Showing posts with label Halloween. Show all posts
Showing posts with label Halloween. Show all posts

Sunday, 8 October 2023

Another Mask Behind You

I've seen it in his eyes. Screaming mad. Starkers! And dishonest! Hiding his face behind a fright mask. Well, no masks for me! I have nothing to hide! Joker, Batman: Arkham Asylum (Rocksteady)


Opening scene, Halloween, John Carpenter

“Who dares,”—he demanded hoarsely of the courtiers who stood near him—“who dares insult us with this blasphemous mockery? Seize him and unmask him—that we may know whom we have to hang, at sunrise, from the battlements!” Edgar Allen Poe, The Masque of the Red Death.

Camilla: You, sir, should unmask.

Stranger: Indeed?

Cassilda: Indeed, it's time. We have all laid aside disguise but you.

Stranger: I wear no mask.

Camilla: (Terrified, aside to Cassilda.) No mask? No mask! Robert W. Chambers, The Mask

Masks are odd things. 

You don't often see them outside of carnival, traditional dance and ancient theatre. The Greeks and Romans were fond of masked actors taking on archetypes - the drunk, the old man, the soldier, the wife, the cuckold, the prostitute or wanton. Sock and Buskin, aka Comedy and Tragedy, come from this tradition, as does Commedia dell'arte

In mythology you often hear about masks allowing the wearer to take on archetypes, whether heroic or tragic, but the difficulty with mythology is that it's impossible to check your data. All the people who actually knew what it was supposed to mean are long since dead. Dead, dead, deadski. Almost no written records survive, which means you can make things up as you go and there's nobody to tell you different. 

Then, of course, there is Halloween. Where masks are the only thing separating us from the normal people. Originally a time to honor the dead, it has become a Saturnalia of booze and chocolate, fun as much for the adults as the kids. The original Myers Halloween mask, the iconic one in the film, is actually a William Shatner mask suitably modified - $1.98 at a costume shop, they were on a budget - but now it's so iconic that, if you mention Halloween to people, odds are one of the first images that springs to mind is that blank, hideous non-face worn by the most evil kid who ever lived. 

You don't often find them in ghost stories, funnily enough. Sometimes they float to the surface along with the other mental flotsam and jetsam lurking in the deeper waters of the psyche, but usually they don't appear except in the old-time tales of the likes of Poe. 


Onibaba Trailer (1964)

In film, masks work best when establishing mood, or defining a character. Everyone remembers Jason; everyone remembers Scream. Even if they didn't watch any of the films, they know just by looking at them exactly what kind of character they are. As cinematic shorthand, they work wonders. Even a mediocre film - and God knows there are plenty of those in both franchises - becomes just a little bit memorable when those masks appear on screen.

Why wear a mask?

  • Performance
  • Ritual
  • Protection
You want it to enhance your performance (which can include performance in combat), provide magical assistance or evocation in a ritual, or to protect you against some form of attack whether natural or supernatural.

In the superhero genre - and possibly only in that genre - masks are used to protect identity. Which is ludicrous, but there we are. I've lost track of the number of people who know who Batman is (there must be a list somewhere), but it never makes any difference to the ongoing plot. It sometimes feels as if the 'protect identity' bit is an excuse for ever more elaborate costume concepts, each more evocative than the last. 

In our world 'protect identity' becomes 'play a part.' At Halloween the part is pretty simple - sexy nurse or sexy pirate? - but there are more elaborate versions. Carnival, a masquerade, a pantomime - all these involve ritualistic behavior of one kind or another, played by actors whose job it is to impersonate the characters that everyone knows and loves. Harlequin plays an important role in early pantomime, St George and the Dragon are traditional characters in a Mummer's Play. The modern version is the Pantomime Dame, the comic mother figure, and a host of others - but the Dame is the most recognizable. 

The old May Day traditions follow in this train. You abandon your identity to play another and your role is preordained - the fool with his bladder, for instance. 


Wicker Man

The chief benefit - or problem - in all three cases is that masks are impersonal, therefore unsettling even at the best of times. A gas mask protects against inhaling poisonous or dangerous gases, but there's no denying that the odd inhumanity of them frightens those who see them. The Samurai mask in Onibaba was meant to be unsettling. Jason's blank fright mask empowers Jason and terrifies his victims. All of which is to say that they work just as well on your friends as your enemies; it's terrifying either way.

