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"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Wednesday, September 8, 2021

Glorantha, Meaning, and Mythology





BY GENERAL CONSENSUS “myth,” “mythology,” and “mythic” are the words most commonly used in descriptions of Glorantha.  “Welcome to the mythic world of Glorantha,” Rob Heinsoo and Jonathan Tweet write in the intro to 13th Age Glorantha. “A world of mythology, gods, and heroes,” the Glorantha Sourcebook adds. “A mythic world of mortals and gods, myths and cults,” RuneQuest agrees. Now, on one hand, when you see the word “myth” the mind immediately jumps to gods and heroes—the usual protagonists of these tales—and Glorantha is certainly a setting full of such things. On the other, what consistently surprises newcomers to the setting is that it actually less to do with deities and demigods than it does culture, society, kinship, gender, class, and ownership. What surprises people, hearing all the “mythic” descriptions, is how Glorantha is far more about “how people live” than most other fantasy settings. 


This shouldn’t be surprising however.


Bronislaw Malinowski (1884-1942) was one of the 20th century’s most influential anthropologists. He had a tremendous influence over how we continue to define “myth” today, and while some modern anthropologists have broken with his ideas, it seems clear that Greg Stafford, when he started writing Gloranthan stories in the 60s, was influenced by them. In the 1926 essay, The Role of Myth in Life, Malinowski writes, “an intimate connection exists between the word, the mythos, the sacred tales of a tribe on the one hand and their ritual acts, their moral deeds, their social organization, and even their practical activities on the other.” This definition has become something of a standard, to the extent that the Oxford English Dictionary defines myth as “a traditional story, especially one concerning the early history of a people or explaining some natural or social phenomenon.” Myth is the foundation not only of how a society sees the world, but also how they see themselves and the way to live in it. It follows that the myths of Glorantha primarily give us insights into its peoples. After all, that the sun rises and falls is an observable fact. Why a certain culture thinks it rises and falls is the purview of mythology.


Perhaps because our own society is so conditioned to prioritize fact over meaning—and as a consequence “myth” has been redefined as something false or untrue—a lot of Glorantha fans get lost in the minutia of the mythology and all the apparent discrepancies. They want to know whether Orlanth has four arms or two, whether Yelmalio is really Elmal, whether Humakt brought death by killing Grandfather Mortal or Rebellus Terminus did by killing Murharzarm, whether Vinga is Orlanth or Orlanth’s daughter, etc. They want to know the chemical composition of the sun rather than why American children draw it with a yellow crayon while Japanese draw it with red.


But myth will not give you facts, only meanings.


Take the question of Vinga. At times described as the daughter of Orlanth, she is at others described as his feminine side or incarnation. This leads some fans to question which is accurate. But simply put, gods do not reproduce like humans. Indeed, it is debatable that even Gloranthan humans procreate as we do (sperm, zygotes, eggs…does DNA even exist?). The myths are not talking about Vinga as a bodily person. She has no body. She is a god. What the myths are talking about is one of the six Orlanthi genders, the “man in the shape of a woman.” Whether as the incarnation of Orlanth or as his daughter, the myths tell us that the Orlanthi view Vinga as the same as Orlanth, as his equal, and by extension view Vingan women as separate but equal to Orlanthi males.


The Dara Happans, meanwhile, say that Death came into the world when “Rebellus Terminus” slew Murharzarm, the First Emperor. The Humakti, and most Theyalan peoples, say that Humakt did the deed when he killed Grandfather Mortal. Viewing either of these as a murder investigation we can solve by calling in a Jrusteli CSI unit also misses the point. It does not really matter how Death came into the world, or which murder was behind it.  What matters is that the Dara Happan myth is telling us the core importance the Emperor holds in their society. He is the Pillar, the Axis Mundi the Empire (and world) revolves around. Rebellus Terminus—who might be Umath or Orlanth but is definitely a barbarian outsider—ruined the world by cracking that pillar. This tells us how the Empire views the mountain barbarians as well. The Humakt story by contrast is not about blaming the ills of the world on outsiders. Rather, it is about taking personal responsibility for a transgression, a core virtue in Theyalan society. Again, death is an established observable fact. It happens. The purpose of the myth is to tell us what death means.


The confusion over Elmal and Yelmalio is another excellent example of misunderstandings in how myth gets approached. It also illustrates criticism one often hears of the setting…that the only explanation for changes are when something gets “Gregged.” This fairly pejorative verb is used when one means to say Greg Stafford changed something because A) he could, B) he was inconsistent, or C) both. It is a criticism that tells us more about the critic than the criticized, however. There are often perfectly logical internal reasons for the change.


