Showing posts with label M.R. James. Show all posts
Showing posts with label M.R. James. Show all posts

Sunday, 12 December 2021

Montague James and the Hounds (Bookhounds of London)

I did say we'd be back to normal this week.

I expect most of you have heard of M.R. James, academic, antiquarian and author of some of the finest ghost stories ever published. For those who haven't, there's plenty of chances to rectify that deficiency; you can even get the books for free on Gutenberg, and there are any number of people doing readings of his work on podcasts and YouTube. OutsideXbox's Luke Westaway is quite good at it, if you have an hour or so to spare. Christopher Lee is even better, but his stuff can be difficult to find.


M.R. James originally created these stories as live performances for his friends at Christmas, a tradition that goes back a long, long way but is probably best remembered through Dickens' Christmas Carol. James then published them to great acclaim, and enjoys the best distinction a writer could hope for; his work is still in print almost a century after his death.

This time out I want to focus on two of his stories and talk about their Bookhounds implications. I shan't spoil. If you haven't read these stories please seek them out.

The first is Martin's Close, first published in 1911's More Ghost Stories.

Some few years back I was staying with the rector of a parish in the West, where the society to which I belong owns property. I was to go over some of this land: and, on the first morning of my visit, soon after breakfast, the estate carpenter and general handyman, John Hill, was announced as in readiness to accompany us. The rector asked which part of the parish we were to visit that morning. The estate map was produced, and when we had showed him our round, he put his finger on a particular spot. 'Don't forget,' he said, 'to ask John Hill about Martin's Close when you get there. I should like to hear what he tells you.' 'What ought he to tell us?' I said. 'I haven't the slightest idea,' said the rector, 'or, if that is not exactly true, it will do till lunch-time.' And here he was called away ...

It transpires there's not just a story, there's a criminal trial.

I made search in the more obvious places. The trial seemed to be nowhere reported. A newspaper of the time, and one or more news-letters, however, had some short notices, from which I learnt that, on the ground of local prejudice against the prisoner (he was described as a young gentleman of a good estate), the venue had been moved from Exeter to London; that Jeffreys had been the judge, and death the sentence, and that there had been some 'singular passages' in the evidence. Nothing further transpired till September of this year. A friend who knew me to be interested in Jeffreys then sent me a leaf torn out of a second-hand bookseller's catalogue with the entry: JEFFREYS, JUDGE: Interesting old MS. trial for murder, and so forth, from which I gathered, to my delight, that I could become possessed, for a very few shillings, of what seemed to be a verbatim report, in shorthand, of the Martin trial.

OK, let's talk about this.

Bookhounds - and horror games in general - sometimes treat manuscripts as though every single one of them's a Necronomicon, bound in human skin and dripping with evil. That's far from being so. People publish anything and everything. Most of it is rubbish. That's why the Hounds are always on the lookout for some unmemorable 18th century tat that they can rip apart and use the binding and papers for something more valuable. However, one man's rubbish is another man's gold. 

Here we have someone who's looking for the transcript of a trial. They can't find a copy anywhere, and it seems there may not be one. Yet by chance a transcript turns up in a second-hand bookseller's shop. It might have been that simple, but James adds an extra hurdle: the text is in the court reporter's shorthand, and not only that but a 17th century version of shorthand. The narrator has to find someone who can translate it so the narrator can have a copy typed out. It's a very neat touch that lends authenticity to the story, and doesn't take more than a sentence to describe.

The second piece is from Two Doctors, which first appears in A Thin Ghost And Others (1920).

It is a very common thing, in my experience, to find papers shut up in old books; but one of the rarest things to come across any such that are at all interesting. Still it does happen, and one should never destroy them unlooked at. Now it was a practice of mine before the war occasionally to buy old ledgers of which the paper was good, and which possessed a good many blank leaves, and to extract these and use them for my own notes and writings. One such I purchased for a small sum in 1911. It was tightly clasped, and its boards were warped by having for years been obliged to embrace a number of extraneous sheets. Three-quarters of this inserted matter had lost all vestige of importance for any living human being: one bundle had not. That it belonged to a lawyer is certain, for it is endorsed: The strangest case I have yet met, and bears initials, and an address in Gray's Inn. It is only materials for a case, and consists of statements by possible witnesses. The man who would have been the defendant or prisoner seems never to have appeared. The dossier is not complete, but, such as it is, it furnishes a riddle in which the supernatural appears to play a part. You must see what you can make of it.

Again, legal papers are the focus of the narrative, but look at how they're introduced. Not even as a manuscript; they're shoved into a ledger and forgotten about, until the narrator picks the ledger up for next to nothing. Three quarters of the inserted matter is useless, which is what's going to happen to the Hounds more often than not; all those bits and bobs they pick up in estate sales and so on, and most of it rubbish. Yet every so often there is something interesting 'and one should never destroy them unlooked at.'

So what can we extract from this?

1) Occult and by extension Mythos lore can appear anywhere.

2) Since Occult and Mythos lore is inextricably interwound with human history, it will appear everywhere, and that includes the most mundane of places. 

3) People publish all sorts of things, and while most of it is uninteresting rubbish you never know where you might find that next scrap of useful material.

4) In the 1930s and previous, people saved damn near everything. I couldn't tell you the last time I saw, never mind bought, a second-hand writing ledger in an antiquarian shop. Most of them barely had space for the books, never mind the not-quite-books. I doubt I'd find one at the Spreadeagle, and frankly if you can't find one there you can't find one anywhere.

With all that in mind:

A Peculiar Gazette

Back issues of old newspapers are often of interest to collectors; you never know when you'll find someone potty on the subject of , say, Huddersfield and desperate for new material. 

The Hounds find a bound collection of early 1800s publication The Star Gazette, best remembered for its series on the London Poor; they had a discount Mayhew on staff who liked writing social commentary but lacked academic rigor. The paper's been defunct since 1868, and the collection's a potential squiz.

There's a section towards the beginning of the collection that has some extra papers interspersed, and it becomes clear to anyone who examines the papers that they're about a scandal that was big in the 1830s: the Thevenot Abduction. 

A fortune-hunting 30-year-old bankrupt, Eustace Thevenot, wanted to marry into money, and did so by abducting 15-year-old textile heiress Devony Walker. He managed to spirit her away from her boarding school and then got her alone at the Thevenot family castle in Scotland, where he persuaded her that her father had consented to the marriage. The pair went from Scotland to Calais, but her outraged family tracked them down and prosecuted. Thevenot went to prison and died there. Devony, released from her marriage, had a short and unhappy life. She married again, and died in childbirth in her early 20s. 

Oral History, Occult or similar, 1 point spend: Devony's story has a peculiar postscript. She was never buried. There is no body in the family crypt; someone stole it. This was hushed up at the time, but became part of local ghost lore after her death. Nobody knows where Eustace Thevenot is buried. Presumably in an unmarked prison grave.

[Loosely based on the real-world Shrigley abduction.]

The Star Gazette has the bare-bones account of the abduction and trial. 

The interspersed papers are an unpublished statement from Devony Walker about her experiences at Thevenot Castle, on a tidal islet up in the Highlands. The statement was collected as part of trial prep, but never introduced at the actual trial. 

In game terms the Walker Papers have the following stats:

1 pool point Occult (skim) or +1 Occult (pore over), no Mythos, no spells. Effectively a short treatise on Geomancy, as understood by Walker who was the subject of various Geomantic rituals that Thevenot tried to cast on her while the two of them were alone at the Castle. 

To anyone without a Mythos pool these rituals seem nonsensical. Thevenot was trying to gain the attention of a water horse or kelpie, and get the creature to bless the marriage.

To anyone with a Mythos pool Thevenot was clearly trying to evoke the spirit of (or essence, or gain the approval of - it's not clear from the text) a sacred dragon, or Lloligor, that in times past had guided the Thevenot family.  

Whether the reader has a Mythos pool or not, it's clear from the papers that Thevenot had a library of occult texts at the Castle, some of which were scarce and valuable even at the time and will be much more valuable in the 1930s. 

Moreover a quick study of History, Library Use or similar (no point spend needed) soon realizes that Thevenot Castle's last occupant, Dacre Thevenot, died in 1916 at the Battle of Ginchy. There's no mention of an estate sale. Those books could be sitting all alone up there in Scotland, waiting to be pinched ...

So long as the Hounds are willing to risk the wrath of the kelpie, of course. But who believes in kelpies?