Yet often - as with Onibaba - the true horror comes when the mask comes off. When Michael Myers removes his mask he stops being the Killer; he's just a little boy. When the Scream mask comes off, the killer, a friend, is revealed.

All that said, how best to use them in, say, Night's Black Agents?

OK, you could adapt one of the ideas like Pantomime or Carnival and stick them in a scene. The major event in the scenario takes place at Whitby during May Day, that kind of thing. It could also work well in a dream sequence - your nightmares are masked and you're being chased through, oh, your old high school, why not. 

But. 

What if the vampires are the masks?

Works best in a Supernatural or Damned setting, but picture this: ancient vampire spirits bonded with the masks they used to wear in Saturnalia or the Bacchanal - too many crimes made the man less than a man, the mask more than a mask. Now the only way the masks can survive is to bond to another human, effectively superimposing its vampire spirit onto the host. Every time the host dies, a small part of it becomes part of the vampire mask. The first few times this happened it was accidental, but they've spent their centuries perfecting the technique so that now, for instance, the traditional mask makers of Venice are one of their many Nodes, manufacturing new vampire masks to join the cult. 

The masks can extend the lifespan of the host and give them powers beyond comprehension, but only while wearing the mask. Even an extended lifespan eventually ends, but before that happens the host has to make sure the mask is passed on to someone else.

As the host ages, the signs that they're tainted by the mask becomes more obvious. The masks have developed special techniques to disguise these marks but they become less effective the older the host becomes. Which is why that renowned actress, for example, retired early from film and spent the rest of her days in her mansion, refusing all calls for an interview. Or why that industrialist is so reclusive, never leaving their yacht. 

You could, if you choose, go for a classic mythology route. One interpretation of the Medusa myth is an ancient cult used Gorgon masks to frighten the profane. When their shrines were overrun, the masks stolen, mythology interpreted the event as the beheading of Medusa. Suppose Medusa didn't die, and her cult lived on through one mask that survived the event? That the cult rebuilt using that mask as a prototype? Then your characters have the opportunity to literally behead Medusa; if they destroy that one ancient mask, the others lose their power and the cult is broken for good. Dracula Dossier for the ancient Greek history enthusiasts.

Why go this route?

First, it works in any setting. I mentioned Night's Black Agents but you could as easily use this in Trail, Fear Itself, Esoterrorists, D&D - whichever you fancy, really. Details change, the concept remains the same. The mask is the monster; the monster wears the mask.

Second, it becomes a means of setting friend against friend. Your Network Contact, your friendly NPC at the tavern, whoever, whenever, can fall under the spell of the mask. You can never be sure who's on who's side. Think of it like an addiction mixed with Possession; the person wearing the mask can't bear to be without it, but at the same time you never know what will happen if they put the mask on.

Third, it sets up an enemy that is both iconic and undying. Sure, you can burn the mask, drop it in acid, whatever you fancy - but there will be another mask. Someone's making them. Who? To what end? If the enemy wears a Michael Myers mask does that mean they become Myers? Share his abilities, obsessions?

Finally, it might just set up a moment like this:


Twilight Zone 'You're caricatures! All of you!'

Which, as the ending of a one-shot, is priceless.

Enjoy!


 

Sunday, 1 November 2020

All-Hallows (Edom Files)

 Today is All-Hallows, also known as All Saints, a Christian replacement of an ancient tradition. That is, it's November 1st - October 31st being the day before the festival day. 

Originally this would have been celebrated in March, which means technically Halloween is a March tradition. Pope Boniface moved it to November in the way back when, and in the Catholic calendar All Saints is followed by All Souls on November 2nd. The idea being that one day is dedicated to the saints and martyrs, another to everyone else, and the everyone else in this instance are those still suffering in Purgatory rather than the blessed in Heaven. 

There's a very old tradition that says should you give clothes or shoes to a poor man you shall receive the same when you die, to ease your passage. It's part of a general injunction to do right by the poor, and you will be rewarded in the afterlife - but if you don't, expect torment and fire when you pass over.


There's a further tradition which says you shouldn't wear new shoes to a funeral, in case the dead see them and get jealous. They may try to steal them, and your luck will surely turn bad.

All Hallows is also a very popular name for a church. A quick Google will show you how popular. One in particular, All-Hallows-The-Great of London, was ancient when it was destroyed in the Great Fire. Christopher Wren rebuilt it, and it lasted until the later 1800s when the neighborhood became far too commercial. The space was needed for development, so the Church sold the land and used the money to build a new church elsewhere. It was the London Brewery for a while before Hitler put a stop to that, and eventually became Mondial House, the great telephone exchange. It was a massive white elephant even when it was being built; construction started in 1978 and although the building itself was finished it still needed equipment. By the time BT finished installing all its kit, in the 1980s, the equipment it had installed back in 1978 was already woefully obsolete. Mondial was demolished in the 2000s; an office block stands there now.  