Yelmalio’s shift to Elmal, and back again, is not the same thing as the world being flat and then suddenly round. Gods change identities all of the time. The Egyptian Set, a god of deserts, outsiders, and liminal spaces, became the chief deity of the Egyptian pantheon for a time—the pharaohs Seti I and Setnakt were named after him—before becoming a worse demon than before. The Hebrew tribal god Yahweh merged with his rivals, like Adonai and the Elohim, to become not only the sole God of the ancient kings of Jerusalem but eventually the sole deity of  Christendom. No one accuses Set or Yahweh of being Gregged. 


Elmal and Yelmalio, as well as Kargzant and Antirius, are all manifestations of the planet Lightfore. Each is described as the Son of the Sun. Lightfore is that little spark of the Sun that did not die when the rest of the Light did. In all the mythologies of his various forms, he is the last light, the dim light that prevents total darkness from ascending. The meaning of Lightfore, then, is the Light That Never Surrendered. Whatever specific things are said of these manifestations are again just cultural nuances. Elmal’s steadfastness and Yelmalio’s “never say die” are just local color. The apparent “switch” between these gods is one of the rare accidents of history in Glorantha, rather than myth (their myths are intrinsically the same). A powerful cult in First Age Dragon Pass, the Yelmalio cult was all but destroyed in the Dragonkill War. When southern Orlanthi migrated back into the Pass, and Lightfore was still obviously there, they simply called it by its Elmal name. In the Third Age, when the cult of Yelmalio re-assumed its power, worshippers of Elmal reintegrated back into it. It made sense. Why worship a god who plays second fiddle to Orlanth when you can worship the same deity as a strong, respected, and independent rival.


The point of all this is that the Elmal/Yelmalio “switch” can only bother you if you assume your god cuts himself shaving. That is to say, he is a singular biological entity. This is the kind of god popularized in the 1960s with books like Chariots of the Gods, the ludicrous notion that the gods of ancient mythologies must have just been really advanced aliens. Comics like Jack Kirby’s Eternals or New Gods—or the Asgardians of Marvel’s Thor—took the idea and ran with it, ending in books like Deities & Demigods. If you regard a god as simply a being with super-powers and longevity, switching from worshipping Elmal to worshipping Yelmalio seems like switching between two different people. If you view gods as expressions of the numinous, on the other hand, as Gloranthans do, there is no confusion.


None of this is to say that the gods do not “exist,” or that Gloranthan mythology is the invention of mortals. Again, this is modern Zero-sum thinking against which I suspect Gloranthans would argue something like the ancient India parable of the blind men and the elephant. For those who don’t know it, essentially five or six blind men touch an elephant and each feels something different; a “tree trunk” (its leg); a “great serpent” (its trunk), a “canvas sail” (its ear); a “wall” (its side) and so on. Each has an experience of the same thing and know it exists, but each has a different experience. None can see the entire thing because they are blind, just as no Gloranthan can see an entire god because they are blinded by being inside Time. Heroquesting is not seeing the elephant either…it is just touching it. So arguing that Elmal and Yelmalio are different entities because Heroquesters have different experiences of them or cults receive different magic doesn’t really work either. Orlanth Adventurous and Orlanth Rex give out different magic too, and no one is calling them different entities. Gloranthans know the gods are real because they can touch them…they just cannot experience the totality of the god in its entirety.


To cultivate a more Gloranthan sense of mythology, try these mental adjustments:


  1. Stop asking who the god is, ask what the god means. Don’t simply accept that “Orlanth is the son of Umath and Kero Fin.” Gods are not people, they only require parents if that signifies something. So what does it mean that Kero Fin is his mother? What does this tell us about Orlanth? About the people who worship him?
  2. Stop looking at the god as an individual in the sense that you are or your friend is. The Orlanth of Sartar is not necessarily the same Orlanth as the one in Jonatela or Talastar or Lankst. Think of them as local “experiences” of a god, in the way that Adventurous, Thunderous, and Rex are. They might all appear very differently to mortals, who cannot perceive the whole truth.
  3. Stop looking at myth as history. Myth did not happen once, long ago. It is not a defined fact. Myth happens now, continually, outside of Time. 
  4. Stop looking at myth as a single explanation. Assume it says at least three things at once and one—at least—will be an explanation of a social phenomenon. Orlanth killed Yelm and this is why the Sun sets. But it is also why the Orlanthi chose leaders on deeds rather than birth, why they are quarrelsome and suspicious of central authority, why they have an ancient rivalry with the Sky gods. 