That's it for me this week. Enjoy!


Sunday, 20 June 2021

For The Sound of His Horn (Ravenloft)


British Movietone Newsreel (1937)

D'Ye Ken John Peel

I don't often self-promote here, but as I'm getting close to completion on one of the two Ravenloft titles I'm working on I thought I'd tell you a bit about it.

The people of Oaksey, a small village in Mordent, once were part of the Huntingtower estate, now defunct. Oaksey’s alderman, Sanders Murdoch, suffered a near-fatal hunting accident in pursuit of his favorite prey, the fox. Sanders suspects foul play and promises to severely punish whoever is behind the attacks. Some say what happened to Sanders isn’t natural, and they’re right. The hunter’s horn has wakened something best left sleeping ...

Fox hunting's a major story element. I've never been on a hunt but I've known several who did, and I've spent a fair amount of time out in the countryside where fox hunts were common, back in the day. 

The English have a peculiar attachment to fox hunting. Despite the 2005 ban the issue comes up again and again, a kind of political totem for the traditionalist right-wing. The last time it came to a vote, in 2015, the Conservatives under David Cameron were soundly whipped by Nicola Sturgeon's SNP. The Scots didn't give much of a damn about fox hunting, and in fact the hunt is still legal in Scotland. The SNP just wanted to give the Tories a bloody nose, and they succeeded.

Mind you, two anemic girl scouts and a Luigi cosplayer could have whipped David Cameron, but all power to the SNP. 

Some activists claim fox hunting persists in England despite the ban. So-called trail-hunts, sending hounds after a pre-laid scent, are allegedly just cover for the old sniff-it-out-and-kill-it fox hunts. Or that illegal hunts carry on despite the ban, since enforcement is next to nil.

Labour traditionally claims to be the anti-hunt party, probably because Tony Blair's government banned it the first time round and Labour feels obliged to stick to its past, but there's never been any enthusiasm for it on Labour's side beyond some dedicated animal rights campaigners and ancient holdovers from the 1980s. Tony Blair himself said he regretted passing the bill. 

Meanwhile the Tories come back to it every once in a while, but beyond using it as a stick to beat Labour and the lefties with there's not a whole lot of enthusiasm there either. Possibly because wrapping yourself in the Union Jack and blootering on about traditional values is best left to ardent Brexiteers and other gammons. 

As a hobby, it stopped being a countryside pursuit long ago. Reading old manuals and memorials published in the 1920s and 1930s it's easy to see why. Even then they complained that stockbrokers from London and day trippers were ruining the hobby. Now it's an excuse for tourists to come on a gallop, an excellent moneymaker but hardly a community event. Siegfried Sassoon wouldn't recognize it.

I'm mildly surprised there hasn't been a murder mystery with the John Peel title or theme. I understand there's a 1935 film with that title - never seen it, and don't know anything about it other than the IMDB plot synopsis which suggests it has nothing to do with fox hunting. I vaguely remember a Rumpole of the Bailey short about fox hunting, and no doubt there are other UK cop dramas that have dipped into it now and again. Most likely in the 1980s and 90s, when the ban was still a political issue. Google tells me there's an American detective series about fox hunting in the Virginia mountains but to my knowledge there's not an English equivalent.

Which is perhaps a little odd. If fox hunting was integral to the English character you'd think it'd have had a Carry On film by now. Or some not-quite-Belgian with little grey cells a-quiver would have made the theme his own, rather than stick to nursery rhymes about clocks and mice. 

Not even comedians will touch it. Oscar Wilde made the oft-repeated observation that fox hunting is the unspeakable in full pursuit of the uneatable, but Wilde's been dead and dust for years. I don't see Dara O'Briain sketching any side-splitters on this topic any time soon. Tweets, yes, but those aren't going to make their way into his act.

Anyway, I came to this to talk about the scenario and I suppose I ought to be getting on with my self-appointed task.

The story is set in Mordent, which is Ravenloft's answer to M.R. James and E.G. Swain. Ghosts-a-plenty, in a countryside designed to feel a little like Dartmoor and a little like Cornwall. In Mordent, nobody ever dies - not entirely. They return, whether to plague the living, beg forgiveness or for some other purpose. There are those who claim the mysterious Apparatus, built for reasons unknown, is the cause of it all. 

In my own little corner of Ravenloft the Huntingtower family, dead and gone, is the ultimate cause of the problem the PCs face. The last Huntingtower, Gelbert, committed an unspeakable crime and now Oaksey is cursed to repeat his follies. Desire a thing too much, and what starts as longing becomes obsession. Obsession is a dangerous thing ...

The scenario's intended for PCs from level 1 to 3, and could be an introductory scenario either to the setting or the game itself. Like many other D&D writers I've found Challenge Ratings a bit tricky to handle, but don't worry - I'm sure some of the PCs will survive.

Unlike Cthulhu there isn't a Sanity mechanic but there is a Fear and Stress mechanic, which I'm finding very useful. Mind you, fail too many Stress tests and that old bugbear Challenge Rating will become even more difficult to manage. Still, I'm sure those resourceful PCs will solve that problem - or die trying.

Its climactic moment takes place at the Meet, when Oaksey sets off in pursuit of the fox once more. If the PCs haven't got a solution to the problem by then, things are likely to get very messy ...

The other scenario, The Three Crows, is still in production so I shan't say much about it, except to hint that if you like slasher films set in vampire country, have I got the scenario for you!

Anyway, that's it for this week. Next week, back to the usual weirdness! 

Sunday, 6 September 2020

Psalm 109 (Bookhounds of London)

This post draws inspiration from M.R. James' tale, The Uncommon Prayer Book.

In that chilling spook story Psalm 109 features significantly, but is not described in detail. That Psalm, sometimes called the Iscariot Psalm, begs the Almighty to punish the petitioner's enemies. Let there be none to extend mercy unto him ... Let his posterity be cut off ... in the generation following their name be blotted out ... Extinction not just of the sinner but the sinner's heirs, so that the family is utterly destroyed.

The narrative is straightforward: an unscrupulous book scout discovers a potentially valuable find buried in an obscure estate in the country; its exact location isn't specified in the narrative. That book scout fakes up some duplicates, exchanges them for the originals, and is about to profit from his find when supernatural forces intervene.

The supernatural forces in this instance have to do with Oliver Cromwell. The woman who owned the prayer books - and who probably commissioned their publication - loathed Cromwell and all he stood for. She prayed, on the anniversary of Cromwell's birth, for his ruin, and the ruin of his heirs and their heirs. She wanted him to suffer right up to the moment of death and then burn in Hell eternally. Ever since then there has been a presence in the chapel, something that ensures the prayer books are always kept open to Psalm 109. The chapel doors may be locked, the windows barred, the books kept under cloth and closed - yet whenever the chapel's opened, there they are, open to Psalm 109, as if whatever is in there constantly prays for Cromwell's torment.

Whatever it is has a physical presence. ... with the feeling I have as there's someone settin' here - no, it's the other side, just within the screen - and looking' at me all the time I'm dustin' in the gallery and pews. This from the housekeeper, Mrs. Porter. But I never yet see nothin' worse than myself, as the sayin' goes, and I kindly hope I never may.  

A Cold Heart

In 1875 SS Schiller, a brand new German ocean liner and one of the largest of her era, sinks in a storm not far from the Isles of Scilly. She was en route from New York to Hamburg, and smacked up on a reef while blinded by thick fog. The captain tried to pull her off, but ripped the guts out of her in the process. Panic ensued as the passengers fought to get aboard the lifeboats. Captain Thomas tried to enforce order with pistol and sword, as Schiller was flung repeatedly up on the rocks by storm swells. Only two lifeboats launched, carrying 27 people in all. These made it safely to shore. Many of the women and children were herded into the Schiller's deck house to shelter while they awaited rescue, but by now the storm was all but unstoppable and the deck house was swept completely away along with all inside.  The remainder aboard ship hid where they could, most of them drowning or succumbing to hypothermia. 

Rescue was impossible until the following morning, due to storm conditions. In the end only 37 people survived; the 27 who made their escape in the boats, and a few others who managed to cling to the wreckage. The remaining crew and passengers, 335 souls, drowned.

Gamifying: Among the dead was American missionary and philanthropist Hanna Wilcox, on her way to Europe with two friends. All three drowned or succumbed to cold. However Wilcox's leather-bound prayer books, with her signature and annotations, survived. 

