One of first things I wanted to do with the Shadow over August series was to interview roleplaying game designers and creators who'd worked on RPGs influenced either directly or indirectly by the works of H.P. Lovecraft. Obviously, this meant reaching out to Mike Mason, the current creative director of Chaosium's venerable Call of Cthulhu, perhaps my favorite RPG to deal with Lovecraftian themes. Mike kindly agreed to answer my many questions about CoC, Lovecraft, and his own experiences with both.
1. What was your first exposure to H.P. Lovecraft’s writing and how did it shape your personal approach to horror and game design?I was an eager reader of paperback horror stories in the 1970s, and I imagine I probably read at least one HPL short story during that time without realizing. A few years later in the early 1980s, I discovered the Call of Cthulhu RPG and HPL’s place in the creation of the Cthulhu Mythos, which then sent me off on a mission to track down HPL’s stories as well as those by August Derleth, Clark Ashton Smith, Ramsey Campbell, and so on. That was my first proper dive into Lovecraft’s writing. At that time in the UK, Granada had just published most of HPL’s works in a series of paperback books, which made it all very much easier to read them.
In reading these stories, I found these were not tales about murderers and crazed killers, or ghosts and goblins, which was the standard fare from popular horror anthologies the era, such as the Pan Horror series of books. The stories from the Lovecraft Circle were something different, dealing with bigger (cosmic!) themes, and were not really about petty human considerations (revenge etc.). The monsters were truly monstrous and unknowable (not mutated animals from atomic bomb testing) and alien. The books had strange books and lore which went well beyond anything I’d read before. All in all, this combination raised the Mythos stories above what I’d been used to reading, so they were more exciting, more involving, and made a deeper impression. It opens the door beyond “horror” fiction into “weird” fiction and I never looked back.
2. In what ways does Call of Cthulhu seek to capture the essence of Lovecraft’s cosmic horror that differs from other horror RPGs?
Being the first TTPRG to bring HPL’s creations into games, Call of Cthulhu was entirely different to every other RPG available. Here, the player characters were normal, average people, not superheroes or muscled-up barbarians, and so on. Here, the characters risked everything to save the day, with little more than a notebook and a pen, they delved into forbidden books for secrets, spells were deadly, and they could lose their minds when confronted with alien Mythos terrors. None of this was like bashing monsters to steal their treasures – the monsters in Call of Cthulhu were often more intelligent than the player characters, which added a new dimension, as the opponents were not only reactive to the players but also proactive. This dynamic shift elevated the game play and made the game stand out from the crowd.
Today, these same considerations continue to make Call of Cthulhu stand out and attract new people to play. I think Call of Cthulhu is the second most popular game on online platforms like Roll20, and it’s the most played game in Japan. The game’s easy to learn rules and enthralling game play captures the imagination and keeps people coming back for more.
The game is very flexible, so people can play all manner of horror tropes and mysteries with it – be it slow-burn cosmic revelations, one-night only survival horror, or pulpy two-fisted action – people are able to find and develop the style of game they desire with Call of Cthulhu, making it very accessible and broad in scope, unlike many other horror games that tend to narrow their focus down to a single style of play and a single type of experience.
3. Lovecraft’s protagonists are often passive or doomed. How has Chaosium adapted this narrative fatalism into something playable and engaging for decades?The game is about the players, who are usually the opposite of passive! We’re not retelling a HPL story – together, the players and their Keeper (game master) create a story – built up from the foundation of a pre-prepared scenario, which sets up a mystery or situation that the players engage with, and offers possible solutions to help guide the Keeper, and thereby the players, through to a satisfactory conclusion. The mechanics of the game mirror certain aspects from Cthulhu Mythos stories – humans are vulnerable, weak, and sensitive to the Mythos, which can both kill and corrupt their minds. There’s a downward spiral the player characters can find themselves on, however things are not set in stone and the characters can, sometimes, overcome and win the day with their minds and bodies intact.
But it is a horror game, so character deaths and awful in-game events do happen too – often to the great amusement of the other players! While it’s horror, it is a game and meant to be fun too. Each group of players finds the right level of game for them.
The key to the game is ensuring the players have the potential and possibility to win out, even though the odds are against them. This ensures the players have a chance to succeed, even if it’s minor victory. The players have to feel their actions can made a different, otherwise they become passive observers - and that’s no fun for anyone.
4. The Mythos has been diluted in pop culture to the point of parody in some circles. How does Call of Cthulhu resist that trend and maintain Lovecraft’s original tone?
There’s loads of advice we’ve written into our game books and the Call of Cthulhu rulebooks on exactly this subject– too much to write here! But, in essence – by staying true to the concept of the game and the stories its based upon – keep the horror horrific, ensure the player characters have something worth fighting for, and ensure that the Mythos (be it monsters, cultists, spells, and tomes) remain mostly mysterious and unknowable. From time to time, a situation in the game may be amusing and funny - that’s great, as the players let their guards down a little, which means the next scene, where they face some form of horror, can hit harder. The monsters in the game aren’t plushies!
5. What do you think Lovecraft would have made of Call of Cthulhu and its popularity? Do you think he would’ve approved or even played it?
I have no idea. HPL was a curious and strange person. I think the game would have amused him – seeing his creations sort of come to life, but then he’d probably get annoyed as we “weren’t doing Cthulhu right!” Or something like that.
6. What’s one underrated Lovecraft story you think deserves more attention, especially from Call of Cthulhu players?"The Music of Eric Zann." But, for players, I’d be pointed to "The Dunwich Horror," "The Call of Cthulhu," and At the Mountains of Madness. Perhaps also "The Colour Out of Space." But then you really should go read some other Mythos authors, like Ramsey Campbell, Victor LaValle’s The Ballad of Black Tom, T.E.D. Klein’s The Ceremonies, and so many more!
7. What do you think the continued popularity of Call of Cthulhu says about the enduring appeal of Lovecraft’s vision, even a century later?
That cosmic horror is something that continues to be relevant to us – perhaps even more so than in HPL’s time. Lovecraft imagined humanity as insignificant in the greater cosmos. Everything we’ve seen and experienced over the latter 20th century and into the 21st has reinforced that idea. Once, we believed the Earth was the centre of the universe – now, we actually realize how small our planet is in relation to everything else, and how precious our planet is – it’s the only one we know that sustains life. Thus, the fear of losing it all, whether by cosmic whim or self-destruction, continues to impact upon us. The world has dramatically changed since Lovecraft’s time and our collective fear is so much greater now. Lovecraft foresaw a glimpse of that fear and channeled it into his stories.