 


Saturday, August 28, 2021

QAD: PIMPER'S BLOCK THE COMPLETE COLLECTION - A REVIEW


I MAINTAIN THAT STEVE HERBERT PERRIN (1946-2021) gave the hobby not only its first true "universal" game system, but also one of its simplest. The Basic Roleplaying System, as it came to be called, was based on a single, intuitive mechanic that could easily be tweaked to model any conceivable situation. This core mechanic could be explained and grasped in literally just seconds. Having said this, BRP does come with a fair amount of detail. First, it is a skill-based game, and characters can possess a lot of these. Second, different applications of BRP have varying extra layers of detail to better model their respective settings. Call of Cthulhu has "Sanity" mechanics that model the way Lovecraft's protagonists suffer mental collapse in the face of the Old Ones. Superworld had comprehensive lists of powers, with optional features and limitations, energy costs, etc. Runequest, the game that started it all, had an elaborate magic system and combat rules which took into account hit locations, the armor worn on each location, and the hit points in each location. So while BRP is in essence easy to learn and play, there can be a bit of bookkeeping. This is seldom an issue for players, who have one character to worry about. For GMs, it can mean lengthy prep time to detail all the NPCs in the scenario.

Some are comfortable "winging it." This has always been my favored approach, and in both Six Seasons in Sartar and The Company of the Dragon I included systems to help other GMs whip up NPCs as needed nearly on the fly. Other GMs, and especially ones new to Runequest and or to gamemastering, might prefer fully fleshed out NPCs.

Well ladies and gentlemen (and any of the four other Orlanthi genders), have I got the product for you.

QAD: Pimper's Block The Complete Collection is the kind of product we have not seen in decades. The only thing I can think to compare it to was William Keyes' Rune Masters back in 1980. It is, well, a collection of ready-made characters. But while my last sentence was substantively true, calling Pimper's Block a "collection of characters" is like calling Mt. Everest a "hill" or the Sahara a "few grains of sand." This is a collection of characters the likes of which no one as ever seen before. Let me just quote you the contents;


Esrolia
19 Occupations, 76 Detailed Characters, 380 NPC Squad Characters
Grazelands
14 Occupations, 56 Detailed Characters, 280 NPC Squad Characters
Lunar Tarsh
19 Occupations, 76 Detailed Characters, 380 NPC Squad Characters
Old Tarsh
17 Occupations, 68 Detailed Characters, 340 NPC Squad Characters
Prax Bison Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax Impala Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax High Llama Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax Pol-Joni Tribe
11 Occupations, 44 Detailed Characters, 220 NPC Squad Characters
Prax Sable Tribe
11 Occupations, 44 Detailed Characters, 220 NPC Squad Characters
Sartar
20 Occupations, 80 Detailed Characters, 400 NPC Squad Characters


Table of Contents from the Sartar PDF

What you are getting here, then, are 520 fully detailed characters from ten different cultures and 2600 more lightly described NPCs. The fully detailed characters are not quite like the pre-gens in the Runequest Roleplaying in Glorantha corebook. They are left intentionally vague in some areas to be fleshed out, recycled, and reused. Each comes with magic, skills, weapons, and armor, and none feel cookie cutter however. Each feels fleshed out and fully formed. Simply put, you might never need to create your own NPC stats ever again.


A fully-detail character example

The 2000-page collection is divided over ten PDFs, each around 200 pages each, Some of the material (the first ten pages or so) is repeated in each booklet, and covers how the collection is set up, how to make the best use of it, and a fair amount on slavery in Glorantha and the business of Pimper's Block. The rest is all glorious NPCs. While the collection is not illustrated, it is handsomely presented and edited. 


"Squad" characters

Look, if you run Runequest this product is worth ten times its price. I cannot imagine any GM regretting the purchase. Most of the detailed characters could easily be tailored into the major NPC of your choice, and the squad characters are ideal for the supporting cast. There is simply so much here. The PDFs are even terrific for showing new players what a character might look like. Many new players might want to use them as templates. 

Really, this is the sort of thing the Jonstown Compendium was made for. Pimper's Block The Complete Collection is the kind of utility that a publisher like Chaosium would not want to tackle, but which in retrospect everyone is going to want. I certainly will never been hard-pressed for NPCs again.  

Get it here. 