Though water damaged, the books are valuable as memorabilia of a famous wreck. There are always collectors interested in that kind of morbid ephemera. When the Bookhounds spot the prayer books at an auction, they soon realize their value. They may regret beating out the Ring this time as the prayer books have a peculiar history: they are haunted by three Cold Ones. [from the main book's description, Cold Ones can be transformed humans created at the whim of the Great Old One Ithaqua. It was the Old One that flung the Schiller on the rocks, and heard the despairing prayers of Wilcox and her friends.]

These entities have an all-encompassing hatred for stockholders and directors of the Transatlantic Steam Navigation Line, which owned the Schiller. They also don't like anyone who mistreats the Prayer Books. Their usual tactic is to get someone to bring the books within range of a target, so they can get to work. Which begs the question: did the Book Hounds buy the Prayer Books, or are they being manipulated into doing the Cold Ones' work for them?

Enjoy!


  

Sunday, 17 November 2019

Keeper Advice: Talk Less, Smile More

Keepers often over-indulge, and forget Strunk's ageless wisdom: omit needless words.

Worse, needed words are misplaced.

Consider: It's the start of the session and you, the Keeper, are trying to set a scene. You talk about the weather, the countryside, its geography, even its history. You talk about the city and its streets, the mist that seeps out of manhole covers, rising from some forgotten, dark hole below. You might spend ten minutes expounding, because you see all this as important, even vital. How will the players know what's going on, if you don't tell them?

All this is Exposition.


Hitchcock's 100% gold. Exposition cannot be the spotlight moment, especially not at the beginning of the story. Never start a session with a ten-minute spiel about the weather, the setting, or, God forbid, the geopolitical situation. Or even the local political situation. Devote, at most, one sentence to the start - or as I'd describe it, the starting gun - and then get out of the way.

Night's Black Agents, and the agent is tasked with surveilling a suspicious character. The larger story can be about anything up to and including an apocalyptic death ray, but that's not how you start. You start with the agent, in the moment, doing a thing.

'Pretending to window-shop on a street full of holiday-happy people, you see your target slip into an upmarket coffee shop.'

That's all you need. Don't worry about anything else; the player takes it from there. It doesn't matter whether it's Halloween or Christmas. It doesn't matter whether it's the high street of some regional town, or London. Or Paris. You can define all that in play. Hell, you can even define the target in play - male, female, dressed how, ethnicity? After all, if there's one thing disguise expert Jonna Mendez teaches us, it's that the person who seems to be a young Asian female might be a white European male. If you as Keeper want a particular NPC in the scene, and the player describes a different person, no problem! Your NPC was in disguise all along.

Bear in mind what Hitchcock says about North by Northwest, because that illustrates my other point: needed words are misplaced. You can have exposition. You'll need lots of it later on, when the player wants to know important details about the geopolitical situation, or whatever it may be. Just don't have it right at the beginning of the session. That's when everyone's at the starting gate, eager to get on with it. Don't bore the group with ten minutes of blah when what they want is five minutes of action. Exposition is for explaining what has happened, not what is going to happen.

Going back to omit needless words, I'm also going to draw on the wisdom of M.R. James. I've been re-reading his short stories, and two things struck me.

First, like James Herbert, he goes there, sets it on fire, and sells hot dogs. In a much more genteel Victorian way - James would probably prefer roasting chestnuts. Yet James knows horror is best when the reader, the ordinary person, can picture themselves in the scene. "If I am not careful, something like this might happen to me …" That's why most of James' protagonists are young, professional people, perhaps in their late twenties or early thirties. Too old, or too young, wouldn't work as well. Professional people, well-to-do, thoroughly upper middle class, because James knows (or thinks he knows) his audience shares those traits. Their lives are fairly ordinary; some hold important jobs, or academic positions, but you could pass by them in the street and not immediately know them for who they are. One even rides the Clapham omnibus, the legal definition of the ordinary man.

So James takes the ordinary man off in a dark corner and threatens his life - or, in some cases, plain old kills him. Or kills his children. It's remarkable how often dead children appear in James' stories; I can't think of another author quite so keen to deliver pre-teens to the slaughter. I remember James Herbert had a baby eaten by rats, and Stephen King pulled off something similar in Salem's Lot, but neither of them made a habit of it. Whereas James pulls this chilling swerve all the time.

 ... the baby, I am sure, was alive. Punch [Punch and Judy] wrung its neck, and if the choke or squeak it gave were not real, I know nothing of reality ... [The Story of a Disappearance, and a Reappearance.]

Second, James doesn't bother with things that aren't important, and that includes characters, even those that have narrative impact.

"I suppose you will be getting away pretty soon, now Full term is over, Professor," said a person not in the story to the Professor of Ontography, soon after they had sat down next to each other at a feast in the hospitable hall of St. James' College.

The Professor was young, neat, and precise in speech.

"Yes," he said; "My friends have been making me take up golf this term, and I mean to go to the East Coast - in point of fact to Burnstow (I dare say you know it) for a week or ten days, to improve my game. I hope to get off to-morrow."

"Oh, Parkins," said his neighbor on the other side, "If you are going to Burnstow, I wish you would look at the site of the Templar's preceptory, and let me know if you think if it would be any good to have a dig there in the summer."

It was, as you might suppose, a person of antiquarian pursuits who said this, but since he merely appears in this prologue, there is no need to give his entitlements.

Some of you may recognize this as the start of James' most famous story, Oh Whistle, And I'll Come To You, My Lad. It's been reprinted countless times in any number of anthologies, and filmed at least twice, probably more often. Also a song by Robbie Burns, and I don't doubt James got a laugh out of that.

Look at what James is doing. He sets up the moment in one sentence, which tells you everything you need to know about the moment and the people in it. More importantly, he has a dialogue with three people, in which only one, Parkins, is important to the story - so he does not bother to name the other two. He doesn't even name Parkins until the third paragraph; before that he is merely a young, neat, precise Professor of Ontography.

Think! How often have you been asked, 'who is this NPC? What's their name?' How often have you had the courage to reply, 'as (s)he's not relevant to the narrative going forward, I shall not name him/her.'

If the player wants that NPC to become relevant, then by all means let the player name them. Grow fond of them. Even shoehorn them into the story somehow.

That's when you, as Keeper, murder that NPC in the most gruesome way possible. Harden your heart. If James can shove pre-teens into the sausage mincer, you can feed so-and-so into the ghoul pit. If nothing else, it alerts the agents to vital information - that there is a ghoul pit, and it should be avoided if they want to live.  

So! Omit needless words. Exposition explains what has happened, not what is going to happen. If it is not necessary, ignore it - don't even name it, if you don't have to.

Get on with the story. That's the important thing.

Enjoy!


Sunday, 28 July 2019

Laying Ghosts (Night's Black Agents)

I've discussed ghosts before, in relation to Trail of Cthulhu and, to a lesser extent, Bookhounds. What about Night's Black Agents?

There's a long tradition of combating, even defeating, ghosts. Sometimes the combat can be brutal and spectacular; it took twelve ecclesiastics to beat Black Vaughan down, for instance. Generally in these tales the objective is not to force the spirit to move on to a different place. The idea is to imprison it here, on earth. As a spirit, it can't be killed, and as it's malevolent, it can't be sent to heaven. The only option, short of somehow sending it down below, is to keep it here, but in such a way as to render it harmless. Shove it into a grandfather clock, throw it down a well, put it in a room and seal the room - however you care to do it, do it, and then forget about it.

Much like vampires, really. Except that vampires have a specific list of banes where ghosts have only one recorded weakness: prayer, especially when delivered by sanctified holy men.

Night's Black Agents is a more active setting than Bookhounds. The agents are expected to be capable, combative people. It's less about arcane knowledge and more about how many rounds you can put downrange.

