Thursday, December 25, 2025
Monday, December 22, 2025
Pulp Fantasy Library: Hypnos
First published in the May 1923 issue of The National Amateur, H.P. Lovecraft’s short story “Hypnos” is one of his more obscure works, seldom chosen for inclusion in anthologies and rarely discussed in detail. At just a few pages in length, it lacks the narrative sweep of his later, more famous tales. Nevertheless, it occupies an important place in Lovecraft’s development as a writer. “Hypnos” is not a story of cosmic horror but rather one about aspiration, beauty, and the perils of reaching beyond human limits.
“Hypnos” is a first-person narrative recounted by an unnamed sculptor. He confesses his terror of sleep and explains that he is writing down his experiences before they drive him irretrievably mad, regardless of how others might judge his account. Years earlier, he encountered a mysterious man in a railway station, a figure whose “immense, sunken, and widely luminous eyes” instantly marked him as a being of singular importance. In that moment, the narrator knew he had found his destined companion – indeed his first and only true friend. He also believed he glimpsed in those eyes the long-sought secrets of hidden cosmic truths.
An intense partnership quickly forms. By day, the narrator sculpts his companion again and again, striving to capture his uncanny features; by night, the two embark on shared dream-journeys that carry them far beyond ordinary human perception. Through the combined use of sleep, drugs, and rigorous experimentation, they pass through alien realms and successive barriers of sensation and awareness. Over time, the companion grows increasingly exalted and ambitious, speaking of using their power of dream-transcendence to rule the universe itself. The narrator recoils from this vision, denouncing it as reckless and blasphemous hubris. Then, during one perilous expedition, they traverse a vast, ineffable void until the narrator reaches a final threshold he cannot cross, while his companion passes beyond it alone.
When the narrator awakens in the physical world, he waits in dread for his friend’s return. The companion eventually wakes as well, but is profoundly shaken and will say only that they must avoid sleep at all costs. With the help of drugs, the two struggle to remain awake, for whenever they succumb to sleep they seem to age rapidly and are tormented by horrific nightmares the narrator refuses to describe. Inevitably, the effort fails. One night, the companion falls into a deep, unresponsive sleep and cannot be awakened. The narrator shrieks, faints, and later regains consciousness to find police and neighbors gathered around him, insisting that no such man ever existed. All that remains is a single sculpted bust in his room, bearing a chilling Greek inscription: ΥΠΝΟΣ (Hypnos).
Whether “Hypnos” is another tale of Lovecraft's Dreamlands cycle depends, as always, on how one views these works within the larger context of HPL's oeuvre. Regardless, there is a sense in which it clearly differs from other dream-adjacent stories. Unlike, say, the stories of Randolph Carter, which treat dreams as a strange but navigable places, “Hypnos” instead presents dreams as perilous thresholds. They are not realms for adventure but gateways to truths that the human mind can barely endure. The story thus lacks the whimsical or romantic qualities found in Lovecraft’s more overtly fantastical dream tales, replacing them with a tone of somber fatalism.
“Hypnos” obviously reflects Lovecraft’s deep admiration for classical art and his belief in absolute esthetic standards. The sculptor’s obsession with ideal forms mirrors Lovecraft’s own reverence for the art of antiquity, but the story complicates this admiration by linking artistic perfection to isolation and inhumanity. To approach the ideal too closely is to abandon the world of ordinary people. The sculptor’s triumph is ultimately inseparable from the loss of his friend (and his sanity).
In terms of Lovecraft’s broader body of work, “Hypnos” is another story that falls within the period of his transition as a writer. Like "The Other Gods," it anticipates the cosmic horror of his later fiction, in which reality is layered and humanity occupies a lowly, precarious rung. Here, horror lies not in malevolent entities but in the discovery that higher states of existence are real and fundamentally incompatible with human life. At the same time, "Hypnos" story retains a personal, almost confessional quality that would largely vanish from the more explicitly cosmic horror tales for which Lovecraft is now best known.
What I think makes “Hypnos” particularly striking is its asymmetry. The narrator and his friend embark on their quest together, but only one of them remains at its conclusion – assuming he was ever there in the first place. This uneven distribution of insight and endurance is a recurring motif in Lovecraft’s fiction, where knowledge isolates and enlightenment (if such is the word) comes at the cost of connection. The narrator’s fate is not madness in the theatrical sense but resignation. He gains a life spent fearing sleep, haunted by what he has glimpsed and by what he has lost because of it.