In the Edom Field Manual there's a contact, Maggie Canter, of Canter Antiques & Salvage, "a large junk shop in East London. Over the years, the business has come to specialize in architecture and furniture salvaged from churches and other religious institutions. If you want to outfit your hipster bar with a few pews from a demolished church, or are looking to buy a load of old-fashioned bedsheets and tablecloths from a nunnery that ran out of nuns, Canter’s is the place to go. She jokes that she’s just finishing up what Henry the Eighth started with the destruction of the monasteries ..."

With all that in mind:

Maggie's Back Room

Even Maggie Canter comes across items she can't sell. She got a job lot of office furniture and other bits and bobs when they broke up Mondial House, the sort of thing she'd be able to turn over in a heartbeat under normal circumstances. There's always some dodgy little startup looking for cheap office furniture, and while it's not strictly in Canter Antiques' usual line a quick clearance like this is bread-and-butter.

If only she could sell it.  

She knew there was something off when she took possession. It was just a feeling, and she ignored it. More fool her. As it happened the day after she brought back the goods was All Hallows, and that very day she heard someone walking around in the warehouse after hours. Couldn't catch him, mind. Funny thing; her warehouse foreman, Larry, lost a pair of shoes that day. Christ knew where those got to.

When they didn't sell straight off she shoved the kit in the back of the warehouse, making a mental note to take it to the dump tomorrow. Except tomorrow never comes, does it? So it was all still in the back next All Hallows, and once again she heard someone stomping around in there. Once again, someone's shoes went missing. Hers, in fact.

It's been years, and every year on All Hallows someone marches about in the warehouse like some kind of night watchman. Every year someone's shoes go missing. She's started buying cheap trainers and boots to leave behind for whoever it is; better than letting the good stuff go.

If Edom's finest want to get on Maggie's good side, they could tell her what's going on and how to put a stop to it. 

  • The Corpse Watchman. Back when the Church had to worry about bodysnatchers, All-Hallows-The-Great built a watch house and put a permanent watchman on staff. Except the Church put its faith in the wrong man, and several corpses ended up on the dissection table before the ring was put out of business. The Watchman barely escaped with his life; the mob wanted to tear him to shreds. Legend has it for years afterward you could hear the Watchman on patrol, forced to look after the dead he betrayed while he was alive.
  • Weird Science. Edom had its fingers in Mondial House. Specifically the Boffin, (Dracula Dossier), who was forever experimenting to see if he could come up with a more efficient, scientific way to deal with the vampire problem. Mondial House already had a bit of a reputation among the frivolous; after all, it had been built on All-Hallows' churchyard, even if all the bodies had been moved before they built Mondial. The Boffin thought he'd create a vampire trap, but all he ended up doing was losing a perfectly good assistant. Nobody knows where Norman ended up. Rumor had it he never left Mondial ...
  • Footsteps of the Damned. It's got nothing to do with the office furniture. Once upon a time Dracula's Node in London (the Satanic Cult, for instance, though it's up to the Director as to exactly what form the Node takes), found out about Maggie's links to Edom and decided to assign one of its more disposable assets to watch her. Trouble is, nobody rescinded the order, and when the Node got bored and forgot about Canter's, the asset kept coming back. Again. And Again. Almost as if it was compelled ...

  Enjoy!


Sunday, 29 October 2017

The Cracked & Crook'd Manse


For the last couple years some friends of mine and I gather together at Halloween to play games. Two of the faithful, Max and Tacha, are probably going to leave us soon for the wintry wild lands of Canada - pity them, do not judge them - so this is the last of these sessions we'll have as a group. I thought I'd share the result with you all.

The game is Cracked and Crook'd Manse, from Call of Cthulhu's Mansion of Madness collection, though I use Trail rules as the group's more familiar with that system. I created pregens, leaving only the name of the character up to the players, to speed up the session. We only had until 1am to finish, and I didn't want to spend half an hour on character design.

In my innocence I thought I could record the session and upload it here. Well, recording wasn't a problem. In fact, given the extremely primitive nature of my recording set-up, I think I did quite well. Uploading it is a completely different kettle of fish, and 3+ hours of audio just won't be doable on this system. Which is a terrible shame, I'm sure. I could probably work out how to post it via some other means, but I'm not up for learning how to podcast this late on a Sunday.