I gave these guidelines for Bookhounds ghosts, or spirits of place:

  1. The truth of the haunting will probably never be known for certain, since most of the facts are unavailable.
  2. It cannot be dealt with in the same way as, say, an ordinary antagonist encounter. Ghouls, for example, can be shot, or bargained with. There is no way to communicate with a haunting of place, and probably no way to kill it.
  3. It has a great deal of power behind it, possibly magical power. That means other people besides the protagonists are going to be interested in it. That also means it could be very dangerous.
I'd modify them for Night's Black Agents, as follows:
  1. The truth of the haunting must be linked to the Vampire background. If vampires in your game are mutant creations of science, then ghosts should have a scientific background as well. A Satanic vampire game has Satanic ghosts, and so on.
  2. It cannot be dealt with in the same way as an ordinary antagonist encounter. Ghouls can be shot or bargained with, but ghosts don't have the same weaknesses. Bargaining may be possible, but difficult.
  3. It has power behind it, but that power is going to depend on the method of its creation. It ought never to be as powerful as, say, a Renfield, let alone a vampire. This isn't a major player; it's a mood piece, possibly even a booby trap.
  4. These ghosts can be defeated but probably not destroyed, in the same sense that vampires can be defeated, but can come back from the grave. 
In NBA vampires come in four delicious favors: mutant, supernatural, damned, alien. What kind of ghost stories can be told with the same premise?

Mutant: Their markers are medical symptoms; their emphasis is infection. The ghost is a vampiric remnant, something that lingers in those areas where vampiric infection has occurred. Say the vampire attacks and kills someone; the ghost is what's left behind, and can be dealt with by cleansing the area in the same way crime scene cleaners deal with the aftermath of a bloody murder. It might be inhaled, or infects through contact with unprotected skin. It might be some fragment of memory from the victim - their daughter's first birthday party, say, which causes anyone infected by it to relive that day again, and again, and again. It might be something left behind by the killer, an eye infection that causes the victim to see, say, blood, whenever they look at, or are in the presence of, certain things. Say the murder victim was a blonde female teen. Now, every time the agent sees a blonde of about the same age and gender, the agent hallucinates blood. Dealt with by medicines, or injecting liquified Banes.

Supernatural: Their markers are strange superstitions, their emphasis hunger. This best fits the traditional ghost story, and is the best candidate for magical manipulation. If, through magic, an unruly ghost can be imprisoned in, say, a grandfather clock, then it can be used as a supernatural bomb. Send it to the target, and sit back and watch the fun. Casting the Runes is the prototype. It's never clear, in stories like these, whether the ghost is a human spirit or some kind of older, pagan thing. A semi or demi God, perhaps. Some remnant of, say, the Great God Pan. A ghost of this sort probably has limited intelligence and free will, and the older ones can be very dangerous. You don't survive several hundred, or thousand, years, without learning a trick or two. Dealt with through arcane rituals found in worm-eaten texts.

Damned: Their markers are holy symbols and spiritualism, their emphasis is seduction. These ghosts are the bargainers, the promise-makers, the succubi and incubi. They are likely to be demons in their own right, capable of possession. They have a great deal of power when they're linked with a mortal soul, much less so without a suitable host. The Exorcist is the best example. Hungry Ghosts work well in this paradigm too. Of course, exorcists come with their own baggage, and rising demand for their services probably indicates widespread despair; the world is burning, and it must be the Devil's fault. Dealt with through spiritual intervention.

Alien: Their markers are various uncanny effects; their emphasis is invasion. In this version ghosts might be the aftereffect of alien tech, or just the presence of aliens. Quatermass and the Pit is the best example. Deep beneath the earth the last Martians lie entombed, and wait for the day when they can take over, piggybacking on our minds to recreate Mars. Until their rocket is uncovered, they can only throw out psychic shocks and disturbances - which is why Hobbs Lane, the London street that is being dug up, has such a shocking reputation. The Devil lives there, they say. Sure enough, there have been strange sightings, eyewitness reports, and horrible scenes there since the beginning of recorded history. In this instance ghosts are almost a warning, the canary in the coal mine - for if you see them, you know this is a tainted place. Dealt with through avoidance, or some kind of prophylactic treatment. Tin foil hat, anyone? 

The big takeaway, and the difference between these and the Bookhounds ghosts, is that they can be understood, challenged and defeated. It may require magic, or some kind of chemical cleansing, rather than a Glock, but the end result is the same. 

Ghosts of this type should generally not be very powerful; that spot is reserved for the vampires. Their main function is to squick or mislead, not defeat or kill. Aberrance rating, except for particularly powerful entities like the Great God Pan, ought to be low; somewhere around 5. No Free powers, and some will be more common than others. Possession seems one of the most likely for Damned ghosts, for example. 

The other thing to remember is, these ghosts can't be killed easily, but they can be diverted, imprisoned. Which means the agents can also weaponize them, if they can work out how to do that without getting caught in the blast radius. That's a story in and of itself. Figuring out how to do it is one thing; pulling it off in the heat of the moment, quite another.

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!

Tuesday, 31 December 2013

Bookhounds of London: Buried Under The Floorboards

This shall be the last post of the year, so let's make it a ghostly one!


One of the tales in Lord Halifax's Ghost Book concerns an apparition that made its presence felt by planting ice-cold kisses on the lips of the unwary. This only occurred in a specific part of the house, and when the owner decided to renovate and turn the ghost room into a staircase, thus hopefully getting rid of the problem, he told the Clerk of Works to let him know if the work crew discovered anything unusual.

"[Having been told that the workmen have found something] Mr Thomas went down and learned that they had discovered a coffin between the joists of the floor in the room where Miss Tait had slept. From its appearance and from the fact that it had no screws but only nails, the coffin appeared to date from the 17th Century. It was firmly fastened to the joists by iron cramps, but owing to the shallowness of the space between the joists and the floor, there was no lid, the floor boards serving this purpose. There was no trace of any bones within the coffin, but it carried certain marks which suggested that it had once contained a body."

In a house close to where I live now, a former owner is interred underneath the front step. A little further distant is another house, one I worked on as a student, where bodies were found within touching distance of the wall's foundation. It's a tradition now long forgotten, but it wasn't that long ago that a family might choose to be buried on the family land, or within the house itself. Moreover, in a house with floorboards and cellars, there are plenty of ways of hiding things you'd rather not be found again.

Or there could be things living up there, down there, under there. I can hear rats running in the roof void as I type this. Of course, they might not be rats. I can't see them; I can't be sure. But they sound like rats ...

This crops up again and again, in ghost stories. In M.R. James' short story Number 13, for example, the floor boards have to be taken up in order to solve the mystery, and even then, much is left untold. Or take the J-Horror Dark Water; there, the mundane hiding place of the body is a significant part of the plot. Sometimes in fiction this hiding place is represented by whole secret passages and rooms, not unlike Clue, but the best kind of secret is one hidden right under the occupier's nose.

From a Keeper's perspective, the body under the floorboards is a handy McGuffin to have. It doesn't have to be a dusty manor house either; in a Bookhounds game, almost every house the characters will ever inhabit or investigate has wooden floorboards, a coal cellar, space up in the attic. Sometimes this space is truly abandoned. Think about all those houses in the UK, 1930s build or prior. That's at least a third, probably more, of all the housing in the country. Every one of them would have had a coal cellar, yet how often now do you find a house with its original cellar? They weren't magicked away; previous owners filled them in, but imagine what could be down there now.

A place like this could provide benefits, for those willing to seek them out. The Rough Magick sourcebook gives us the Magic ability, and says that some spots are powerful enough that a would-be magus, visiting it and studying carefully, might gain 1 point of Magic. This gain usually only happens once, on the first visit, but some Places of Power offer more; a potential gain of 1 point per year. Not all haunted spots would offer this benefit, but if anywhere is likely to, it will be that quiet, shunned room with the ghastly secret under the floorboards.

Now consider a Bookhounds era game, before the Blitz remodeled London. All those old houses, the near-Dickensian warrens, the churches and the estates, the pubs and the shops, centuries old some of them. Imagine what could so easily be hidden away, down in the dark.

As an example:

Thomas Drugg and Sons, Bakery

This family business, established 1872, is a thriving concern. The current Drugg, Albert, is a hard-working man in his late 30s, and his two brothers work with him in the shop while their married sister, Mrs Fuller, keeps the books. All of them grew up here, in the rooms above the bakery, but none of them live on the property now. Albert is the closest, at two streets away, while the rest are further on. Mrs Fuller is the furthest, living out in Metroland.

Some of the empty rooms are used as shop office space, but most of them are disused. Once, for a month or so about a decade back, the Druggs tried renting the space to a medical student, but that didn't last. Nobody's lived on the premises since then, and the few staff the Druggs bring in don't arrive before four in the morning. Nobody talks about what goes on inside, just before midnight. The Druggs don't like gossip.

Tucked away under the floorboards of one of the upper rooms is a dream diary, a small wooden box, and the skull of what might be a very large rat. The diary belonged to Alice, the Druggs' youngest sister, who went missing in 1902. The skull, knowledgable occultists will realize, belongs to a Rat Thing. The box contains soil, which analysis will confirm has certain characteristics that mark it out as not of Earthly origin.

