All The World’s a Text Adventure, and All the Men and Women Merely Players…

It’s January 1603, and it’s a Plague year in London. You are struggling printer Richard Fletcher, and you receive an invitation to dinner with an old friend of yours, John Croft. After you arrive at Croft’s home, however, you find all is not well – and it stems from Croft’s relationship with Christopher Marlowe and a curious unfinished Marlowe play that Croft had been trying to complete with help from William Shakespeare, entitled The King In Yellowe

Adapted by Jimmy Maher from a Call of Cthulhu tabletop RPG scenario by Justin Tynes (the original adventure was published in Strange Aeons, a set of scenarios set in time periods not typically addressed by the game), The King of Shreds and Patches is a remarkably accomplished text adventure, with several important strengths. The first is the extremely high standard of writing; the descriptions are vivid but also to-the-point, and usually succeed at making sure that important matters are highlighted. More or less anything which the text draws your attention to in the area descriptions is something that can be usefully examined, for instance, and each and every description contributes something to the atmosphere.

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Piercing the Veil

It’s 1924. Edward Pierce came back from World War I, the last survivor of the Lost Batallion, with a hole in daddy’s arm where the money goes a drinking problem that’s well on the way to destroying him. He’s set himself up as a private detective, since that’s a profession where there’s a certain acceptance that people will get plastered and fall asleep on their office couch from time to time – but that hasn’t stopped him being assailed by bizarre dreams.

Then it comes – the big case. Specifically, it’s the case of one Sarah Hawkins – a gifted artist famous for her macabre, surreal works. Sarah had married Charles Hawkins and moved into his mansion on Darkwater, a lonely island off the coast of Boston, and was apparently happy enough turning out additional work and being a parent to her and Charles’ little boy. Then a terrible fire broke out in the mansion, and all three were reported dead.

Sarah’s dad, however, smells a big fat rat. For one thing, very shortly before the fire Sarah had arranged to send him a painting – one suggesting that she was feeling threatened. And the police report has these odd inconsistencies – like how they go out of their way to insist that Sarah was mentally unbalanced but also that the fire was an accident. (If it were entirely accidental, why would they comment on her mental state at all?) Sarah’s father is convinced that the official report is at best bungled, at worst a cover-up, and hires Pierce to go to Darkwater, uncover the truth, and thereby salvage Sarah’s reputation.

At Darkwater, Pierce finds that Prohibition is being openly flouted, a gang of bootleggers is occupying the main town, and the locals are feeling surly and demoralised. Once upon a time Darkwater was a major whaling centre, but these days it’s slim pickings out there – almost like the whales have been consumed or driven away by some apex predator. It’s not like it was back in 1847, when the celebrated Miraculous Catch saved the island from famine and made the fortunes of the major local families. All interesting, all apparently disconnected from the Hawkins case… but as Pierce investigates, he discovers that Charles Hawkins had a very special interest in the Miraculous Catch legend indeed – and, more particularly, the deity the islanders thank for the Miraculous Catch… whose call resounds in the dreams of Darkwater’s inhabitants, inspired Sarah’s talents, and provides the game with its title.

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Black Wings: the Third Flap

This article was originally published on Ferretbrain. I’ve backdated it to its original Ferretbrain publication date but it may have been edited and amended since its original appearance.

The third Black Wings volume by and large maintains the standard of the second one. By this point, Joshi has managed to establish a stable of writers who can reliably contribute something interesting whilst leaving open enough slots for new contributors to shake things up. That said, whilst I found the hit and miss ratio more or less the same this time around, I found some of the misses much more enraging than those in the previous volume.

For this release Joshi bookends the collection with stories riffing on From Beyond. Houdini Fish by Jonathan Thomas is a decidedly modern sequel to From Beyond in which the unearthing of Tillinghast’s device makes the world go weird – and more disturbingly, makes people accept that as normal. It’s a strong starting story let down by an annoying writing tic of Thomas in which he keeps leaving out “the” and “a” in sentences. I don’t think this is an attempt to emulate dialect, particularly since he really isn’t consistent about it, and it just hurts the flow of the story.

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Black Wings: the Second Slap

This article was originally published on Ferretbrain. I’ve backdated it to its original Ferretbrain publication date but it may have been edited and amended since its original appearance.

As reviewed previously, S.T. Joshi’s original Black Wings of Cthulhu collection found him collecting a bunch of all-new original Cthulhu Mythos stories which, whilst a bit hit and miss, at least managed to be an interesting exploration of the breadth of the field and, to my eyes, ended up with a better batting average than more pulp-oriented collections.

