 Hit icons, 2 Shield icons and 1 Special icon. When models are in Feg models especially look like they’ve just stepped out of the pages
Be A Crow get yourself the collected edition of The Horned God and we’ll range and the axes start swinging you roll a number of the dice of The Horned God. The scenarios, certainly those focused on the
Routefinder International pick up afterwards. equivalent to each of their Fight stats. So, for example, the big man Starter Set are more narrative driven and the game comes with a slim
Secrets of the Verdant Isles himself Sláine gets a mighty 5 dice whilst a lowly Drune Skull Sword yet entirely workable, and fun, system for running campaigns with
Right, all done? So you get the idea, Celtic goddess worshiping just 2. Various weapons and special abilities can modify that but several players as you fight for territory and the favour of your gods.
BOOKS
Slaying The Dragon
tribes facing off against evil sea demons and worshippers of giant
cosmic death worms, all served up with lots, and I mean lots, of
violence. The perfect setting for a game of toy soldiers really, so
generally you’re tallying up the attacker’s hits, comparing those to
the number of shields rolled by the defender and if there’s more
hits and shields an equal amount of damage is done.
As wargames go it certainly has its quirks, but plenty of charm too and
when your hero is salmon leaping over undead Drunes, lopping off
Game Wizards the question is how well does Slaine - The Miniatures Game heads left, right and centre they’re easy enough to forgive. Whilst
Vampire Cinema - The First One Hundred Years capture all of that? As it happens reasonably well. Or almost, the dice pool mechanic is nice, it always feels good to unlikely to become anyone’s main wargaming focus, once you’ve got a
chuck a handful of dice around and it gives you the feeling that handle on it most games pass in a fairly breezy 60 minutes or less, so
Traveller / 2300 AD
down to how well the factions in play fighters in thrilling detail. Sure, the dice can run of clashes between players a realistic since 2008, though the game has come in Twilight:2000. It tried to spin off a third line
manage against each other. dictate the victor but it’s the tales that possibility. Victories let you buy small multiple forms including GURPS, d20 and tying these two vastly different games
you’ll remember. upgrades to your forces but it’s all about Mongoose even a recent “Fifth Edition” from original together with Traveller: 2300 which
Warcry: Heart of Ghur is essentially a accumulating glory points or fulfilling the creator Marc Miller.(Those curious about eventually became 2300 AD. The game tells
second edition of the game after several You won’t just be watching armies ponderously goal of the campaign arc. The system has Anytime a successful “space scoundrels the original books can find them on Miller’s the story of the middle era between the
big box releases on the old rule set. Like clash on the tabletop, either. Turns in Warcry been extensively extended in this edition, adventure in a beat up ship” story takes the website in a massive digital download). established hits. The world nearly ended
them it contains complex kits for two well- are fast and lively, with characters climbing adding short-term quests, new arcs and, high ground in pop culture, there’s always a Traveller remains on the harder end of the after the limited nuclear exchange of
matched warbands of chaos warriors and a all over the multi-level scenery, grabbing best of all, encampments that you have to rumor that it originated from the creator’s sci-fi scale focusing on the same hexcrawl Twilight: 2000 but survived long enough for
ton of plastic scenery, all of which you’ll objectives, even entering and exiting the field. maintain and defend between battles. long running game of Traveller. (The one expiration and space buck making of the mankind to launch a new space race. The
need to assemble yourself. Unlike previous The ability to move models independently There are a number of campaign options in exception being The Expanse, which the original. Mongoose did add a few modern settlements are split between the
box sets this edition shifts the action into gives you a lot of tactical freedom to the rules, from multi-player to a specific creators have explicitly stated began as a touches. Failed survival rolls during Americans, the French and the Chinese and
the bestial realm of Ghur, so the terrain explore, meaning that unexpected decisions face-off between the two warbands that homebrew d20 Modern game). Traveller character creation now lead to the mishap the tech level takes a click or two beyond
consists of bamboo platforms, monstrous by your opponent can be as shocking and come in the box. did a lot to cement how the typical science table which provides enemies and story Traveller’s harder outlook.