At night, if anyone's foolish enough to stay, doors do not keep closed, and a mysterious white cat pads noiselessly from room to room. Stability 4 test (supernatural creature up close) to witness this phenomenon.

Magicians crave items like that dream diary, and the soil; they can help increase a sorcerer's power. Drugg and Sons grants 1 potential Magic on the first visit, provided that the visitor stays overnight.  But some say that places like Drugg and Sons are linked to other parts of London, in a great web that connects one psychic pool to another. Claim one, and you might be able to work out where some of the others are, as you trace the great psychic web across London.

Sunday, 3 February 2013

The Value of Knowledge

I've talked about books within the context of a Trail of Cthulhu campaign once or twice before, arguing for the concept of fake Mythos, and describing a potential Mythos tome. This time I want to talk about books that aren't Mythos related at all, yet still have their uses in a horror setting.

There are many possible Mythos tomes out there. The main Trail book mentions seventeen, but even a little research will uncover dozens more, many of them invented by scenario writers specifically for a particular campaign or one-shot. This is undoubtedly useful, yet - particularly in the early stages of a campaign - I'd warn against resorting immediately to Mythos tomes.

When I discussed the first story arc I mentioned that it should be almost entirely about the setting, and the characters' role in that setting. If it is Arabesque, then everything the protagonists encounter should reinforce Arabesque tropes and ideas, and so on. Naturally this means that, in general terms, the kind of horror the protagonists will be coming up against is low-key. Something to whet the appetite, not something capable of crushing the life out of the protagonists.

What this means in terms of Mythos tomes is that, realistically speaking, there probably oughtn't to be any; at least, not in the first arc. At most, perhaps there are rumors, or one or two fakes floating around; but anything that dangerous probably oughtn't to be on offer, at least not until the very end of the arc.But if there are no Mythos tomes, then what kind of tomes are there? After all, the protagonists run a bookshop; they can hardly be expected to ignore books.

My response is that there are books, and plenty of them; ordinary, honest books, like the Thousand and One Nights (I'm having a lot of fun with that in my own campaign), which don't in themselves have Mythos knowledge, but can be used as part of an ongoing plot. In some cases borrowing from the plot can be useful; imagine a book scout, sniffing for valuables, who happens to re-enact the voyages of Sindbad the Sailor in the process. Or perhaps a regular customer to the shop, who begins to take on attributes common to Ali Baba, complete with meddling rich brother and a hidden treasure. In that setting, the books could become a kind of divining tool, not unlike the way the bible is used in M.R. James' The Ash Tree. What is troubling our dear friend, and why is that book mysteriously open to that very page in which Ali Baba discovers his dead brother, killed by the Forty Thieves?

But this kind of indirection may not suit every campaign. There are more direct methods. The Dust-Things described in the Bookhounds can be very useful, in that they take on attributes of the books they mimic. Imagine what a collection of, say, R.L. Stevenson's works might become, with one or two of those hidden away in its leaves. Would the bookstore become the haunt of pirates? Or would the Dust Things lead the protagonists on to discover the New Arabian Nights, and the Suicide Club that still exists, hidden somewhere in London?

There is one other alternative, and that is to have a mundane book become magical. There are plenty of precedents for this; black magicians often wrote their copies of the Grand Grimoire out in longhand, on the presumption that their personal energies, poured into the creation of the book, made the item magical. There's potential for almost anything to become an occult text, under the right circumstances.

And with that, let me tell you about the Books of Knowledge.

Printed by the Grolier Society in London, this Children's Encyclopedia was intended to teach - and mould - young minds, and included such topics as nature, science, famous books, golden deeds, poetry, and - most important, this - Things to Make and Do. I happen to have a 1911 collection of these inherited from my great-grandfather, which is how I know about them; I used to read them when my grandmother looked after my brother and me. Physically, the collection is a set of sixteen thick hardback volumes, mostly black-and-white with the occasional color plate. The stories are intended to be edifying, though often in a gruesome sort of way; I'm looking at The Story of Little Red Shoes as I type this, which ends with headstrong Karen pleading with a headsman to cut off her perpetually dancing feet rather than her head; her eventual reward is to be taken up to Heaven by an angel. And all this, mark you, for the crime of wearing pretty red dancing shoes on a Sunday. One line in particular strikes me as being strong meat for young minds: She told the headsman what she had done, and persuaded him to cut off her feet, and away they danced in the red shoes across the moor. Now there's the stuff of nightmares! But I digress.

I want to talk about Model Town.

It is a very troublesome thing to build a real town, the opening paragraph reads, and it costs a great sum of money. There is the land to buy, streets to make, sewers to lay, architects, builders, clerks, foremen, and workmen to pay. Then inspectors and surveyors come to see that the work is being done as they like. So that not many people have ever built a whole town alone. We will try to do so ... 

It goes on to describe how you, with your inquiring young mind, sharp knife - but what boy or girl is without a knife? - pencil, glue, and a quantity of cardboard, can construct wonders. It starts with a model of Shakespeare's birthplace, but it doesn't stop there. There's the Fire Station, a Farm, the Chapel and its Parsonage, Shops, Villas, the Church, and, of course, the Gasworks.

It is some time since we made any new buildings to add to Modeltown, the last section reads. The last building we made was the Gasworks. We could go in indefinitely ... If we have made all the buildings, or even a considerable number of them, we ought to have become rather expert at the work of cardboard modelling. But, after all, we have only followed instructions and plans. There is, however, a much higher ability than this. There is the ability to think things out for ourselves, and invent ...

In game terms, the Books of Knowledge in themselves are non-magical; perhaps poring over them will net the reader 1 temporary pool point History, Art History, or similar. But there is one very special collection, previously owned by Henry Worthing, and poring over that will earn the reader 1 dedicated pool point Craft (model buildings), and 1 point Occult, Magic, or Megapolisomancy, reader's choice.


Henry Worthing, born 1901 in India, where his father was a colonial administrator, was a happy child, but wild in his habits. The Books, bought for him by his doting mother, were the only things to truly capture his imagination, and he spent hours and days working on his Model Town, which he patterned on what he imagined London to be like. Then he was sent Home shortly before the War started, to live with his aunt and uncle in the real London. He soon discovered that all was not as he had imagined; his relatives grudged him his keep, often told him that he was only there on sufferance, and was a wicked child, for any number of reasons. His parents' deaths soon afterward only compounded his sorrows; though there was a little money, his aunt and uncle kept most of it for themselves. Meanwhile Henry stayed up in the attic, working day and night on his Model Town. Now he had the actual London streets and buildings to work with and, piece by piece, he put together something extraordinary.

Then, one night, Henry vanished, never to be seen again. It was claimed at the time that his relatives, worried that their bilking of his inheritance was about to be uncovered, got rid of the boy, but a thorough investigation came to nothing. The Books - and Henry's Town - were soon got rid of, presumably destroyed.

Yet, claim some Megapolisomancers, Henry's London proved remarkably difficult to truly kill. Some of his models have turned up in the most unlikely of places, and are prized by those who use the bricks and soul of London in their magic. But the books are the real prize, and more than one practitioner has spent many hours picking through obscure bookstores, hoping against hope that they'll stumble across one of the precious volumes with Henry's hand-written notes in the margins.

As to where Henry himself ended up, practitioners of the Art theorize that Henry managed, one night, to vanish into a London of his own devising, becoming one with the city he loved so much. Perhaps his aunt and uncle could shed some light on what really happened, but his uncle is - supposedly - dead, and his aunt now lives far out in the countryside.

It's said she has a horror of cities.

Monday, 7 January 2013

M.R. James' Winter Tales

I'm going to use the first post of 2013 - yay! - to talk about a subject dear to my heart: the ghost stories of M.R. James, as retold in the DVD boxed set The Complete Ghost Stories of M.R. James. This is the Region 0 version of the tales, recently released by Australians Shock UPC. All of these programs were originally broadcast on UK television, many of them decades ago.

For those who aren't familiar with the contents: there are twelve episodes in all, though only eight stories are drawn on. Each episode tells one of M.R. James' stories, and depending on which you pick, they can be straight-up narratives - as with Christopher Lee's Ghost Stories for Christmas - period pieces, or modern retellings of the old stories. The oldest is a 1968 edition of Oh Whistle and I'll Come to You, and for that matter the most recent is a 2010 version of the same tale.