Friday, December 19, 2025
What If the Satanic Panic Had Never Happened?
I was recently reminded by a reader of the assertion that, rather than harming the sales or long-term fortunes of Dungeons & Dragons, the furor surrounding the game during the so-called “Satanic Panic” of the 1980s ultimately proved beneficial. According to this view, the controversies gave the game a level of publicity it might otherwise never have achieved, helping to propel it toward broader cultural visibility. This was certainly the position taken by TSR Hobbies and many of its employees in the years that followed and there is some evidence that lends this interpretation a degree of plausibility.
At the same time, others have suggested that this narrative is too neat and reassuring, as well as too dependent on outcomes that were visible only in retrospect. The difficulty, of course, is that the question itself resists a definitive resolution. There is no way to measure what would have happened had the moral panic not occurred. Indeed, any attempt to do so quickly runs into the limits of counterfactual history, where causes and effects cannot be isolated or tested.
The problem, as my reader put it, closely resembles survivorship bias. I think we've all seen the illustration of the battle-damaged aircraft from the Second World War. If not, I've included it at the top of this post. During the war, military analysts initially studied the bullet holes on planes that returned from combat, assuming the holes marked the most vulnerable areas. What they eventually came to realize is that the opposite was true: the planes that did not return had likely been hit in the places where the surviving aircraft were unmarked. The most important evidence was not what could be seen, but what was missing.
A similar bias may shape how we remember the Satanic Panic’s impact on the history of Dungeons & Dragons. The people who became lifelong gamers in the 1980s and 1990s were, by definition, those who passed through that period of censorship, stigma, and negative publicity. They are the aircraft that returned. Their presence is visible and their stories are often told, sometimes with pride, as proof that the panic failed or even that it backfired.
What is far harder to see are the players who never made it that far. The children whose parents forbade the game. The schools and libraries that quietly removed it from their shelves. The local groups that never formed because the social cost of participation seemed too high. These absent players leave no testimonies, no fond memories, and, of course, no sales figures. They are the aircraft that never returned and their absence subtly shapes the conclusions we draw about the era.
This does not mean that the claim that the Satanic Panic helped Dungeons & Dragons is false. It may be true or partly true or true in some contexts and not in others. Nor does it mean that the opposite claim, that the panic caused lasting harm, can be demonstrated with any greater certainty. The counterfactual remains unprovable. What it does suggest is that confidence in either position should be tempered by an awareness of what cannot be measured.
For readers who lived through that period, I'm curious about your own experiences. At the time you first encountered the game, was easy it to access or was contested or even forbidden? Did you know people who were interested in D&D but discouraged from playing or who drifted away under social pressure? I ask all this not merely out of curiosity, but because, as I'm sure I've mentioned before, I barely knew that the Satanic Panic was a thing with which anyone had to contend. I was aware of its existence, of course, but I never intersected with it in the slightest, nor did any of my friends. Without exception, our parents and extended families were supportive of our newfound obsession and, in fact, encouraged it, especially in my case. My own perspective is thus not very helpful in assessing this question.
Thursday, December 18, 2025
The Dwellers in the Mirage
I'm presently finishing work on a long essay about ten works of "forgotten fantasy" – stories I consider to have been influential or otherwise important to the subsequent development of fantasy but that have largely been forgotten or otherwise overlooked by later generations. Included among those ten works is Abraham Merritt's 1932 novel, The Dwellers in the Mirage. Though barely known today, the novel was quite popular in its day and may have played a role in inspiring Robert E. Howard to create his character of Conan the Cimmerian.
The fine men over at DMR Books recently released a new edition of the novel that restores Merritt's preferred ending. It's a great edition, well worth picking up, if, like me, you're a fan of Merritt. I highly recommend it.
Initial Thoughts on Combat in Metamorphosis Alpha
On the surface, combat in Metamorphosis Alpha isn't that much different from combat in OD&D. Players roll 1d20, with the aim of rolling equal to or higher than a target number. This roll is modified by certain factors, like a high Strength score or mutations. Weapons in MA each have a weapon class, ranging from 1 for bows and blowguns to 8 for protein disruptor pistols. In general, the higher the weapon class, the lower the target number needed versus an opponent's armor class (also rated from 1 to 8).