You'll just have to settle for the précis.

Cast of characters:

Scruffy, the Hobo - Max.
Stormageddon, the Wonder Dog, aka Sassy - Tacha
Hank the Bootlegger - Reuben
Kent, the Journalist - Jym
Annabelle, the Dilettante and Arthur Cornthwaite's sister - Mary

Spoilers for the scenario are inevitable, so be warned.

All of them arrive in the town of Gamwell, Mass., to find out what happened to Arthur Cornthwaite, missing millionare & archaeologist. Nobody knows where he's gone or how long he'll be away. His lawyers think there's nothing very wrong; his sister is deeply concerned. Hank and Sassy are there to look for Moses, Hank's business partner, who was last seen headed to the Cornthwaite estate. Scruffy. who knows nothing of any of this, is looking for a warm place to spend the night.

Hank and Sassy soon work out that the lawyer's office is the place to go. There they meet Annabelle, and thanks to some confusion on the lawyer's part, the lawyers think Hank and Annabelle know each other, which makes life easier for Hank. Annabelle soon leaves in search of her brother, and her beloved horse. Hank spends a little longer at the lawyer's office, and finds out that one of the last things Arthur Cornthwaite did before vanishing was buy a remarkable amount of salt, for reasons unknown. Hank and Sassy steal the keys to the estate, thanks to a quick distraction from Sassy, and they follow after Annabelle.

Meanwhile Scruffy takes his chance, and climbs over the fence to get to the estate, badly damaging his pants in the process. Now almost naked from the waist down, Scruffy needs new pants, and once he realizes nobody's home he breaks into the mansion. He finds the place decayed and abandoned, but after some searching finds the master bedroom, and Arthur's pants. Decent once more, he's surprised when Annabelle and Hank arrive, with Kent the journalist soon after.

Annabelle is shocked and appalled to discover her beloved horse has been eaten, and her family home is in near-ruin. For a moment it looks as if Scruffy might be to blame, but after a rocky start they join forces with the hobo to find out why the house is in such a state,

Much exploring now takes place, from top to bottom. In the attic they find evidence which suggests Arthur brought something awful back from his latest expedition. In the cellar, which is practically a swamp, they find further evidence that Arthur's last expedition did not go well at all, and they also find enough to suggest that Moses met his end here too. In every room, every corridor, there's further evidence of extensive damp and decay. Annabelle is distraught - her family's beautiful house, ruined!

They soon realize that the water's off, for reasons unknown, and putting two and two together they decide that the lack of water in the pipes, and the extensive water damage everywhere else, means something. That's why they go to the cellar, which means the creature, which was hiding in the cellar, needs to retreat. Sense Trouble tells Sassy that something large is in the walls, but the wonder dog doesn't realize just how bad the situation is.

Scruffy separates from the group, so the aggrieved creature has a chance to strike. Scruffy, in the parlor, is grabbed and swiftly hauled out through the window and up. In the process he suffers extensive Stability and Sanity losses. Fortunately for him the group comes to his rescue, with Sassy the wonder dog dragging him back from the brink.

Now they know something's up. They want to leave, but when they go to Annabelle's two seater they see a suspicious pool of 'water' around her car. When the journalist goes for his bicycle, which is outside the fenceline, the water flows ahead of him. They're trapped - or are they? Annabelle remembers that, as a good citizen of Massachusetts, she has a large bag of salt in the back of her car. If only they could get to it!

Unfortunately in the attempt Sassy gets that little bit too close to the horror, and her doggy mind goes spiraling off into the void. They retreat back into the mansion, for now, in search of other salt. They find Arthur's shotgun, and the shells he was filling with salt when he was snatched away. With the small amount of salt they've been able to salvage, they make one usable salt shell. Now's the time to strike.

They're able to escape the mansion again, and get to the salt in the back of the car. However Kent the journalist is snatched away, and dragged to the cellar, where the thing's vast bulk has relocated.

Annabelle grabs the bag of salt from her car and dashes back into the house to save Kent, scattering salt like a maddened flower girl at a salt wedding. She runs down into the cellar, not realizing that in doing so she'll become the world's first, and last, salt suicide bomber. The creature is just as surprised as she is, when Annabelle dives headlong into its mass carrying a lethal bag.