First, a quick note on format. This may not be something the British realize, but UK DVDs, when viewed in formats outside the UK, tend to come out slightly pixelated. I'm not going to go too deeply into the technical what-not behind this; just take it from me that they do. As this is a Region 0 set, that isn't a problem here. The picture is as clear as a bell.

As DVDs, the discs lack a certain something. Each contains the original programming, and no more. No extra features, interviews, or any content other than the show itself. Since many of these have been unavailable for some time, that isn't a huge problem; most will be happy with just the episodes. However as these old shows are also published by the BFI, which does include extra content, people who find themselves having to choose between one or the other may prefer the BFI discs. Take the 1968 Whistle; the BFI version has two Ramsey Campbell extras and an audio version of the story, as well as the 1968 piece, whereas the 1968 story in the boxed set only has the show itself. Bear in mind, my BFI version of Whistle is the older one; I understand there is a more recent BFI edition, which probably has different extras.

For that reason alone, I'm not sure I would recommend the Region 0 to anyone who has the chance to get hold of the BFI editions, particularly since the BFI has re-released all of these shows in 2012. However the Region 0 has them all together, where the BFI has broken them up into several separate discs. I don't think there's a separate BFI version of the Christopher Lee stories either, so if you went the BFI route you might have to pass on those. Also, the BFI has a nasty habit of letting material like this go out of print very quickly, and not bother to reissue them.  The same may not be true of Shock.

From a price perspective, there's some difference between the two. The individual BFI discs are cheaper, but even once you add all of them together, there's about 20 quid between the Region 0 and the BFI versions. There's also a BFI boxed set, but that doesn't seem to contain the same shows as the Region 0; as it's labelled 'Ghost Stories for Christmas', I rather suspect it won't be out there for very long. Of course, all this assumes that you're able to buy in the United Kingdom; if you're importing this, the price difference may well be eaten up in shipping or forex costs.

Now that I've had that rather long digression, what about the shows as shows?

For my money the Christopher Lee versions, which originally aired in 2000, are the most faithful, and the most atmospheric. That probably has a lot to do with the format of the original stories. They were structured in such a way as to be read aloud to an audience, which is exactly what Lee does. There are very few effects, and most of the shots are of Lee sitting in an armchair, talking, with occasional glances at his audience. While that certainly works as a story, I'm not convinced it works well as television, though I still prefer these to some of the more modern retellings.

The 1970s titles - A Warning to the Curious, The Ash Tree, The Stalls of Barchester, The Treasure of Abbot Thomas, Lost Hearts - are all very well done, and many of them really work wonders. The Ash Tree and The Treasure of Abbot Thomas are probably the best of these, though I admit I'm giving the Ash Tree credit largely because of a very effective end sequence. Good special effects are always going to be a problem with something like this, and there are one or two moments when Ye Plasticke Hande of Satan - or something very similar - almost spoils the mood. That said, options in the 1970s were limited; they can't be seriously faulted for the occasional duff moment.

The modern versions are probably the least satisfying, particularly the 2010 Whistle, which throws almost all of the original plot out the window, up to and including the reason for the title. My quarrels with the 2010 Whistle are specific, but were I to pitch a general complaint at all the modern versions, it would be that the protagonists seem to have been re-cast to be as unlikeable as possible. That's a huge problem in a setting where, as MR James points out, the objective is to get the audience to think "if I'm not careful, something like that might happen to me!" For that to work, the audience needs to be in sympathy with the protagonist, which is damn near impossible when the main character is a miserable prick.

The 2010 Whistle is just odd, to the point where you begin to wonder whether the director would really rather have been working on something else, but got stuck with this instead. I don't say the central plot device wouldn't have worked as an original piece, but it isn't an original; it's a rework of an existing plot, and as the two stories are so different in character and tone - really only retaining the setting and the title - it's impossible to come away happy with the 2010 edition if you've read the original story.

So, to sum: I would recommend the Region 0 set to people interested in M.R. James' stories, since it's a complete set, and contains some material that you won't easily find elsewhere. That said, if it's a choice between the Region 0 and the BFI, I'd recommend the BFI, as those discs contain more material and are probably cheaper to obtain. You'd probably have to sacrifice at least some of the Christopher Lee versions, but if that doesn't trouble you, purchase away!
  

Sunday, 15 April 2012

Hauntings - The Final Word

In my previous posts I've described potential hauntings as spirits of place, half-forgotten memories of the past, and as creations of possession and obsession. This time I want to talk about a third potential haunting scenario: the otherworldly. As with the previous posts, examples are going to use the Gumshoe format, with the Bookhounds setting.

M.R. James is a literary exemplar I come back to again and again. His creations are my ideal when it comes to ghostly scenarios, mainly because he managed to combine the mundane world in which we all live with an otherworldly, menacing, half-glimpsed terror. In most of those instances the terror evoked was ultimately linked to some human event or tragedy; one of my favourite stores is The Haunted Doll's House, which is probably the most frightening example of that type. However those aren't the only ghosts M.R. James had to offer. Canon Alberic's Scrapbook features something completely other, something with eyes, of a fiery yellow, against which the pupils showed black and intense, and the exulting hate and thirst to destroy life which shone there, were the most horrifying features in the whole vision. There was intelligence of a kind in them -- intelligence beyond that of a beast, below that of a man.

In other words, a demon.

Cthulhu Mythos gaming has a love-hate relationship with more mundane belief systems. The feeling generally seems to be that if things like Cthulhu and the Old Ones exist then they clearly take precedence over anything else, and while this can lead to attempts to shoehorn the Mythos into human iconography (so Nyarlathotep, for one, is both Baron Samedi of Voudon fame and also Set and Thoth of the Egyptians, never mind the Green Man or witchcraft's Black Man or a host of other avatars) these attempts seem to leave a bad taste in many peoples' mouths. The Old Ones are the great alien unknowables, and their more human-friendly avatars are knowable by definition. The two concepts don't mix well.

At the same time, Mythos gaming also has a problem with magic. In a sense, it's the same problem. If the forces of the Mythos take precedence then presumably the rituals of so-called shamans and occultists have little or no effect. Either that, or they're somehow leeching power from Mythos sources. Otherwise humanity can, in theory, rival the entities of the Mythos, by accumulating power of their own to oppose the likes of Cthulhu. The odds are a bit low, since humanity clearly lacks the resources to be a real threat, but smuggling in the magical equivalent of a suitcase nuke is possible. The existential hopelessness is lessened somewhat by the knowledge that something can, in fact, be done to change things.

In the Rough Magicks suppliment Kenneth Hite discusses Lovecraftian magic, and says in part:

Attempting to fully define Lovecraftian magic would seem to be a simpler task. Indeed, we make just such an attempt later on in this book . . . But really, we’re all better off not knowing.

Which is perfectly reasonable, from a gaming perspective. A certain granularity is fine and fair do, but codifying everything such that each detail has its own defined remit is neither possible nor desirable. Even Dungeons and Dragons, a far more rules-heavy system, never achieved that; why, then, should Gumshoe? Better not to know. The lack of knowledge lends mystery which can only help make the incredible seem credible.

However he goes on to suggest several possible scenarios to describe magic: toxic pollution, Elder Thing technology gone wrong, a gift from Nyarlathotep or Yog-Sothoth, trans-dimensional energy manipulation, an aspect of Dreaming - take your pick. The intent being to allow the Keeper to decide what definition best fits their game, so that they can then explain magical influences and effects.

I'm going to go one step further and suggest that, when demons exist at all, they are creatures created by magic or from the same stuff that magic is made of. So if magic is toxic pollution, the after-effects of the energetic collision of the great elemental gods. Where their overwhelming forces meet their impenetrable fields, pieces of space-time come unstuck. Where this dimensional fallout lands, reality weakens and magic becomes possible then demons are also aspects of this toxic pollution. If magic is something else, then so too are demons.

Humans tend to like to see patterns so we codify things as much as possible. That's why we construct elaborate demonologies and try to force these entities to fit into our view of what the world, both seen and unseen, is. However for the purpose of this discussion that view is essentially wrong; there is no pattern here, and a demonology is as useless as a cotton candy slingshot. Demons don't need an Asmodeus figure in order to function; they don't have to be fallen angels, or any other human myth-construct. They exist because magic exists, and if somehow magic were to cease to exist then so too would they. They are as much part of the Mythos as Cthulhu is; they come from the same star-stuff.