Wednesday, August 25, 2021

SIX SEASONS IN SARTAR: THE COMPANY OF THE DRAGON FAQs



"I WAS INTRODUCED to Glorantha back in 1983.  Thirty-seven years later I found myself writing a love letter to this setting in the form of Six Seasons in Sartar.  As much as this was a love letter to Greg Stafford’s world, it was also one to the game that introduced me to it, “classic” RuneQuest or RQ2.  As so many characters were in that game, the characters in Six Seasons were “newly-minted” adults, without previous experience, a cult, or even much magic.  This was to capture the feel of those early RQ days.


When it came time to write the sequel, however, I had a very different love letter to write.  RQ might have been my introduction, but that very same year I was also introduced to the Gloranthan war game White Bear and Red Moon, freshly republished back then as Dragon Pass.  This game blew my mind.  It shared the same setting with RQ, but the two seemed to exist at completely opposite ends of the spectrum.  In RQ, you were this individual, scrounging around trying to get yourself some decent armor and some magic.  In WB&RM, you were commanding massive armies, battling over the destiny of the world.  RQ was Conan, Fafhrd and the Gray Mouser, but WB&RM was the Iliad, it was the Mahabharata.  Inasmuch as The Company of the Dragon is the sequel to Six Seasons in Sartar, the two do not take their inspiration from the same source.  Company is my love letter to White Bear and Red Moon.


And so, while the first book confined you to a small mountain community, the second has you sweeping back and forth across Dragon Pass.  You may not be Heroes, but you cross paths with them.  Argrath is there.  And Ethilrist.  Delecti.  Cragspider.  In Six Seasons, there was nary an Elf or a Troll to be seen.  In The Company of the Dragon most of the Elder Races get their moment in the spotlight.  Gods fall and a Dragon rises.  And 420+ pages after it all started, the saga of the Haraborn comes to an end.  In my heart, I see them laying down their swords and going home to till the soil and make babies.  But of course, all that is up to you..."


from the "Afterword," The Company of the Dragon




This week The Company of the Dragon became available in hardcover, and I figured this was a great opportunity to answer a few frequently asked questions about it. So, without further ado...


What is it?


The Company of the Dragon is a 27-episode, five-year long campaign for Runequest Roleplaying in Glorantha, Questworlds, or 13th Age Glorantha. Set between 1620 and 1625 ST, it covers the final years of the Lunar Empire's occupation of the mountainous land of Sartar. The player characters are the leaders of a warband, the "Company of the Dragon." The band is about 150 people strong, but the membership will fluctuate. They are sworn to Kallyr of Kheldon, the "Prince in Exile," and work against the forces of the Lunar Empire remaining in Sartar and their many collaborators. Near the end of the campaign, they become the central players in the event known as the "Dragonrise," which breaks the Empire's grip on Sartar and sees Kallyr return to be crowned Prince.


Is it the sequel to Six Seasons in Sartar?


Yes...and no. If you played Six Seasons in Sartar, then The Company of the Dragon picks up exactly where that story left off, and your player characters will move effortlessly from one to the other. If you haven't played Six Seasons, however, The Company of the Dragon contains full rules and support for creating new characters and putting together your warband. It plays perfectly fine without any relation to Six Seasons at all.




What exactly is inside?


The best way to answer that is to just show you the table of contents. The Company of the Dragon is a campaign, but it is also a sourcebook. Most of if can be adapted for any Glorantha campaign. You get;




- "Sartar Before the Dragonrise" which details the land in the final years of the Lunar Occupation. I worked under Jeff Richard on the upcoming Sartar Campaign from Chaosium, so I made every effort to ensure The Company of the Dragon's vision of Sartar would match the official campaign. 


- "The Company of the Dragon" details the structure of the warband, how it operates, supports and arms itself, recruits, etc. New mechanics are introduced here for running large groups--military units, temples, towns and cities, even a nation. These mechanics measure their strength and influence, resources, health, etc. All of this could be used in any Gloranthan campaign.


- "Draconic Consciousness" is a look at the mysticism of the True Dragons and the Dragonewts, complete with mechanics to model it in the game. Player characters can practice this path and gain new powers and abilities.




- "Characters" is a MASSIVE chapter. It starts with rules for creating new player characters for the campaign. There is a section of "character arcs," a new idea that gives each PC their own personal journey inside the major plot of the campaign. Next the book introduces a streamlined system for creating and running NPCs, including more than 30 templates--Young Clansman, Seasoned Clansman, Chieftain's Thane, Wind Lord,  Young Clanswoman, Young Vingan, Earth Priestess, Eurmali Clown, Issaries Trader, Street Urchin, Young Apprentice, Guild Master, Kolating, Lunar Soldier, etc etc etc. Basically any NPC you might need over the course of the campaign you can whip up with these templates and rules.