Everyone else was close behind her at the time of the unpleasantness. They needed to make a Fleeing Difficulty 6, since they were so very close to the center of what amounts to an erupting volcano. Only Scruffy, the crazed hobo, makes the roll. Annabelle and Kent were already half-dissolved and swimming in goo, so they weren't in the running, but Sassy and Hank go out in a blaze of glory.

Scruffy, sole survivor and character most likely to be blamed for the whole mess, resolves to get out of town before the Sherriff can catch up with him. "Scruffy lives to see another day!" Max crows.

Thus ends the tale of ... the Cracked and Crook'd Manse.

EDITS SO MANY EDITS WELL ACTUALLY JUST ONE EDIT - FOR NOW:

Thanks to a suggestion, I uploaded the file to Archive.org. It doesn't seem to have worked exactly as I'd like, and download doesn't function the way I thought it would. So changes will need to be made.

However it is there, and seems to be streamable, so the link is here.

Note: spoilers! Also the occasional naughty word.

Sunday, 22 October 2017

Halloween (RPG All)

Tis the season, so let's talk about ghosts - or at least, about the day on which ghosts are celebrated. What exactly is Halloween?

It's a holiday now remembered for its place in the Christian calendar. Formerly celebrated in May, Halloween is the day before All Saints, also known as All-Hallows or All-Hallowmas. All Saints is celebrated each November 1st, and is, as you might expect, dedicated to all saints and martyrs known and unknown - which conveniently covers those gallant souls who perished somewhere forsaken and alone, as well as those more spectacularly martyred where everyone could see it happen. The festival was introduced by Pope Boniface IV in the 7th Century, probably to supplant a pagan ritual dedicated to the dead. Boniface's saint day is in May, which, when he first invented the festival, was also when All Saints was celebrated - May 13th, to be exact.

The date was changed by Gregory III to November 1st and has remained so to this day. It's not clear why Gregory felt the need to change the date. Gregory's time in the Papal seat is only a century after Boniface's. He was a great opponent of iconoclasm - the destruction of religious relics, on the grounds that idolizing relics is anathema - and was an enthusiastic builder, or rebuilder, of churches, shrines, and holy places. His changing the date may have had something to do with the changing emphasis of the church; up till now, its focus had been on the East, and the former Empire, but in Gregory's day the focus shifts to Northern Europe, Germany, and really anywhere Gregory could get support to help him against rampaging Muslims and Lombards. Since All Saints is ultimately an end-of-year festival, it may be that this shift in Papal focus, and climates, meant a shift in dates was prudent.

All Saints is followed by All Souls, on November 2nd. All Souls is when everyone who isn't a saint gets a place at the table. Many cultures have a similar point in their spiritual calendar, a day, or perhaps a festival, set aside for remembering the dead. For the Japanese, it is the Feast of Lanterns. China's fifteenth day in the seventh month of its lunar calendar is its Ghost Day, when the gates of Hell open and the living offer sacrifices to the wandering dead. In each case the day of remembrance is usually towards the end of the year, when crops have been harvested, new fields sown, and there is nothing to do but wait.

So technically Halloween, which in the West is celebrated on October 31st, is only the start of a three-day festival of the dead, and probably the least important of the three, but it's the one that's been drummed into us by commercial interests as being the only day worth remembering. However if you're worried about ghosts returning, the day you want to pay attention to is November 2nd, All Souls. For those Keepers setting their games in the 1920s and 30s, this is also when Catholic traditionalists will set out food and presents for the returned dead; I doubt it's something many Catholics in the United States do nowadays, though south of the border on the Dia de Muertos the ritual is still remembered.

Incidentally, Dia de Muertos was originally a summertime ritual - but as often happened, when Catholic Christianity took over, the date was changed to better reflect Catholic tradition. On the 31st children build altars to persuade dead children to return; on the 1st, the adult dead come back; and on the 2nd the living visit the dead in their tombs.

The trick-or-treat part of the celebration is a 1920s invention. There's always been a tradition of mummery or going about in fancy dress - ceremonial dress, really -  but sending kids out in costume to get candy by threatening the neighbors isn't really a thing until the later 1920s, and then only in big cities. The idea caught on, and it should hardly be a surprise that it did - just then. We think of the 1920s as the Roaring Twenties, the Bootlegger Era, and tend to forget that it was also the decade of the booster, the advertiser, and the Boom. If it could be sold, you could bet your bottom dollar they'd sell it. For them, Halloween was a gift from Heaven. Postcards, costumes, decorations, accessories, and best of all, candy, candy, candy, all yours at never-to-be-beaten prices. Rather like Christmas, Halloween was heavily kid-oriented, the purpose being to get children on board so they would nag their parents to buy things for them.

