Saturday, August 23, 2025

Interview: Geoffrey McKinney

The release of Geoffrey McKinney's Carcosa, an imaginary fifth supplement to OD&D, in 2008 caused quite a stir at the time – so much that I devoted four posts to reviewing it on this blog. What set Carcosa apart was its singular vision of old school fantasy roleplaying seen through the lens of an idiosyncratic interpretation of H.P. Lovecraft. Since I was already devoting the entirety of this month to HPL and his legacy, I thought it might be interesting to ask McKinney a few questions about Lovecraft, Carcosa, and roleplaying games. 

1. What first drew you to the works of H. P. Lovecraft, and how did they shape your vision for Carcosa?

In the spring of 1980, I bought the D&D Basic Set (with the rule book edited by Dr. Holmes and with module B2) and the Monster Manual, and I started playing D&D with some friends who had already been playing for a few months. In the second half of August 1980, I had enough money to buy the Players Handbook, but when I got to the toy store, I decided to instead buy the brand-new Deities & Demigods Cyclopedia (DDG). The Cthulhu Mythos section melted my 10-year-old brain. The gloppy Erol Otus illustrations are still my favorite Mythos illustrations of all, and his Shub-Niggurath is one of the best D&D illustrations of any sort.

The dark, mysterious text accompanying Otus’s art deepened my fascination. In fact, the sixth word of the first sentence left me unsure whether the Mythos was a 20th-century creation or whether some unhealthy ancient men actually believed in and worshiped these beings: “The Cthulhu Mythos was first revealed in a group of related stories by the American writer H. P. Lovecraft.”

The six pages of the Cthulhu Mythos immediately seeped into our D&D games, adding a generous helping of Cthulhoid gods and monsters; dark magics to conjure, dominate, and banish them; and human sacrifice.

Carcosa is basically D&D seen through the lens of “DDG’s Cthulhu Mythos, all the time”.

2. In what ways do you see Carcosa as diverging from Lovecraft’s cosmic horror, and in what ways do you think it reinforces it?

Carcosa is definitely the version of the Cthulhu Mythos presented in Deities & Demigods, and as such does not strive to be “true” to Lovecraft’s stories. Carcosa is pulpy, sword & sorcery D&D fun. Sure, the setting is dark and bleak, but you can (for example) blow Cthulhu away with technetium pulse cannons rather than cower and hide.

3. You incorporate many of the Great Old Ones and other Mythos entities. Did you approach these beings differently from how Chaosium might?

All the monsters in Carcosa were taken from the 1974 D&D game, inspired by the Cthulhu Mythos section of Deities & Demigods, or they crawled out of the dark corners of my own imagination. I have never played Chaosium’s Call of Cthulhu, so I am not familiar enough with it to compare it with Carcosa.

4. The setting of Carcosa feels like a fusion of Lovecraft, planetary romance, and pulp science fiction. Do you think Lovecraft’s legacy fits naturally into that blend, or did you have to reshape it?

I like to refer to Carcosa as “weird science-fantasy”. Virtually everything in it grew from the seeds in the Cthulhu Mythos section of Deities & Demigods. Carcosa’s psionics sprang from DDG’s description of the Great Race. Carcosa’s high-tech grew from DDG’s descriptions of the Primordial Ones and of the Great Race. Of course, Lovecraft’s “The Shadow out of Time” and At the Mountains of Madness include these elements. I would not say I reshaped Lovecraft’s legacy but rather fleshed it out.

5. Do you think there is room for wonder in Lovecraft’s cosmos or is everything inevitably tainted by dread? Does Carcosa reflect that?

There is definitely room for wonder in Lovecraft’s cosmos, particularly when looked at through Dunsany’s Pegana and some of his other early tales. My own favorite of my books is the Carcosa module, The Mountains of Dream. I tried to infuse it with that Dunsanian/Lovecraftian sense of wonder and awe.

6. In traditional D&D, magic is a tool. In Carcosa, it is a moral and metaphysical hazard. How much of that came from Lovecraft, and how much from your own take on sorcery?

At risk of sounding like a broken record, it came from the Cthulhu Mythos section of Deities & Demigods. Of DDG’s seventeen pantheons, only the gods of the Cthulhu pantheon are unanimous in demanding human sacrifice (DDG, pp. 136-137). Couple that with DDG’s description on page 48 of the spells contained in the Necronomicon. For example, “It would appear that spells are given for summoning all of the Old Ones and their minions, and some spells for their control and dismissal, although these latter are not always effective. The spells are very long and complicated, and not entirely comprehensible without long study and research.” Carcosa’s sorcery attempts to flesh out these four paragraphs from DDG.

7. How did you approach the balance between evoking Lovecraftian horror and making a setting that is actually playable and engaging at the table?

The gods, monsters, sorcery, and setting itself of Carcosa evoke Lovecraftian horror just by existing. The player characters can arm themselves with advanced technology and/or with sorcery and psionics to lay waste to the blasphemous abominations that are practically everywhere on Carcosa. It is not about being afraid of Cthulhu and his ilk. Instead, the player characters can strive to amass enough might and firepower that Cthulhu and everything else becomes afraid of them.

