Wednesday, May 31, 2023

Retrospective: The Fungi from Yuggoth

I find it a great irony that, while Chaosium's Call of Cthulhu has undoubtedly played an outsized role in the increased visibility and recognition of the works of H.P. Lovecraft in popular culture, the game itself owes more to August Derleth's idiosyncratic interpretation of HPL's Mythos than it does to the views of the Old Gent himself. This is no criticism, just a statement of facts as I look back on more than four decades' worth of Call of Cthulhu adventures and campaigns, starting with Shadows of Yog-Sothoth in 1982. Except for a handful of exceptions, Chaosium's vision differs only in details from that of Derleth's lurid, melodramatic The Trail of Cthulhuhe Trail of Cthulhu, in which scholar-adventurer Laban Shrewsbury battles the forces of the Mythos (and its human toadies) across time and space.

I was reminded of this recently when I re-read Keith Herber's eight-chapter campaign, The Fungi from Yuggoth. First published in 1984, the book carries the subtitle "Desperate Adventures Against the Brotherhood." This is both a reference to its primary antagonists, the Brotherhood of the Beast, and a signal that, like Shadows of Yog-Sothoth before it, The Fungi from Yuggoth is more of a Mythos-tinged Republic serial than a subtle evocation of Lovecraft's cosmicism. I reiterate: this is no criticism. However, I feel it's important to deflate the all-too-common pretension that Call of Cthulhu has ever been a particularly faithful adaptation of the worldview of Lovecraft's tales to the roleplaying medium, as products like this one make clear.

The premise of the campaign is that, in the 18th century B.C., an Egyptian priest called Nophru-Ka – not to be confused with the dark pharaoh Nephren-Ka, who is apparently a different person altogether – uttered a cryptic prophecy that was eventually preserved in the Necronomicon. As interpreted by the madmen who founded the secret society known as the Brotherhood of the Beast, the prophecy spoke of a time when a descendant of Nophru-Ka, who would usher in a new world ruled by the beings of the Mythos. At the start of the campaign (mid-1928), the Brotherhood long ago found Nophru-Ka's descendant, Edward Chandler, whom they have been grooming for his prophesied role since he was a child. Naturally, it's up to the Investigators to prevent this.

In typical Call of Cthulhu – and cliffhanger serial – fashion, preventing the ascendancy of Edward Chandler requires the Investigators to travel across the globe, searching for clues, artifacts, and allies to aid them in their efforts. Over the course of the campaign's eight chapters, the Investigators travel from New York to places as different as Boston, Transylvania(!), Egypt, Peru, and San Francisco, with an optional stopover at the Great Library of Celaeno in the Hyades Cluster, some 150 light years away from Earth (a site invented by August Derleth in the aforementioned The Trail of Cthulhu). Along the way, they tangle with an equally diverse group of foes: gangsters, cultists, mummies, Deep One hybrids, the titular Fungi, and more. There's plenty going on in this campaign and I have no doubt whatsoever that it would be a lot of fun to play.

At the same time, The Fungi from Yuggoth, with its global conspiracy to shepherd the rise of a Mythos Antichrist, doesn't feel much like Lovecraft. There are plenty of plot elements derived from Lovecraft in its eight chapters, but they're strung together in a way that feels like more an Indiana Jones movie than something coming from the pen of HPL. As I re-read the book, I could practically hear the John Williams soundtrack and see an animated red line traveling across a globe, marking each city or location the Investigators visited in their "desperate adventures against the Brotherhood." All that's missing are the Nazis, though, since the campaign takes place in the late 1920s, that's understandable (though one of the main cultists is German).

The Fungi from Yuggoth is weapons grade Derlethium – and that's fine. As I stated at the beginning of this post, nearly every Call of Cthulhu adventure ever published, including the deservedly praised Masks of Nyarlathotep, is, at base, a pastiche of Derleth's pastiches of Lovecraft. Many of these products, including The Fungi from Yuggoth, are very well done. As roleplaying game scenarios, they're some of the best things the hobby has ever produced and I do not hesitate to recommend them. I have enjoyed Call of Cthulhu since its original release in 1981 and hope to one day get the chance to enjoy it again. 

In all those years, however, I don't believe I've ever played an adventure or a campaign that offered more than the occasional genuinely Lovecraftian moment. The rest of my experiences were of pulp adventure with a Mythos twist. That's probably for the best. I'm not sure that an "authentic" experience of Lovecraft's nihilistic cosmicism would be a lot of fun to play out at the table. Ultimately, that's probably why nearly everything Chaosium has ever published for Call of Cthulhu unintentionally looks to Derleth for its inspiration: it's just more fun. 

15 comments:

  1. I started playing Call of Cthulhu when it first came out and I must agree with you (and well put, by the way). I don't believe I've ever seen pure Lovecraft at a gaming table, and I don't think I want to.

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    1. What about The Case of Charles Dexter Ward or The Dreamquest of Unknown Kadath as models? The former in particular seems like a decent scenario from the POV of the doctor. And the latter features plenty of plotting and action by the protagonist, with some divine intervention at the end.

      Admittedly, most of Lovecraft’s stories feature rather passive/reactive characters, and just end with them fleeing in panic, which would get a bit old in a campaign.

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  2. The German version of the campaign has a couple of extra chapters/locations, one of which is set in Malta.

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    1. I think they might have been added to the expanded version of the book Chaosium published in the '90s?

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    2. I'm fairly sure that the German version came out after the revised US edition. It's about 600 pages in total, in three volumes, with at least four extra adventures.

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    3. Oh, wow. That's a big expansion of the original material then.

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  3. I have that version, I have never seen an updated (english) version

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  4. Hmm, I think the popular Arkahm Horror lcg game is following the Derleth road as well, you've nailed it.

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  5. I avoided CoC because I knew Lovecraft's writing and felt it was a terrible fit for a Role Playing game. If they had advertised the more pulp serial aspects I'd have given it a try.

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  6. I may be the odd one out but I was always disappointed that the published adventures I saw never for me captured the feel of Lovecraft.

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  7. I am running Fungi From Yuggoth right now as an online game with long-distance friends and it IS fun!

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  8. I expect that a horror game designed as a one-shot would be more suited to achieve a "proper" Lovecraft feel. Maybe something like Ten Candles?

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    1. I think you're on to something. The demands/expectations of campaign play do place a burden that I'm not sure Call of Cthulhu can bear, if the goal is to stay true(r) to Lovecraft.

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    2. I would agree, but the Randolph Carter stories seem to outline how a more Dunsany-esque (maybe D&D?) campaign could run.

      The King in Yellow provides a better basis. Despite it’s deleterious effects, some organizations still manage to publish the play; despite a ban, it shows up on characters’ bookshelves. Investigators tracking down the publishers would face weird events like those in the first four stories of the book. The difference with Lovecraft is that the text is well-known, not hidden away like the Necronomicon or Pnakotic Manuscripts, and seems to yield no benefit to the reader other than to drive them mad or render them susceptible to the King in Yellow and its associated forces.

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  9. If you want a more authentic Lovecraft experience, check out the "purist" Trail of Cthulhu scenarios written by Graham Walmsley, and then try his game Cthulhu Dark, where one of the rules is: fight a mythos creature and you die.

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