Give me a child until he is seven and I shall show you the man, Aristotle is supposed to have said. If only Aristotle knew what he was letting the rest of us in for. Soon trick-or-treat becomes part of accepted tradition, accepted because adults who remember it fondly support their children's habit, who then grow up to do the same.

So what does all this mean from a gaming perspective?

Well, among other things it strongly suggests that if your game is set in the Victorian period or earlier, there really isn't a Halloween as you know it today. There may be an extra service on the 31st, but that's about it. On the other hand, come the 1st, or better yet the 2nd, sparks begin to fly. The Keeper may choose to use this as set dressing - food for the dead laid out on the table, that sort of thing - or may decide to dig a little deeper.

This is the point at which I turn to some very good advice in Trail's book Rough Magicks, where Ken Hite says the Keeper should decide ahead of time what Magic really is. It might be spare energy left over from the creation of the Universe, or genetic inheritance from the Old Ones, or any of a dozen other things. Whichever Magic it may be, will determine to a great extent what ghosts are, which in turn affects Halloween and its attendant rituals.

Let's say that magic requires blood sacrifice as a means of providing your 'public key' to the cosmos. delivering DNA to Yog-Sothoth, and that sacrificing something other than yourself - babies, cattle - is like hacking the universe using someone else's account. So it's all about blood - the ritual's less important than the claret.

In this instance, a ghost is created by blood. It may even crave it, in vampiric fashion, but probably lacks the intelligence to set traps for it or otherwise get it directly. An excess of blood spilt - like a battlefield, or a gruesome murder - creates excess energy, by hacking the building blocks of the universe and then not doing anything with the power that results. A ghost is spoilt magic. It has no real human characteristics, but since it was created by humans it mimics them to an extent - borrowing human form, creating sounds, and so on.

In this version of events, the All Souls rituals - the feasts, candles, and such - are humanity's response to this spoilt magic. In order to give ghosts something to do, other than cause mischief in their relentless search for blood, humanity creates a magical ritual, which varies from place to place but always has the same intent: pacify or get rid of the dangerous dead.

Of course, as time goes by people become less observant. All Souls stops being the important date in the calendar; now it's Halloween, the 31st and not the 2nd, and now it's not about the dead at all, but about the living. Which would be fine if people stopped shedding blood, but instead they gush gore more enthusiastically than ever. Moreover they do it just at a moment, after the Great War, when a massive excess of bloodletting creates more specters than has been seen before. Humanity hacked reality, and then left reality's doors wide open. The 20th Century becomes the Century of Ghosts, as blood-hungry creatures roam the earth seeking just that little bit more, that drop, that gusher, which will slake their thirst - for a while.

Say you're running a different game, Night's Black Agents perhaps, or anything with a modern setting. In this kind of game ritual is often de-emphasized; it's less about Latin and incense, and more about doing cool things and looking cool while doing them.

At that point Halloween becomes more set dressing than ceremony. It really is about the parties, the costumes, the laughter and the free-flowing bacchanal. Depending on where you are - Italy, say - there may not be a Halloween at all, and All Souls is still the important date. Some locations may really play up the ghosts and goblins side of things. Whitby, for instance, has a Goth Weekend in the final days of October, and that's all thanks to Stoker and his charming fiend. If you're playing Dracula Dossier, and your agents want to visit Whitby, you'd be nuts not to take advantage of the local color.

That's it for this week! Enjoy.

Sunday, 9 October 2016

The Haunted Doll's House (M.R. James)

I've been asked to contribute to a ghost story evening later this week and for inspiration I've turned to an old favorite: M.R. James' The Haunted Doll's House. It's been one of my favorites for so many years now I can't remember when or where I first read it, but I've read it many times since then.

It's not considered one of James' best. First published in 1923, it was intended as a gift of sorts for Queen Mary, to be added to her magnificent period doll's house built in the early 1920s and exhibited around the country as an example of superlative English craftsmanship. The house included a perfect replica library in 1:12 scale, with each book being an actual book, with a story, in miniature. James later included it in later collections of his work and it's been reprinted since elsewhere.

For me, what gives it juice is its combination of the peculiar with the mundane. There can be nothing so ordinary as a doll's house, yet this particular example is anything but ordinary. To my knowledge nobody's ever tried to replicate the haunted doll's house in fiction, though there are plenty of stories about ghastly toys, including dolls, of one kind or another. It's almost as unique as a story as it is an item.