There are some wrinkles in this, though, since weapon class is something of a stand-in for the weapon versus AC tables of Chainmail, Greyhawk, and AD&D. Some weapons are better against lower armor classes than they are against higher ones, for example, along with other peculiarities, like the metal disruptor pistol having no effect against armor classes above 3. Longtime players of Gamma World will, of course, recognize this system, since that descendant of Metamorphosis Alpha uses a similar system.
Damage varies by weapon type, as in Supplement I to OD&D. Each weapon's damage also varies by target type, with "humanoid beings," "mutated creatures," and "true humans" each being a separate category. It's unclear from the text whether mutated animals that have humanoid shapes count as a the first or second category. When confronted with this on the fly, I elected to treat mutant animals as the middle category, but now I am second guessing myself, since it often means that mutant animals take less damage from common weapons like swords than do their mutant human counterparts.
Wednesday, December 17, 2025
H.P. Lovecraft's The Dunwich Horror and Other Stories
Retrospective: Bermuda Triangle
Recently, I came across a couple of “news” stories about the Bermuda Triangle, a topic I hadn’t thought about in years. Growing up in the 1970s, however, the Bermuda Triangle seemed to be everywhere. I vividly remember Charles Berlitz’s 1974 book on the subject – yes, that Charles Berlitz – as well as the steady stream of television documentaries solemnly recounting the mysterious disappearances of ships and airplanes. The 1970s really were a wild time, a period when the Unexplained was treated less as fringe nonsense than as a challenge to modern rationality. UFOs, ESP, ancient astronauts, haunted houses, and Atlantis all enjoyed a curious semi-respectability. The world, it seemed, was stranger than we had been led to believe and I, of course, ate it up.
Thinking about this cultural moment reminded me of a boardgame from the same period that I adored as a child, Bermuda Triangle. Published by Milton Bradley in 1975, it is not a particularly well-known game today, but I suspect that those of us who remember it at all do so largely because of a single plastic component central to its play, the Mystery Cloud. Ships caught beneath it might be removed from the board entirely, creating a physical absence that felt far more consequential to my friends and me than simply flipping a cardboard counter or sliding a token backward. Watching one’s ship laden with cargo and hard-won progress vanish into the Cloud’s plastic depths was a small but unforgettable drama.
Mechanically, Bermuda Triangle is a straightforward enough game. Two to four players each control a fleet of four merchant ships, attempting to move them from port to port to collect goods and return them safely to their home port. The first player to amass $350,000 in goods wins. Achieving this requires a mix of luck, timing, and a modest amount of tactical awareness. Ship movement is governed by dice rolls, with vessels advancing along established sea lanes. Crowding matters, because landing on an occupied space displaces the other ship, pushing it backward, and ports themselves can hold only four ships at a time. This creates opportunities for deliberate obstruction, allowing players to slow one another’s progress through careful positioning.
Beyond the roll of the dice, though, looms the game’s defining feature, the aforementioned Mystery Cloud. At the end of each turn, after each player has moved, a spinner determines the Cloud’s direction of movement across the board. Over time, it will inevitably drift into the sea lanes, crossing paths with the merchant vessels. Each ship token contains a small magnet, as does the Cloud itself. Depending on the Cloud’s orientation and direction of travel, it may “suck up” a ship it passes over, removing it from play entirely.
It is a simple mechanic, but a remarkably effective one. There is no certainty that a ship will be lost even when the Cloud passes directly overhead – the magnets were quite finicky, as I recall – and that unpredictability only heightened the tension. Would the ship survive or would it "vanish?" That moment of suspense, repeated again and again, gave the game a sense of menace wholly out of proportion to its rules complexity. I am convinced that this single feature carried the game for us, encouraging repeated play of what might otherwise have been dismissed as a fairly ordinary, even dull, roll-and-move affair.
Seen in retrospect, Bermuda Triangle feels like a perfect expression of its era. Its mechanics are serviceable, its strategy modest, but its theme and, crucially, its physical embodiment of that theme tapped directly into a cultural fascination with mystery and unseen forces. The game didn’t explain the Bermuda Triangle, but simply assumed its reality and invited us to suffer its consequences. In doing so, it captured something about those days as I remember them, namely, that the world was unstable, unpredictable, and perhaps unknowable.