skeletal remains and dangerous Gnarloak as fateful as the fall of the dice. Sometimes fiction game framed their stories. In the points to haunt the character in the
trees rather than chaotic machines or the scenario will also populate the board All of this makes Warcry: Heart of Ghur a same way that early Dungeons & Dragons present. It also encourages players to come This new edition comes as a boxed
ancient ruins. Two rulebooks, dice, tokens with third-party enemies or other surprises. great self-contained option if you’re focused on the cycle of exploration, into the game already connected by expansion to the modern Traveller rules set,
and a double-sided board on which to set interested in miniatures gaming, although combat and cashing in loot in town, offering extra skill points if they connect featuring a players guide, setting guide and
up your scenery round out the box contents. While most of the rules remain the same, Games Workshop’s very detailed models Traveller took the Han Solo route. Players their backstories ahead of time. This makes equipment guide, though you will need the
veteran players will enjoy the new addition may be off-putting to some due to the took on jobs and dangerous cargo, sense, given that the lifepath system can core rules to play. While Traveller tends to
The core of the system involves rolling six of reactions. It’s a simple enough concept, high prices and extensive assembly time. If explored strange new planets to sell often feel like early levels on fast forward. encourage settings focused on the little
dice and pooling them into those that show borrowed from miniatures games with a you’ve already bought into their universe futuristic widgets, and tried to stay one guy scraping by in the big space empire,
the same number. These doubles, triples more simulationist bent, allowing fighters to then you’ll find lots of other models can be step ahead of their creditors. You think The company recently released an updated 2300 AD offers something a bit more like
and quads can then be spent to activate take an action early in response to what used with the game, their Warcry stats Jabba the Hutt is rough? Try paying off a core book for 2022 that includes errata and The Expanse. National factions, giant
special abilities for your models. You’ll need enemy models do, such as a counterattack. freely available through the Warhammer space mortgage to a galaxy wide bank. a few rules from the 2016 edition that corporations and even philosophical
to time them for best effect as you make These increase the tactical options available community website. These factions have brought the game into the full color core debates between how to conquer space
tactical plans for your models, factoring to players as well as making the back and also been rebalanced for this new edition. Traveller also turned the minigame of book era. It also brings back one of the mix intrigues and twists to the standard
terrain and the offensive and defensive forth between them more dynamic. They character creation into an actual game. This other minigames beloved by Traveller fans: Traveller formula.If worrying about engines
options available. When you attack it’s a also enrich the unfolding story of your So whether you’re ready to get bitten by is where the old school joke of dying in ship creation. Players looking to jump into that can poison characters and the finer
simple matter of comparing the model’s game with extra detail. the Games Workshop bug, or to take your character creation comes from. Rolling up adventure could always pick up a Type-S ethical points of genetic adaptation to
strength against it’s targets toughness, Warhammer in a new direction, this is a characters offered a risk and reward from scout ship and go, but there’s something space sound like a great counterpoint to
rolling a fistful of dice and see which hit. This narrative aspect is leveraged to the full great time and set with which to start. one of the first lifepath systems. A that scratched the LEGO part of the brain the usual space adventures, this setting
Damage is a fixed number. These model on in the game’s campaign system. Because (Matt Thrower) character’s skills, abilities and equipment trying to fit just the right amount of may be for you. (Rob Wieland)
THE BOARDGAME
Despite its successes and the good service Here you play one of the titular nobles
In addition, some of the mechanics that are it provides to franchise fans, the game feels vying for control of the Empire. From your
Free League Publishing laid out feel very clunky. Movement uses a underdeveloped as a whole. A better seat of power you must raise armies, claim
combined grid overlaid onto a point to rulebook would improve things, but a lower territory, make alliances, viciously break that particular combat. If the defending expect, wonderful and brings the Old World
The art of Simon Stålenhag has already point system, which is innovative and administrative overhead is likely too much those alliances, lay siege to your opponents’ side wins they gain a Fortification token, to life in all its pustulant glory. Whilst turning
spawned a hit role-playing game and TV creates interesting strategies but is hard to to ask. As it is, too often Tales from the land and generally do all sorts of awful whilst if the attacking side has removed all over a card to reveal your forces doesn’t
show, so Tales from the Loop: The Board parse in practice. The robot antagonists Loop feels like a throwback to the board things in the pursuit of temporal power. defenders they get to place a Siege token have quite the same impact as pushing a fully
Game feels something of an inevitability. have a fiddly reaction and hacking system games of the eighties, and not always in a on the location. painted army of miniatures across the table it
that means digging in the box to locate and good way. (Matt Thrower) Each player starts with one of the 4 city does come with the bonus that the entire
Players take the role of kids in an alternative starting locations, a starting amount of The game either ends when one player has game here costs less than an average Citadel
sci-fi 80s, working together to uncover a coins and a handful of cards that come in 4 5 Siege Tokens and 5 Fortification Tokens in niniatures hero.