I notice, as an aside, that more than a few people have built 'haunted doll's houses.' I approve!

There's a line early on that catches me every time, and if you haven't already read the story then I suggest you do so now as I'm about to enter into spoiler territory:

The curtains of the four-poster in the bedroom were closely drawn round all four sides of it, and he put his finger in between them and felt in the bed. He drew the finger back hastily, for it almost seemed to him as if something had – not stirred, perhaps, but yielded – in an odd live way as he pressed it. Then he put back the curtains, which ran on rods in the proper manner, and extracted from the bed a white-haired old gentleman in a long linen night-dress and cap, and laid him down by the rest. The tale was complete.

A lovely bit of sense-horror. There can be few people who haven't had something like that happen at some point in their lives: you reach out a hand, or it might be a foot, and come into contact with something you weren't expecting. In Bermuda, it's usually cockroaches. You might be sat in a chair at night, working on something, only to feel the faintest of touches, almost a brush, at your feet. Or you stretch half-asleep and your hand comes into contact with something furry. Not stirred, perhaps, but yielded - as in giving way, as though you were expecting to find something solid and instead met with something decidedly more fleshy.

There are aspects of that story which hook me yet, but puzzle me too. James repeats a motif again and again, of the clock striking one in the morning just before something dire happens. I don't think he picked that time at random. It can't be pure coincidence; no, James knew some bit of folklore tied to that hour. I don't know what it is and Funk & Wagnall's fails me this time. It may well have something to do with the death's watch beetle or some obscure piece of lore.

The idea of the story repeating itself, again and again, so that others can see it is one that appears in many ghost stories. James plays with it several times, most notably in the Mezzotint, but I've always had a soft spot for the Story of a Disappearance and a Reappearance, in which Punch and Judy play a prominent part. In that instance the repetition is meant as a message for a particular person, but in Doll's House the message, if there is one, is broadcast into the void.

I note that in that story too the one o'clock theme returns. One of these days I really must find out what James meant.

I've discussed hauntings here before, in the context of Trail and Bookhounds. I'm going to quote something from Seabrook's book on Haiti that I feel is relevant:

Obediently, like an animal, he slowly stood erect - and what I saw then, coupled with what I heard previously, or despite it, came as rather a sickening shock. The eyes were the worst. It was not my imagination. They were in truth like the eyes of a dead man, not blind, but staring, unfocused, unseeing. The whole face, for that matter, was bad enough. It was vacant, as if there was nothing behind it ... I remembered - and my mind seized the memory as a man sinking in water clutches a solid plank - the face of a dog I had once seen in the histological laboratory in Columbia. Its entire front brain had been removed in an experimental operation weeks before; it moved about, it was alive, but its eyes were like the eyes I now saw staring.

To my mind ghosts of this type are like the zombie, in that they lack anything like a motive force. They exist, and they go on existing, but without an animating will to direct it the ghost knocks about like a bull in a china shop, committing random acts of horror without the slightest redeeming element. In Disappearance the horrific Punch and Judy act is at least intended to warn a relative about the crime that saw his uncle killed. In Doll's House the specter is utterly without target or moral; the punishment, if punishment it is, was dealt with long ago and only the aftershocks remain, like the flash after a roll of titanic thunder.

When I discussed hauntings in Trail before, it was in the context of actual places. Yet this story shows that a Trail haunting could as easily be used with models, or toys. Some very beautiful working models, for example, were built as toys but architects use models too, as proof of concept. This applies to ships just as much as houses; the Queen's House in Greenwich, London, for example, has an excellent collection of period architectural ship models.

With all that in mind:

Doll's House (c.1778)

Strawberry Hill Gothic mansion house with attached chapel, and garden area in separate pull-out storage under the house. Includes period fixtures and fittings, and a dozen models including a man, a woman, a child, two grooms and several horses, among others. Slight damage to the roof and some scuff marks on the interior. No missing pieces. Model includes complete inventory of all fixtures, fittings and dolls, written by the original owner, a relative of General John Burgoyne. Projected value at auction: eighty pounds. 

An extra horse and carriage has been known to appear as part of the set, but only at night. Megapolisomancers often seek out models like these to use in their workings, but the only known attempt in this particular case to use the house as part of a ritual ended with the death of the participant. The last three owners of the house all sold it on at auction shortly after the death, or miscarriage, of a child. Interestingly, the extra horse and carriage has several models, all children, inside the carriage.