- "Initiations" talks about joining cults. It explains what initiation means in the Gloranthan context, and includes full initiations for martial cults like Humakt, Vinga, Babeester Gor, and the like. There is also the initiation for joining the Company of the Dragon itself.


- "Running the Game" is another massive chapter. It walks the GM through setting up their campaign, how to make use of the new community characteristics system, running battles, heroes and superheroes, a new optional system of "plot points" to let players better guide the narrative, and finally my thoughts on Glorantha and making your campaign feel "Gloranthan."


- "Episodes" makes up the last 160 pages of the book. These are the "adventures." Some resemble full-length scenarios, some are adventure seeds. Most are something between. The majority of the episodes can be played in any order, and the GM gets to decide which ones to include and which to exclude from their campaign, making everyone's experience of The Company of the Dragon different. There are some episodes that are part of the main plot, however, like "The Dragonrise" and "Prince Kallyr." 




Is it usable with Questworlds or 13th Age Glorantha?


Yes. Building on the rules in the Six Seasons in Sartar 13G/HQG Conversion Guide The Company of the Dragon is fully playable in those systems.


Is it "canon?"


No. As I mentioned, however, I worked with Jeff on the upcoming Sartar Campaign and worked VERY hard to make sure The Company of the Dragon doesn't contradict anything in there. The idea has always been for Six Seasons in Sartar and The Company of the Dragon to transition you from the "classic" RQ era to the new timeline. 


Wait...no PDF bundled with the book?


No. DriveThruRPG is a PDF vendor, not a publisher. Print on Demand is a service they offer on only specific titles. For the Jonstown Compendium, a PDF needs to reach Electrum bestseller status to qualify for POD. That means as an author, I cannot guarantee a print version will ever exist. I need to sell PDFs first. Unfortunately, because of this there is no mechanism to subtract the cost of the PDF purchase from the print (when and if it happens), and it would hardly be fair to make PDF buyers pay full price for print while giving those who waited for the hardcover a PDF for free. My hands are tied on this one.




Two hardcovers???


DriveThruRPG offers two print options; standard color and premium color. The premium color is a bit more expensive, but the images look crisper and deeper. Having said this, the standard color books look superb too. I don't think people who buy standard color will feel cheated in anyway. We released The Company of the Dragon in both formats to give the audience price options that were right for them. 


 


 


 

Tuesday, June 8, 2021

MONTE COOK’S “THE DARKEST HOUSE”: A REVIEW

 THE MIRROR


AS A GENRE, horror always works best when it applies pressure to our own sore spots. In the 1950s, horror did a sharp turn away from gothic monsters towards alien invasions and atomic monsters, a perfectly logical response to the dawn of the Cold War. While American audiences watched flying saucers destroy the US Capitol, what they were “seeing” were Soviets, not BEMs. When they saw alien seed pod convert friends and neighbours into soulless drones, it was the Red Scare (what Theodore Seuss would have called “the spreading pink stain”) in the back of their minds. Later, in the early 70s, when audiences flocked to watch a film about a sweet little girl who metamorphoses into a lewd, foul-mouthed monster whose mother can no longer recognize her, parents got it. Sure, The Exorcist was nominally about demonic possession, but every parent in the late 60s who had watched their cherubs grow into equally unrecognizable long-haired, bra-burning advocates of free-love and psychedelics identified with Chris MacNeil. And for those of us who came of age in the 80s, the sudden resurgence of vampire films that decade preyed on very real fears of the sexuality we were waking into. After all, everywhere we turned we got the message that hooking up and exchanging bodily fluids with the wrong stranger was the ticket to walking death.


Now, Monte Cook is not the first person to mine the current global pandemic for horror. In a way, the popularity of the zombie epic the last decade was fueled by fears of a coming disaster like this, and Rob Savage’s Host (2020)—with its use of isolation and the special kind of hell that is the Zoom Meeting—beat Cook and his team to the punch. But Cook’s The Darkest House is the first RPG response to our collective ordeal, and I daresay the pandemic haunts all of its glorious pages. Nearly all of us can now relate to the experience of being trapped in a house you cannot escape, cut off from the world, spiraling slowly into madness. The Darkest House is a nightmare we have either just lived or are currently living. Yet it isn’t just the story of The Darkest House that shows the mark of the pandemic, its mechanics and its presentation do as well. From the bottom up this game seems shaped by the ghosts currently haunting us.