I was happy to find that the second Black Wings collection managed to hit a higher overall standard than the original. Part of it is that it’s a little slimmer – Joshi realising that it’s better to have a slightly slimmer book with less poor stories in it than a fatter book with a worse hit-to-miss ratio. Part of it presumably comes from the fact that the original collection made Joshi’s name as a Mythos anthologist – which means that a greater spread of writers would then submit their stories to subsequent volumes, giving him a deeper bench to choose from.

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Plundering the Lovecraft Estate

This article was originally published on Ferretbrain. I’ve backdated it to its original Ferretbrain publication date but it may have been edited and amended since its original appearance.

Though Robert M. Price was line editor for Chaosium’s Cthulhu Mythos fiction line for most of its early years, he wasn’t the only anthologist allowed to put out work through that avenue. Thomas M.K Stratman’s Cthulhu’s Heirs, from 1994, was one of the first collections in the series. Though it does include a few reprints, most of the material it contains is original to it, the intention of the anthology being to present a new cohort of Lovecraftian writers for a new millennium.

That said, it has certain issues – enough that it’s not wholly surprising that Stratman hasn’t produced any further anthologies since. For one thing, in his introduction he shows a startling ignorance of his subject matter; he cites Zealia Bishop as a Lovecraftian writer, but shows no apparent awareness that whilst that statement is technically true, it’s also asinine. Yes, Lovecraftian stories did appear credited to Bishop – The Curse of Yig and The Mound. They’re Lovecraftian because they were entirely written by Lovecraft himself; Zealia Bishop was a revision client of his and so far as can be made out, Bishop actually contributed nothing to the stories in question beyond, at most, a vivid central image around which she asked Lovecraft to construct a story.

Stratman’s introduction goes from being just a bit clueless to being outright astonishing when he openly admits admits that contributors to the anthology were subjected to numerous delays and paid only minimum rates. Maybe this was his way of protesting against the circumstances he was working under, but it honestly doesn’t read like that. I’m not sure how it was supposed to read, but in context it feels like Stratman is trying to thank his writers for being patient with him; however, openly declaring “I run late and I don’t pay well” is a terrible idea for an editor. It’s tantamount to an overt declaration that he’s a shitty editor to work for and you’d be better of submitting your stories to anyone else with more credibility and standing than him, because if you give him your story you won’t get so much money for it and it might take ages for it to actually get published.

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(Mythos) Monster In My Pocket!

This article was originally published on Ferretbrain. I’ve backdated it to its original Ferretbrain publication date but it may have been edited and amended since its original appearance.

As I detailed in part 1 of my epic 2-part Call of Cthulhu 7th Edition Kickstopper article, there’s a new regime in place at decades-old game company Chaosium and they’re doing their best to turn the company around. One of the new projects to emerge under the new regime is Cthulhu Chronicles, a mobile game developed by MetaArcade under licence.

In terms of its format, Cthulhu Chronicles is basically an extremely cheaply-produced visual novel – the artwork being either recycled from existing Chaosium resources or derived from public domain photographs from the 1920s (which can occasionally throw the player if you recognise that, say, Charles Fort has been cast as a prominent character). You pick your character who has a Health score measuring how much punishment they can take before expiring, a Sanity score detailing how much their mental stability can be shaken before they are unable to cope, and three basic skills to cover all areas of human activity – Athleticism for physical stuff, Intelligence for mental stuff, and the highly misleadingly-named Appearance for social stuff. When attempting something challenging you can be obliged to make a roll against Athleticism, Intelligence, Appearance, or occasionally Sanity, with your odds of success being based in part on your score in those attributes and in part on the difficulty of the test.

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When Tourists Visit Goatswood…

This article was originally published on Ferretbrain. I’ve backdated it to its original Ferretbrain publication date but it may have been edited and amended since its original appearance.

Made In Goatswood, published by Chaosium in 1995 and edited by Scott David Aniolowski, is much like Aniolowski’s later collection Singers of Strange Songs. Like that volume, it’s a tribute anthology of short stories by various authors honouring a significant figure in recent Lovecraftian writing; whereas Singers was a tribute to the highly hit-or-miss-prone Brian Lumley, Made In Goatswood is dedicated to the outright excellent Ramsey Campbell, and was compiled to celebrate his Guest of Honour Appearance at NecronomiCon 1995.

In some respects, Campbell made it a bit easier than Lumley for later hands to produce an anthology that hangs together thematically. Like Lumley, he’d invented his own swathe of Lovecraft-inspired horrors, but in addition to that he’d also invented his own geography of horror – a fictional region of the Severn Valley around the imaginary city of Brichester, a place similar enough to his Liverpool stamping grounds that he could write about it vividly but distant enough from reality to allow him to invent local histories of Roman occupation and ancient cults to suit the needs of his stories. Thus, all the stories here are set within the Severn Valley setting, which instantly offers a range of ties to Campbell’s body of Lovecraftian work as summed up in Cold Print.

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