Certain settings create magical systems unique to that environment, and Bookhounds is one of those. Bookhounds borrows a touch from Leiber and proposes Megapolisomancy, in which ritualists use the city as a sorcerous engine to accomplish magical effects. They draw on the polis itself to harm their enemies, or create an effect of their own devising. In a system of that sort it follows that demons are also creations of the city, unique to the city. In some cases they may be completely unique, while in others they may be modified versions of a pre-existing concept. Or to put it another way: the Yaoguai that exist in Chinatown may be rooted in Chinese mythology, but they are creations of the London megapolis and cannot be encountered outside of that environment. Something very like them might be found in Macao, but only very like, not precisely the same entities.

The question then becomes are these things created independently of human interference, or are they aspects of the city that arise as a consequence of ritual activity? Ultimately that decision has to be up to the Keeper, and will depend on the needs of the game. The paramental entities discussed in Bookhounds seem to be creatures created by the ritualists who raise them, but it doesn't follow that all such entities are raised by ritualists. Each city has its own soul, created almost unwittingly by the hundreds of millions of people who live, have lived and will live there. It is likely that this soul has many thousands of aspects, most of which go unnoticed by most people. Those few who have noticed that the Euston Underground tunnel has teeth or that the cracks in the pavement near St Pauls have a tendency to whisper odd fragments of lore probably are wise to keep that knowledge to themselves.

With that in mind, here's an example:

The King of the Cats

There is a folk-tale that always has the same ending, no matter how it begins: the self-proclaimed King of the Cats takes his kingdom from his recently deceased predecessor. Aarne-Thompson type 6070B is how it's known to folklorists, a neat classification that fails to encompass a megapolistic truth: there is a kind of Kingship, and it changes hands on an irregular basis.

Those who chronicle the City claim that in the past thirty years there have been four Kings. That is as far as modern chroniclers will go; no doubt there were Kings before the year 1890, but nobody can say with certainty what they were, or where. Most agree that they are cats, or at least look like cats. The first of the four was in North London, somewhere near Islington. Then the Kingship passed to an entity in East London, somewhere near the docks, circa 1912. Suddenly in 1915, possibly the result of an air raid, the Kingship passed to another North London creature, and after about ten years the Kingship passed once more, this time to a West End entity, somewhere near Soho.

There demonic creatures generally have little to do with people. They may be indifferent or cautious; few have been able to communicate with them, and of those who have managed it few are what anyone would call reliable witnesses. However when they have dealt with humans it usually ends badly for the human. They dislike wizards it would seem, possibly because rival megalopolisamancers disrupt the patterns that the Kings rely on.

They have been known to 'adopt' megapolisamancers. Or at least, there's one known example of a wizard who benefitted from a relationship with the East End King, and who for a time became first among his peers. However that individual didn't live more than a month after the Kingship passed in 1915, and whatever his secrets may have been, they apparently died with him. It seems that no bargain outlasts the Kingship, and when a new King takes the throne not only are all previous treaties moot but also the former friend becomes a hated foe. 

Game Statistics: Athletics 12, Health 9, Scuffling 9
Magic: 8-12 (this seems to vary, and may be linked to the phases of the moon)
Hit Threshold: 6 (small and fast)
Alertness Modifier: +0
Stealth Modifier: +2
Damage: +2 (claws)
Special: can only be harmed by a weapon made for the purpose in the area it haunts, from materials found in that area, and then enhanced by a megapolisamantic working in that area. So a knife made in Soho from metals scavenged in Soho and then enchanted in Soho could injure the current King, but wouldn't work on his successor. Of course, the current King would view attempting to make such a weapon as an act of war. Alternatively an event that significantly disrupts megalopolisomantic energies, such as a fire that engulfs an entire district or a zeppelin bombing raid that burns the docks, might do the trick, but an event of that magnitude is difficult to arrange.
Notes: Kings ignore humans most of the time, except when they engage in megalopolisomancy. Any attempt undertaken on their turf can attract their attention, and retribution, unless efforts are taken to mollify them beforehand.
Stability Modifier: +0
Description: While they may seem to be cats at first glance, Kings are physically marked out from their fellows. The King of 1890 had what appeared to be wings. The 1915 King was a split-foot. The 1925 King had extra ears, and the current King is supposed to have a vestigial second tail. Though mutations can occur naturally in an ordinary feline, care must be taken by any megalopolisamancer in case the mutation is more significant than it seems.   
  

Monday, 20 February 2012

Trail of Cthulhu: Hauntings

On a completely different note, let's talk ghosts.

Ghost stories are a fiction staple. Writers like M.R. James turned the short haunting tale into an art form, and there's an argument for saying that ghost stories work best in short form rather than long. The short sharp shock is often what's needed here; carry on for too long, and the story gets stale. That said, when the ghost story works in longer form, it works really really well, and that happens at least in part because the authors of those stories never try to explain too much. The best ghost story is one with an irresolvable mystery at the bottom of it, so that the audience goes away with residual chills that will worry their sleep. It's not like a monster movie, where the dynamic almost demands a dramatic climax. A ghost story doesn't need resolution in order to work its magic.

In role playing games, ghosts often take the antagonist role, and usually only for a scene or two. They're an obstacle, sometimes a warning, and that's pretty much it. To my mind that's a pity, since they could be so much more atmospheric. I'm going to kick off this particular mini-discussion with ghosts of place, and I'm going to use Bookhounds of London as a setting.

Ghosts are often considered singular entities, and usually human, or at least linked to humanity. The murdered soul of dear old Auntie Doris, come to tell her doting relatives just where the will is hidden, for instance. There are several human links in that. First the crime of murder, which is something that humans do to other humans. Then there's Auntie Doris herself, and her relations. Finally there's the will, which represents a human desire to pass on an inheritance and accumulate wealth. For some reason the Auntie Dorises of the otherworld never tell their nearest and dearest to go stick it where the sun doesn't shine on account of that cheap casket she was buried in, and what happened to her dear old cat Mittens, eh? Down the river in a sack before Auntie's body was cold, no doubt.

However there have been other ghosts; trains, ships, battlefields, buildings; spirits of place, linked to the material world only by the most tenuous of chains. I particularly like the idea of a ghost building. The NY Times article linked to is talking about structures that never actually existed, of course, but to my way of thinking that makes the best kind of ghost story. An entire skyscraper, designed, planned down to the last rivet, yet never was built. Imagine what might be inside something like that. Who (what?) would work there, live there? Where would it get its heat, its power? What vistas could you see from its upper stories?

In Bookhounds, the protagonists are adrift in London, a tangled and bloated metropolis that has forgotten more about its own history than almost any other location on earth. It has reached out and swallowed villages whole, like Cronos devouring his children. It has seen out the Romans, witnessed the executions of Kings and the murder of princes, been the obsession of a long-dead multitude of men and women, been bombed by airships in the Great War, and in the early watches of the night it dreams about everything it has ever been.

A spirit of place, in a location like London, ought to reflect that half-hidden history. The ghost in this kind of tale isn't something that can be met, or neatly resolved by producing hidden wills. It is a memory trying to recreate itself, but some of its bones are missing and the rest are scattered. There may be great power at the back of it, but that power was squandered years ago, and now only a small residual current remains. Perhaps the memory is of recent vintage, say of a zeppelin raid, or perhaps some buried temple is trying to break free. Maybe the docks are trying to recall their Napoleonic glory days, or a hunting lodge still can't quite forget its past.

There are any number of tales that could be told, but there are some things the Keeper should bear in mind:
  1. The truth of the haunting will probably never be known for certain, since most of the facts are unavailable.
  2. It cannot be dealt with in the same way as, say, an ordinary antagonist encounter. Ghouls, for example, can be shot, or bargained with. There is no way to communicate with a haunting of place, and probably no way to kill it.
  3. It has a great deal of power behind it, possibly magical power. That means other people besides the protagonists are going to be interested in it. That also means it could be very dangerous.
With that in mind, consider the following example:


Jerusalem Lane

This haunting is located in ramshackle early Victorian house overlooking a narrow lane, that runs between two rows of houses, with a long-neglected churchyard at one end and a busy shopping street at the other.

In the early hours of the morning, at any point between two and four o’clock, music can be heard from the upper window of the house, but this music can only be heard by someone standing in the alley. It sounds as though someone were playing scales on a piano, with a young boy or girl singing accompaniment.