There are three components of the product I want to look at here; the presentation, the mechanics, and the tale itself. In discussing each I will relate them back to the pandemic. Why? Roleplaying games do not exist in a vacuum any more than film does, and the really good ones speak to the world that produced them. You cannot look critically at 1974’s Dungeons & Dragons and not see a fantasy Vietnam, where sudden death was just a pit trap or an ambush away. Cyberpunk in the 80s reflected both our coming to terms with the emerging Information Age and the unfettered capitalism born of Reaganomics and Thatcherism. In the 90s, Millennialism haunted our thoughts, and an endless string of apocalyptic end times games appeared to tap into that. I suspect Cook and his team know this, at least instinctively, and have responded with a product that at any other time would have been superb, but now also has the virtue of being relevant. The Darkest Hour has the potential to do what both great horror and gaming excel at… helping us face our boogeymen.





PRESENTATION: A NEW WAY TO LOOK AT RPGs


The Darkest House is designed to be played online. Take a moment to let that sink in.


For nearly five decades the dominant tabletop RPG venue has been, well, the tabletop. Sure, over the last decade more and more of us have been moving to running out games online, and platforms have sprung up to facilitate that. But I suspect I am not alone in being a GM who has consistently turned  his nose up at online games until the pandemic put a gun to my head and forced me to reconsider. For me, gaming is first and foremost a social experience. If I wanted the game itself I would play a video game. Yet the pandemic made me do it, and my frustration mounted at sifting through all the windows on my screen. All the relevant PDFs. My notes. Dice apps. The darling faces of players on my Zoom screen. For me, at least, the irritation of the format just added to my dislike of it.


The Darkest House is a single app, currently available for Windows or Mac OS. Click on it and it opens across your computer screen All you need to run the game is literally right there. No page-flipping. All the additional materials are embedded there in the main screen. The PDF GM and Player guides can be accessed with a click (read before play and not necessary while running the actual game). The fillable character sheets are there. Game aids. The main map (more on this later). To the right is the complete list of rooms in the house and you can move effortlessly to one by clicking there OR on the location on  the aforementioned map. When you click on a room… it is all right there on one screen. A map, an image of the room, a brief description, and then a list of contents and entities in that location. Click on any entry in that list and it opens again with a description, sometimes another image, and yes… even audio clips. ALL of this are instantly shareable with your players by download or just copying and sending them the link. Intuitive. Painless. Fluid. Fast.


Speaking of images, it likely goes without saying at this stage given the track record of Monte Cook Games but the art is first rate. The room illustrations strike the right balance between dark enough to be unnerving and light enough to see and bring the locations to vivid life. The entities… it is always hard to illustrate the monsters in a horror RPG. Lovecraft barely described his terrors at all to leave them monstrous and unformed in the reader’s mind. The entity illustrations in The Darkest House show just enough to give you a firm impression of the being, but are vague enough and shadowy enough to leave much to the imagination.


MECHANICS: AND NOW, A BREAK IN YOUR USUALLY SCHEDULED CAMPAIGN


The presentation of The Darkest House makes it ideally suited for online play. The mechanics make it ideally suited for pandemic play.


Let’s say you were running a campaign before COVID-19 descended upon us. You and your friends gathered round the table for Call of Cthulhu, RuneQuest, 5E, Night’s Black Agents… whatever. Then the pandemic hit and not only was your life upended, the lives of the player characters in group were as well. Some groups made the transition to Roll20 or Discord or whatever. Many didn’t. Monte Cook seems to have designed the mechanics of The Darkest House with this in mind.


The titular house in The Darkest House is meant to show up in whatever campaign you are currently running. More on the story in the next section but the house is pan-dimensional. It hungers, bleeding through the multiverse looking for victims. It could show up just as easily on a street corner in Arkham, the outskirts of a fantasy metropolis, or as the deck of a space station that suddenly goes very wrong. The point is, conceptually The Darkest House is ready and waiting to take up the slack in your regularly scheduled campaign. It’s an easy-to-run-online interim your current player characters can step in to and—assuming they survive—back into their regular lives and campaign after.


How?