mystery while juggling schoolwork and flavours - Location cards you play to play, or the End Game card is pulled from
chores. You get six actions per turn to split increase your domain, Attacker cards with the deck at which point play continues The only real downer is that there isn’t more
between a variety of ways to move around which to conquer your opponent’s land, without players drafting new cards and in-universe info on the cards themselves.
and investigate rumours. But try to keep Defender cards with which to garrison ends when no more actions can be Cubicle 7 have drawn on some reasonably
one spare to make it home each day if you yours and Support cars that have myriad performed. At which point each player deep cuts to fill out the deck and the
want to stay in favour with your parents. uses, from raising more money and revealing determines the value of the land they thematic impact of deploying a Gavius
your opponents hidden cards to insta- control with the winner decided accordingly. Klugge to counter an opponents witch or
Aside from a standard dice-based killing your opponents troops. The more land you own the more revenue triumphantly leading Wurlitzer’s Company of
resolution system with help and item you have but also the more stretched your Foot into a Thriving Trading Town is
bonuses to overcome problems, the game Each turn you can take any number of defences can become, potentially setting somewhat diminished by having no idea of
has a clever tweak to help it stand out. You actions, such as playing new Locations, you up for a dramatic fall in the end game as who they are and their relative importance
pick a scenario, which only reveals a single reinforcing them with Defenders or drafting your opponents pile in on you. within the setting.
diary card to start things off. The layers of new cards, with just the stipulation that you
the mystery must be unpicked one by one must have three cards in your hand at the It’s a relatively fast paced game, certainly by Still that, of course, doesn’t affect gameplay
before you even know the final victory end of your turn to pass to the next player. Warhammer standards, and once we’d got one iota and I guess that’s is what all those
condition. And of course, there are plenty Defender cards are placed face down on a the hang of it most of our games tended to wikis with their terabutes of trivia are for, so
of ways to lose along the way. Location so as to conceal their strength last around the 30-40 minute mark, with whether you have an encyclopedic knowledge
and, unless revealed via a Support Card are plenty of twists to keep all involved in the of Warhammer minutia or not, Elector Counts
While this works well, giving players a real only turned over when someone commits game up to the final count. And speaking of remains a fun way to scratch that Old World
sense of digging through the layers of a their forces to attack at which point the Warhammer standards, the art on the cards, itch. Which now we mention it is something
puzzle, one clue at a time, it does limit cards’ Strength points from all the cards in depicting the various soldiers, wizards, siege you should probably think about seeing an
replay value. The game includes seven and involved are tallied to resolve the winner of weapons and arcane devices, is, as you’d apothecary about... (Si Tolley)
This time around the Daemons of Chaos are the stars of the show,
and horror-filled armies and corruption take centrestage. This all
starts with the Lost God prologue, a narrative intro into Total War's
mechanics that harks back to the Warhammer Fantasy Role-Play
books, while also channeling narrative strategy games like
Frostpunk. You play as the Ungol prince, Yuri, as he leads an
expedition into the frozen Chaos Wastes in search of Kislev's
absent bear god, Ursun. It's a great little tutorial campaign about
Yuri's ambitions and the corrupting influence of Chaos.
Fun times. You start off as a fledgling and grow up as you complete randomly generated Objectives which are
quite varied depending on the setting.
But let’s put all of that behind us and instead focus on some fun games! (Anna Blackwell)
For such a silly seeming game, it actually has quite a lot of heart and plenty to do to keep even the
most casual corvidae fan interested. The only downside are that the pre-made maps are a bit sparse
The Broken Cask but it does encourage the creation of your own so it can be forgiven.
by Derek A. Kamal
Definitely one to check out if you want to tell a very different type of story.