That's it for now!

Saturday, 31 October 2015

Not Quite Review Corner: Til Morning's Light (iOS, Android)

As it's Halloween, and I have a busy day ahead, I'm just going to pop in for a moment or two and tell you about this moderately spooky title: Til Morning's Light, a puzzle adventure game by WayForward, distributed by Amazon's game section, available for iOS and Android.

It's the perennial problem. You want to go all Silent Hill, but you've got young spawn in the house, and you're not convinced that the sexual subtext of Pyramid Head and the Nurses will really go down well either with the sproglets, or your disapproving in-laws. How to best introduce them to the genre? Well, you could do a lot worse than try out this $2.99 title.

You play as Erica, a teen bullied into spending the night in a spooky old house. Now you can't get out, and monsters are crawling out of the woodwork to eat you alive. Maybe, just maybe, there's a way out around here somewhere. If you don't die trying to find it.

Expect to think your way through a lot of puzzles, find a bunch of keys, and beat up some nasty bosses along the way. There's plenty of folks in the house determined to add you to their ghost collection, and none of them are pushovers.

Let's talk about challenges. The puzzles are pretty standard stuff; find quest objects, use them in a certain way - make a stew, repair a phonograph, fix a clock, hold down a pressure pad - and you unlock keys, items or other things that will make your life easier. None of them are brain breakers, some of them are moderately challenging. Usually the clues needed to decypher the puzzle are near the puzzle bits, and, if you get frustrated, you can use the coins you've been picking up along the way to solve the puzzle for you.

Which is a good thing, because otherwise there really isn't all that much use for the gold and silver Erica snaffles up like a currency-mad truffle pig. Sure, there's an in-game shop you can use, but I didn't find the items in it that important. I ended up with about 7,000 in my pocket by the end, and no idea what to spend it on.

Combat is fairly straightforward. Poke or swipe the screen at just the right time, and you hit. Miss, and the enemy takes a swing at you. Very few of the combat moments were that challenging, but then I've been doing this for a while. Younger gamers may need help getting past the bigger fights.

You start the game with just a flashlight, but later on you can pick up more deadly weapons, like crowbars, hammers, axes and so on. They can only be found in certain places, and you can only carry one at a time. This is important, because some of those weapons are also used to force through locked doors, dig up items, or otherwise get to areas you don't immediately have access to. At the start, the item and the important weapon are usually close to each other, so there's no real problem. Later, after you've been swapping out weapons time and again, you'll start to ask yourself the important questions. 'OK, this is a hammer door. Now, where did I drop that hammer? O GOD! Over there? Really???' Off you trot, through room after cleared room to get the tool you need.

I get the impression the developer might have wanted the game to be more challenging, but cut elements out. For instance, there's a game mechanic that allows you to turn clues over, take a look at the back, or zoom in and out, the inference being that there might be hidden information that will help the player solve the puzzle. Except not really, since it almost never becomes relevant to play, and after a while you forget about the mechanic altogether.  You can also turn the flashlight on and off, implying that there might be significant differences in gameplay depending on whether or not you have light, but that never really developed.

The story's entertaining. The boss characters are just well drawn enough to be interesting, making each defeat a satisfying victory. The atmosphere's spooky, without going into The Shining territory. Erica's a lot of fun to spend time with. She starts out scared for her life - who wouldn't be, really? - but develops into someone determined to see this thing through, even if it kills her. Not the most original of plotlines, but voice actor Stephanie Sheh lends Erica a lot of personality the character badly needs. There's a downbeat coda to the ending that I found really satisfactory, and it has the impact it does because of Stephanie's portrayal. But that verges on spoiler territory ...

Speaking of death, yes, you might go down in a blaze of glory, but it doesn't make a great deal of difference to your game. You lose no items, or progress. Most importantly, for a game with its eye on the younger market, there's no gore to speak of.

The boss fights are fun, without being frustrating. My personal favorite is the second one in, Constance, whose special attack forces Erica to attend her tea party and chat with the ghostly guests. Spend too long in that chat, and you join them forever ...

At a price tag of just under three bucks, you'll probably get about four to six hours of fun if you play it yourself. Someone not as used to gaming may take longer to get through all the challenges. As an introductory title, it has a lot to recommend it. It has all the elements of horror - the spooky house, the ghosts - without actually being horrifying.

On the whole, two thumbs up!