The Darkest House uses the House System, a simple set of mechanics that model how reality functions inside of the house. The house is alive, it is its own separate pocket universe and once you cross the threshold you play by its rules. The game then provides a sort of “Rosetta Stone” (a term the game itself uses but which might be overreaching just a tad), a way to very quickly and easily guesstimate House system statistics for your favourite system and character. Technically, a character from Vampire 5E, Pathfinder, and Champions could all wander into the house from separate universes and find themselves together there.


Essentially everything in the House System is modelled on a scale of 1 to 10, with ten being the weakest and ten the strongest. Those familiar with Monte Cook’s recent works, especially the Cypher System, will recognize this immediately. A beaded curtain would constitute a Rating 1 door, nearly effortless to get through. A bank vault door, by contrast, might be Rating 10. Inside the house everything is modelled in this way, and that includes your characters.


If you are coming from a system that uses character levels (or Tiers) like the Cypher System, you start by finding the corresponding rating to your character’s level. For 5E, with 20 levels, you would just divide by two (always rounding down). Your 6th level Fighter would have a starting rating of 3. In a game with fewer levels, you just adjust to the scale of ten. In 13th Age, for example, with ten levels, your level would be your starting Darkest House rating. A level three Fighter is a Rating three character. For games like Call of Cthulhu, which uses skills and no levels, or similarly a World of Darkness game, take the rough average of the character’s skills and abilities and match them to the scale. Harvey Walters, the stalwart Call of Cthulhu example character for 40 years has a couple of skills in the low 80s (Cthulhu uses a percentile system), a couple in the 60s and 70s, and the bulk below 40, some as low as 0 or 5%. His “average skill” is probably about 30%. Using the House System then I would eyeball him around Rating 3. The Call of Cthulhu 1-100 scale fits easily in the House scale just by dividing it by ten. This is about right for a CoC character, because generally speaking, a character who is the equivalent of a “real life” human should never be higher than Rating 4. 


Once you determine the base Rating, things the character is good at get +1 to the base. A base 3 Fighter would probably have Rating 4 in combat. Harvey Walters has 80% in Archaeology, so he would get a +1 in that. Things the character is poor at get a -1. The House System addresses ways to translate over special powers and equipment as well.


These Ratings, then, get used in the core system (which should be noted is entirely player-facing, the GM never rolls dice). When attempting to perform a task, roll 2D6 + your Rating. The target number is 7 + the Rating you are trying to overcome. Trying to force upon a locked Rating 3 door, the character would need to score 10 or higher with their own most appropriate Rating + 2D6. In lieu of hit or sanity points, characters can take mental and physical wounds. These have ratings as well, and each time the character receives a new one, they must roll against the wound with the highest rating (even if they beat it before) to resist falling unconscious and possibly dying or suffering mental damage and breakdown.


There are a few clever twists on dice rolling, however. There is for starters a mechanic for Boons and Banes, situational modifiers that help or hinder your character’s chances. A Boon allows you to roll a third die and discard the lowest roll. A Bane adds a third die but you are forced to discard the highest. By far the most interesting die, however, is the House Die, rolled every time a player makes a roll.


The house itself is malevolent, and the house—the book likes to remind us—hates you. This would be bad enough if not for the fact that in the house you are also subject to its rules, its reality. The house resents your success, your progress. Thus, every time you make a roll, you also roll the House Die. If you succeed, and the House Die is higher than your highest result, the house responds to your success and makes a move.


For example, you roll to batter open the locked door from the example above, rolling a pair of 4s. Your Rating was 3, so 3+8=11. A success. But wait. Your House Die was a 6. This means the house will respond to your success, lashing out in resentment. The way in which the house responds gets increasingly more severe the more times this happens. Maybe the first time the lights flicker, or a piercing cold fills the air. Later it might be violent shaking, blood dripping from the walls, objects hurtling at you, etc. It’s a system that neatly captures the escalating horror found in most haunted house tales.


You can, however, call upon the house. If you are desperate to succeed, you can actually add the House Die to your result. This produces an immediate response from the house, however, and inflicts a Doom upon your character.


Dooms are cumulative and they are very, very bad. When you make a survival roll to avoid death or madness, your Doom total is subtracted from your roll. If you leave the house, the Doom follows you into your regular campaign. Depending on how much you have, it acts like a curse… bad luck and misfortune at lower levels, sickness, wasting diseases, and tragedy at higher totals. The house hates you.


Getting Out


One mechanic that really needs to be spotlit is that of Lies and Truths. 