It baffles me still that even in our little niche, there are solo RPGs out there that I might never have
heard of and The Broken Cask is one of them. I’d never seen it mentioned anywhere until Amazon Route Finder Intercontinental
suggested it and I’m glad it did, though not for the right reasons. The Broken Cask is a solitaire inn- by Aeronautique Games
keeping game, similar to the ones the indie video-game scene has been serving up quite frequently in
the last half decade. You play as the innkeeper, randomly generated or made up as you see fit, and Less of a solo RPG and more of a book-based-solo-boardgame that looks like your typical zine but
you deal with all manner of “wacky” events like a depressed giant stepping on your inn or hosting ye requires some… persuasion of the staples to release the all important Route Map and various roll tables.
olde job faire. All while building up your inn, hiring workers, and sending mercenaries out on quests and
while there’s enough in here to be enjoyable to the right sort of person it rings hollow to me. The premise is that you are a solo pilot (or team/ rivals if you’re playing the multiplayer modes) trying
to prove the routes between places like London and Cairo, Hong Kong and Hanoi, Rome and Athens.
Most of the events are difficult to weave into your own narrative and the results of every event often
boil down to stat increases or decreases, earning some cash, or gaining a piece of loot. Some events As you play, you’ll have to upgrade and repair your plane, deal with random events, find funding from
do create interesting story beats but they are few and far between and with very little guidance it’s sponsors, and make it to your destination alive. It’s all D6 based and as a solo game, opens itself up to
easy to find yourself scratching your head or worse, giving up entirely as I did after a few hours of roleplaying even if the designers never take it into that territory.
learning and set-up and trying to play.
Secrets of the Verdant Isles
Bucket of Bolts by Craig Campbell
by Jack Harrison
Wondrous is a word that doesn’t get applied to enough games in my opinion but Secrets of the
Quick disclaimer – and I promise to be fully objective in this round-up – Jack and I are both part of a Verdant Isles is exactly that. In this solo journaling RPG, you end up on the eponymous Verdant Isles
game design collective known as Rainy Day Games and so interact quite frequently. But I’d be remiss if and must learn to survive while exploring this truly wondrous place.
I was to leave Bucket of Bolts from this list as Jack’s previous game Artefact is what got me into solo
RPGs in the first place and Bucket of Bolts builds upon that system beautifully. As you search out from your initial shipwreck, finding items like spyglasses, fin shoes, or wine; and
critters like Nimblethim the Whumple that will help you in the game’s various skill checks, you will come
In Bucket of Bolts you play as a spaceship as it is passes through the eons, going from one captain to across the island’s inhabitants whom you spend much of the game glimpsing then getting to know via
another and it is a wonderful experience. Much like its predecessor, it deals with feelings of tables that make your islands inhabitants unique.
abandonment and loss and yet can leave you with such hope and a ship that you become incredibly
attached to. The journey of your ship from factory fresh to meteor dented, laser burned, retrofitted, On top of this there are 80+ detailed events that give the world a sense of magic and surreality and
and emotionally damaged is exactly the kind of emotionality that makes solo RPGs so meaningful. each have their own skill checks that, if bested, provide some benefit to your character.
With rules that are easily explained and evocative, it is so easy to write whole stories around the If exploration is your jam then Secrets of the Verdant Isles is an amazing little game full of beautiful art
prompts that Bucket of Bolts provides. that will let you explore for many hours.
A SECRET HISTORY OF
Jon Peterson / MIT Press Players Handbook- emerge, to learning company, one that is often out of its depth, the majority of the book is focused on. infuriating: losing key novelists over contract
some of Gygax’s more flavoursome insults - and the fact that D&D survives and thrives disputes, falling out with DC, insisting on pushing
FirstOneHundredYears
popular culture. right up to date as we bear witness to the
genius as Buffy (the television version at
Christopher Frayling / Reel Art Press Frayling explores how books like John least) and Twilight’s lovelorn glittery
Polidori’s The Vampyre introduced us to an vampires provide us with the ultimate
As much of this magazine has shown, few aristocratic, abusive, seductive and often transition from ‘soul-less fiend to lost soul
creatures of the night have taken root in sexual character, setting the template for to soul mate’. Frayling even finds space for
popular culture quite like the vampire. To the vampire as we know him, in Frayling’s the subject of one of this year’s weirdest
mark a century since F.W. Murnau’s gothic words, ‘a sophisticated urban figure, rather memes, Marvel’s Morbius, though what that
masterpiece, Nosferatu, first brought the than a yokel’ and started a craze for last one says about our current culture I’ll
count to the silver screen, cultural historian vampire fiction that would culminate in leave for future historians to ponder.