At the same time this happens, those in the lane cannot find their way out again. It is as if the lane were impossibly long, and shrouded in shadow at the shopping street end. Some who experience this claim to have seen lights at the churchyard, but nobody has ever tried to investigate them.

The experience is said to last between one and ten minutes, no longer; potential Stability 3 loss.


·    Architecture The house from which the music sounds probably was built in the early 1830s, and would have been part of a larger development. James Camberwell, a prominent architect, was the developer. Camberwell is known to have battled in the courts for the use of the land, as there was some dispute over who owned it: the Church, or the man who sold it to Camberwell. The Church also objected to the height and scale of Camberwell’s development, claiming that it blocked their ancient lights. Camberwell eventually won his case.

·    The Knowledge The churchyard, in common with many other spots in London, is supposed to be a mass grave dating back to the Black Death, but this is probably more rumour than fact. It is supposed to have been dug out in 1873 when the church was deconsecrated and demolished. The bones were removed to a different parish, but the stones (some of them, at least) were left behind. In 1896 the bodies of two young boys were found in the long grass. Each had their throats cut, but otherwise the bodies were unmolested. In the present day the churchyard has a reputation as a lover’s lane, and a gang hangout. It’s not uncommon to find a group of men gambling there, or drinking, during the day, and youngsters sparking with their girls in the evening.

·    Streetwise and/or Magick The spot is thought to have had megapolisomantic significance before the church was demolished, as it stood on a ley path. However the destruction of the church and construction of the housing development has polluted the track, and it no longer provides the magickal power that once it did. However there are still one or two street magicians who try, every so often, to reconnect to the place’s dissipated essence. Strange creatures are thought to haunt the old churchyard, and it might be a place to meet a lone rat-thing or ghoul.
  • Credit Rating or Bureaucracy The house in question has been owned by Erasmus Phillipson, an ex-patriot living in Boston, since 1902, and it is rented through the estate agents Dawson & Dawes. It is frequently untenanted for months at a time. The inhabitants never claim to have seen anything themselves, but the place has such an uncanny reputation that it puts off the better class of tenant. The last one was jailed on assault and indecency charges, and the place has been vacant for ten months since then. Before Phillipson there were two owners, a Mr James Copper (died 1900) and Miss Elizabeth Bowden (died 1864). Neither of them had children. Miss Bowden was the first owner of the house, and lived there with her sister for most of her life. Mr Copper did not die in the house and neither did Miss Bowden, though her sister Emily did. 

Friday, 14 October 2011

Bookhounds Campaign Thoughts Part 2: the Early Chapters

So we have our antagonists, Susan Montgomery and Stanley David Fentiman. What to do with them? How shall the initial scenarios play out?

I'm assuming a mini campaign with at least three acts. In the first act, the players get used to the setting and are introduced to the antagonists. In the second, they deal with the first major arc, Susan Montgomery's plot, and are introduced to the second one, Fentiman's plot. In the third they deal with Fentiman, and conclude the overarching storyline. Each act consists of at least three seperate scenarios, so about nine sessions overall. Assume that an individual session can last an average of two play evenings (more or less, depending on the group's availability and the speed at which they tackle plot) and you ought to end up with eighteen evenings of play, or two to three months total.

That's a lot of time. It needs to be filled.

This Ephemera is going to tackle the first act, where the players are introduced to the setting and the antagonists.

The obvious first question is, why have a first act at all? It could end up being talkie talkie and not enough action. Why not leap straight into the plot?

The answer to that is you need the first act to establish the setting, the characters and the overall mood of the game. Whether the players are veterans, novices or a mixture of the two, they've never played in this game world before, because it's your game world, fashioned out of your ideas and imagination. They don't know what to look forward to, or what to be worried about. They may not know all of the rules, and they certainly won't know all of the locations or NPCs since you're going to be making many of those up yourself.

Bookhounds suggests three potential campaign styles: Arabesque, Sordid and Technicolour, and adds a fourth descriptor that could apply to all three, Tainted. It doesn't really matter which you pick for your campaign; what matters is the players get to understand what that means, both to the plot and to their characters. The whole point of the first act, in any campaign, is to establish mood and setting. You don't even have to introduce main plot at all if you don't want to. The important thing is, if the setting is Arabesque, then the first act has to drive that home to the players. Everything they see, do or encounter has to reinforce that atmosphere.

They don't even have to encounter the Mythos, or anything supernatural, in the opening act, so long as the opening act is true to the overall mood.

There's two important points to consider here. The first is that getting them used to the setting is paramount, and anything that distracts from that is to be avoided. By having them chase ghoulies in the very first scenes, you're distracting them. It may seem interesting at first, but it does mean that later on they may not fully understand what's going on or what they can do about it.

The second is that every reveal detracts from the ultimate horror. It's the first rule of good ghost stories: the less you see, the more you imagine. When M.R. James wrote his chillers, he didn't pitch the protagonist straight in and have them grappling with demons right from page one. In fact, you rarely ever see the creatures in his stories at all. In Canon Alberic's Scrap Book, for example, there's only one very brief scene with an actual spectre - no more. Yet there's plenty there to keep the reader occupied. If you as Keeper chuck in ghosties and ghoulies and long-legged beasties right from the get-go, you're only doing yourself harm in the long run. The big reveal should be a Big Reveal, and that means you oughtn't to detract from it by revealing your hand too soon.

Horror on the Orient Express has an interesting way of going about this. The initial scenes are pure prologue, (with the exception of one haunted train moment that many Keepers skip anyway). There's plenty going on, but it's all aimed at establishing setting and mood. Those are the scenes in which wise Keepers will be playing the Orient Express for all its worth, emphasising its luxury, the wine list, the attendants at your beck and call, the incredible novelty of such a fantastic train. Later, when things start to go wrong, it's exactly that information that will be most useful to the players. 

What you as Keeper ought to be doing is getting the players to concentrate on the things that matter (at least in the short term): the setting and the starting location. In Bookhounds, that's the shop, and book auctions, which even for veteran players will be an unusual challenge.

Some may wonder how they're going to make a session out of encounters in a shop. Those people have never worked in retail.

All the world passes through your door, and most of them are time wasters. People looking for a free toilet, hoping for shelter from the rain, who want a book for Uncle Bob but don't know what the book is called or who the author is, drunks, lunatics, thieves, actual honest to God members of the public who don't know what they want but might (glory be!) spend some money, and on and on and on. And that's just the customers - what about the staff? Slackers, dopeheads, no-hopers and snarky drudges, almost to a man (or woman). It's enough to drive you to drink, and if you happen to own the store you've probably got a bottle stashed away for emergencies.

The key here is to establish the shop as an important location, and its regular customers and staff as its major players. Many of the staff roles will be taken by player characters, but that doesn't mean all of them will, and whether they are or aren't, the customers aren't PCs. The very first scenario ought to be all about the store, and its daily routine. That gives the players some foundation for their future adventures. The major event of that scenario could be something relatively mundane - say, chasing down a potential squizz for a very important customer, which has the unfortunate character wandering all over London looking for something suitable. Not only does that keep the player busy, it's also a handy reference for future scenarios, as it introduces several other important locations and NPCs. Rival bookstores, markets, forgers, possibly the police, and so on.

Later scenarios in the opening arc could introduce other important plot elements. Say the Keeper chooses to use Idiosyncratic Magic, as introduced in the main rulebook and later fleshed out in Rough Magicks. If that's on offer then the players need to get used to the idea, so now's the time for some simple magic tricks, perhaps taught to the character by an NPC or picked up as they go along. Let them try these incantations in relatively safe circumstances, and they'll be more willing to rely on them later on. Of course there has to be at least one big book auction too; after all, that's as integral to the Bookhounds setting as dungeons are to Dungeons and Dragons. It'd be a pity not to indulge the players in an auction scene, particularly one where they win out over some hated rival by the skin of their teeth.

By the time the opening arc reaches its conclusion the players should be comfortable with the setting, the mechanics and the mood of the campaign. They may have met one of Sarah Montgomery's agents by now; possibly she was the important customer who wanted that squizz mentioned earlier. They've certainly had a few triumphs by this point and they ought to know by this stage that there are Things Out There. Possibly one of those spells went wrong, or they found the ghastly remains of someone who wasn't as lucky as them. Or they may even have been studying the stock a little too closely for comfort . . .

But however it went, now is the time to introduce them to the overall plot, and bring the introduction to a close.