In The Darkest House every player character gets an arc. As you confront the dark spaces in the house, so too do you confront the dark spaces in your heart. This is a lovely nod to Shirley Jackson’s masterpiece, The Haunting of Hill House. When you create your character, you need to give them either a Lie or a Truth. This is something that the character believes in. It it a Truth if the player also believes in it, but a Lie if the player knows it to not be true.


Let’s say the character believes “the universe is just,” or “my wife loves me.” The player decides whether or not this is true. The house will test these beliefs, eventually precipitating a crisis. This leads to five general results;




 

Escaping from the house is part of the story, and it is suggested the GM does not make escape an option until all or most of the player characters have had time to resolve their arcs. Think of this as the malevolence of the house. Killing its visitors is fun. Driving them mad even better. Nothing beats, however, an assault on their core beliefs, their souls.


THE TALE: THE HOUSE ALWAYS WINS


Some of the following will read as mild spoilers. I assure you they are not, as the GM gets to decide what exactly is true about the house and what isn’t. In fact, when it comes to the house, their are multiple possible truths and layers of truth. One thing I will not discuss, however, is the specific contents of the house’s rooms. However if you want to enter the house knowing absolutely nothing, turn back now.


I was probably predisposed to like The Darkest House, so gentle reader bear that in mind. This blog has already seen, for example, articles on both The Haunting of Hill House and House of Leaves, two of the major influences on The Darkest House and two of my favourite pieces of haunted house fiction. I mention in both my preference for stories of a house that is aware and malevolent over one that is merely occupied by ghosts. It would appear Monte Cook shares the same tastes, because the house is in The Darkest House is a superb example of what Stephen King called “the Bad Place.”


It seems there was once a man named Phillip Harlock. It seems that he lived most of his entire life within the house, alone. Phillip might have grown up there… or he might have built it. He might have once had a family there. Phillip seems to have been an occultist. He seems to have been a severe agoraphobe. As he lived out his entire life there, he seems to have grown increasingly eccentric… increasingly mad.


We sometimes think that when two people spend extended periods of time together, one begins to take on qualities of the other. After years, they truly share everything, including a mental state, and perhaps even a mental space. We even begin to think that they physically resemble each other. It’s more than just finishing each others’ sentences; they share thoughts and dreams and emotions. …But what if one of those people isn’t a person at all? What if it is a place? A house…


And what if, gentle reader, neither was entirely stable?


Harlock vanished inside the house, and it has been ever since unliveable. It seems to miss Harlock and hate anyone inside it who is not him. We should also say that it seems Harlock dabbled in Things Man Was Not Meant to Know, that the house became part of something deeper, some darker, that bleeds and oozes through the multiverse. 


The result is a house that might show up anywhere, a house that is alive and insane and twisted in hatred. It is “haunted” by all sorts of entities, including the family that Harlock either imagined he had, or that he created distorted caricatures of. Father, Mother, Brother, Sister, and Lover are some of the worst entities in the house, each representing some form of love gone wrong.


The house’s interior dimensions, like the Doctor’s TARDIS, have nothing to do with its external ones. It may well be infinite. The “map” of the house is actually a flowchart. Rooms relegate to each other emotionally and thematically rather than geographically.


Once inside, the house will not let you go… at least until it is done with you. There are ways to escape, but they are hard won and hard to come by.


Your Story


Getting the players inside can be facilitated any number of ways. In standard Call of Cthulhu fashion they might be hired to investigate the paranormal there. In high fantasy they might go in seeking treasure or looking for a way to stop evil. Occultists and wizards might be drawn to it seeking power. Perhaps one or more of the player characters’ loved ones have vanished inside and they go after them to rescue them. The story however is essentially the same. Something draws you inside the house and once inside you realize you cannot easily escape. Inside, your wits, your will, your beliefs will all be tested. 


Again, a bit like 2020 all over again.


FINAL THOUGHTS


The Darkest House is a masterpiece. It stands head and shoulders above any haunted house we have seen at the gaming table. While I think Cook and his team were trying a bit too hard to reinvent the wheel with their previous effort, Invisible Sun, here they absolutely have, changing how a role playing game can be conceived of and run. It’s a haunted house, it’s a mega-dungeon. Depending on the characters you bring inside it could be everything from crushing psychological horror (characters from Kult, Call of Cthulhu, Unknown Armies, etc) to a heroic struggle against evil (high-level Pathfinder, 5E, or 13th Age characters, or really any superhero characters). But really what The Darkest House is is a mirror, and the abyss we gaze into is the specter of our own pandemic experiences.


And that, ladies and gentlemen, is art.