Christopher Frayling has produced a lavish Bram Stoker’s Count Dracula. First published
book that tracks our fanged friends’ rise to in 1897, Frayling describes Dracula as a So, villain, victim, hero, anti-hero, lech, liche
international stardom, from their origins in ‘synthesis of the various vampiric themes and lover, the vampire has occupied many
the muddy fields of Eastern Europe all the and motifs which had been resurrected, roles, often at the same time, and as we
way to the, hopefully not too, bright lights interred and resurrected again over a career through the 21st century our love
of Hollywood. seventy-five year period’ and its success, affair with Frayling’s ‘pallid saigneurs’ shows
not least when adapted for theatre at no sign of abetting. Vampire Cinema - The
Of course the vampire had existed in folklore Stoker’s own Lyceum Theatre, set the stage First One Hundred Years then is a worthy,
long before Murnau’s, very, thinly disguised for the vampire to become 20th century well researched, tribute to these much-
adaptation of Dracula, made a star of both horror cinema’s leading man. loved monsters in what ever shape they
its lead, Max Schrek, and established the choose to take; a visual feast filled with
vampire as a box office draw, and Frayling Whilst the image of the urbane Count may stunning imagery and fascinating stories of
traces its bloody journey from the rural have stuck, the bloody meat of Frayling’s the Count’s cinematic exploits you could
folktales of the eastern fringes of the book -an incredible visual archive of movie do a lot worse than invite this book into
Austro-Hungarian Empire, into the salons of and television stills, production shots, your house this halloween. (John Power Jr.)
All images taken from Vampire Cinema - The First One Hundred Years [Reel Art Press] © mptvimages.com
This got me thinking about fuck around episodes (as they shall
henceforth be known) from genre TV. The SF or horror equivalents
of "Fly", the shows that hit pause on the big arcs and took time out
to do something a bit different. Here are a few of my favourites.
"Gotta Light?" from Twin Peaks The Return. The present day
storyline inches along for the first 10 minutes before giving way to
an incendiary Nine Inch Nails performance. It then jumps back in
time to 1945 for an extended, wordless interpretation of the
I LIKE LOWER DECKS TOO, Y’KNOW detonation of the first atomic bomb, before transporting you to
another reality entirely (the White Lodge?) and then to 1956 and a
It’s been a weird year for the many-headed hydra that is modern possible origin story for the show's main villain. Utterly mesmerising
Something In The Dirt, XYZ Films Star Trek. I used to love Discovery (particularly around season two) and terrifying stuff that’s as far away from cherry pie and black
but have come to find its current far future incarnation increasingly coffee as it’s possible to get.
Will Salmon returns will all the latest from the worlds of film Argento. He's on familiar territory here with the shlocky tale of sex irksome. Look, I’m an emotional man - hearing a Mitski song is liable
and TV and, aptly for our horror themed issue, brings with him worker Diana (Ilenia Pastorelli), who is first blinded then stalked by a to make me burst into spontaneous tears in the supermarket - but Doctor Who's "Love & Monsters". Controversial among fans this
news from this year’s FrightFest film festival... maniac. The results are a bizarre mix of slasher flick and melodrama even I’m sick of this crew hugging and heart-to-heart-ing their way one. The Doctor's barely in it. Peter Kay plays an alien that looks
as Diana gets a pet dog, befriends a small child and is attacked by through every cosmic crisis. Picard's second season, meanwhile, rubbery even by this show's standards and it features two
At the time of writing I’m just back from 2022’s FrightFest - London’s river snakes. Honestly, it’s not very good, but there are enough started strong but seemed to collapse in on itself as the weight of outrageously filthy gags (the blow job one is nothing when you
annual horror spectacular. FF is always a delight - a chance to meet glimmers of Argento's past glories (unsurprising, as the first draft of its insanely tangled (and, you suspect, heavily rewritten on the fly) realise what Jackie is implying at one point). But it's also a
and hang out with horror fans, mingle with actors and directors and the film was scripted decades ago) that it made for an entertaining plot became too heavy to bear. beautifully judged depiction of fandom and how a small group of
fully immerse yourself in the good, the mad, the weird and, yes, 90 minutes. Argento himself was present for the screening, receiving outsiders find a home in each other.
sometimes the bad films that make up the bloody heart of the genre. a loud and lengthy ovation that you suspect was more for his Thank goodness, then, for Strange New Worlds. Finally, someone
There are so many films shown each year at FrightFest (almost 80 undeniable contributions to cinema than for this particular movie. had the bright idea of making a series that was unembarrassed to Of course The X-Files did a lot of wild episodes, but the pinnacle is
this year alone!) that it’s always a bit of a Choose Your Own Adventure actually look and feel like Star Trek. The new adventures of Captain surely "Jose Chung's From Outer Space" - a baffling, hilarious
festival with no two people seeing the same lineup. For my money, I also enjoyed another slightly warped take on the slasher flick, Christopher Pike (Anson Mount, radiating Hot Dad charisma) have deconstruction of the show itself. Mulder and Scully investigate an
though, 2022 was a strong year, with my favourite by far being Something Travis Stevens' A Wounded Fawn. Art dealer Meredith (Sarah Lind) somehow felt both reassuringly familiar (the show is not shy on apparent alien abduction, but with its multiple points of view and
In The Dirt, the new feature from Justin Benson and Aaron Moorhead. is tentatively stepping back into the dating world and meets Bruce resorting to tried and true Trek tropes) but also modern with a nice puzzlebox structure it becomes impossible to work out what - if
(Josh Ruben), unaware that he has a dark and deadly secret. The mix of episodic adventures and serialised character arcs. This is a any - of what we're watching is "real". It's also straight up hilarious,
Two loners living in a beaten-up apartment block in LA find evidence two head out to his cabin in the woods where things proceed to cast and a crew that you want to hang out with, but at the same like Thomas Pynchon writing an episode of mid-90s network
of the supernatural and set about documenting it, in the process get very strange indeed. Stevens' film is a grab bag of horror time the show isn’t afraid to get dark and dangerous when it needs television.
falling down a never-ending series of obsessive rabbit holes that cliches, but it looks incredible with a delicious filmic grain and to. Above all, it's fun and optimistic - you know, like Star Trek was
may mean nothing, or everything. A palpable sense of madness, superb use of light and colour. There are echoes of both Fresh and meant to be! - and we need that more than ever right now. Anyway, those are my faves (see also the episode of Farscape
paranoia and - just possibly - divine revelation bleeds from every Alex Garland's Men and while some may find its bonkers second when everyone gets stoned and just about every episode of
frame of this brilliant, singularly strange film. At the same time, it half frustrating, Lind is excellent. FUCK AROUND AND FIND OUT Community). I love when TV shows are playful like this. Spending
works as a dark comedy about two damaged men desperately extended periods of time in a fictional world, pushing at the edges
searching for meaning in their lives. A massive return to form for Finally, not at FrightFest, but doing the rounds of the UK's art I saw a tweet recently that made me laugh but also highlighted of its reality or getting to just hang out with the characters is one of
the directors after the so-so Synchronic, it will baffle many, but cinemas currently and soon on home release, is Welsh-language something I think is kinda true. A user called @dan_ofthesouth (who the advantages that TV has over film. It’s the opposite of the "really,
those who get into it will be fully besotted. On general release in horror The Feast (AKA Gwledd). The debut feature of sometime I don’t know or follow) posted “TV without fuck around episodes we're making a 20 hour movie" bilge that producers like to trot out
November it comes highly recommended to fans of Grant Morrison, Doctor Who director Lee Haven Jones mixes eco-horror with social isn’t Real TV”. from time to time. What are some of your faves?
Twin Peaks and The Leftovers. satire as young Cadi (Annes Elwy) helps out at a dinner party for a
wealthy family who intend to exploit the land around their starkly This was in response to some recent discourse about Breaking
One of the biggest draws at the festival was Dark Glasses (AKA modernist house. A slow burner, for sure, but it's worth a go for its Bad's "Fly" episode, in which drug kingpin Walt and his partner in Will Salmon is a freelance entertainment journalist
Occhiali neri), the latest from octogenarian giallo auteur Dario doomy atmosphere and deliriously unsettling final third. crime Jesse spend an hour trying to swat a fly. Not a lot else Find him on Twitter at @evilrobotbill