8. Would you ever consider returning to Carcosa or Lovecraftian themes in a future project or is that ground you feel you have already covered?

Generally speaking, every time a DM puts something such as purple worms, black puddings, mind flayers, Juiblex, Kuo-Toans, gibbering mouthers, slaadi, etc. into his campaign, he is injecting some good old Lovecraftian horror into his game. As for me writing additional Carcosa books, that is out of my hands. If the Muses sing to me again the dark songs of Carcosa, then yes. We must wait and see what implacable Fate decrees for the future.

9. Have your thoughts on Lovecraft’s work or worldview changed over the years?

I have read and re-read Lovecraft since the early 1990s. While I enjoy his works as much as ever, I have come to agree with Lovecraft that his four favorite authors (Lord Dunsany, Algernon Blackwood, Arthur Machen, and M. R. James) are even better. I highly recommend the following:

by Lord Dunsany:

by Arthur Machen:

  • “The Great God Pan”
  • “The Inmost Light”
  • “The Shining Pyramid”
  • The Three Impostors
  • “The Red Hand”
  • The Hill of Dreams
  • “Ornaments in Jade”
  • “The Great Return”

by M. R. James:

  • Ghost Stories of an Antiquary
  • More Ghost Stories of an Antiquary
  • A Thin Ghost and Others
  • A Warning to the Curious and Other Ghost Stories

by Algernon Blackwood:

A great many of his weird stories, preeminent of which are:

  • “The Willows”
  • “The Wendigo”
  • Incredible Adventures

16 comments:

  1. I will always have a lot of time for Geoffrey. He gave me the chance to do some art for some early Carcosa bits and that helped me on the way to whatever small measure of renown I have in the community; I will always appreciate that opportunity.

    Plus it was great fun to draw! The wild and awful (in both the old and modern sense) world of Carcosa was an unfettered mixture of D&D and Call of Cthulhu (and Jack Kirby and Metal Hurlant and 2000ad) and right up my alley.

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  2. I would add Dunsany’s The Charwoman’s Shadow as his best work.

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  3. Totally agreed about the authors you recommend. Haven't read much Dunsany, but Blackwood, Machen, and James are a cut above. Blackwood for awe of nature, Machen for weird dread and sustained tension, and James for horror among common places.

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  4. Very cool. I didn’t make the DDG Cthulhu connection to Carcosa until reading this. Truthfully, I’ve only glossed through the book a few times since I was 10-years old (back in 1980).
    Having read this, I might just dust off the old tome and couple it with Carcosa.

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  5. Wonderful interview! Geoffrey is excellent. For the older amongst us, who might only be able to explore one of the four additional authors mentioned (Dunsany, Blackwood, Machen, James), which would generally be recommended as the absolute best?

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    1. That is hard. I'd say Machen is the most like Lovecraft. He drops insinuations and hints as he creates an atmosphere that is creepy and unsettling. His prose is far better than Lovecraft's, imho. Blackwood is good for the sense of awe in nature. I think MR James is my favorite of the bunch. He startles you when he scares you because he skillfully juxtaposes mundane things with the otherworldly and hideous. The story Canon Alberic's Scrapbook is a good example of James's skill. If you have an antiquarian bent combined with a love for Gothic stories, you'll love James.

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    2. That is a tough call.

      If I had to pick only one, I would reluctantly have to go with M. R. James. Penguin publishes all his ghost stories in two trade paperbacks that I recommend. Here they are:

      Count Magnus and Other Ghost Stories
      ISBN: 978-0143039396

      The Haunted Doll's House and Other Ghost Stories
      ISBN: 978-0143039921

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    3. Thank you both! Since you both mentioned M.R. James, I’ll likely seek out his works.

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    4. I would suggest reading Amazon Kindle (or platform of choice that also has them) free samples for each author to get a better idea of their writing style.

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    5. "If I had to pick only one, I would reluctantly have to go with M. R. James." This is the correct answer. I don't know what it was, maybe that I'm an academic like James and so many of his protagonists, maybe that everything is (almost) always so low-key, or that his work is almost completely void of the traditional cliches of the genre, but James's stories immediately touched something within me. I don't know how many times I've read them, each of them, all of them. I'm envious of someone who has never encountered his ghost stories - to be able to read again for the first time "Tractate Middoth" or "Oh, Whistle and I'll Come to You My Lad" or "The Mezzotint" (Gods, it could be so goofy if it weren't so horrifyingly unnerving - it rides that line); that would truly be a gift. James is the master.

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    6. If you're fine with ebooks, all of these authors have work freely available in the public domain via gutenberg.org.

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  6. Hi James I think wonder and dread are both features of the same phemonon, the sublime. To quote Google ai overview: "the sublime is an experience of confronting vastness or power—whether in nature, art, or thought—that evokes astonishment and a contradictory mix of fear and awe". Cosmic horror taps into the sublime which is why it is both horrifying but also something that sparks feelings of wonder and creativity.

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  7. Maybe we'll be lucky enough to see some Pulp Fantasy Library entries on M. R. James and Algernon Blackwood.

    Thanks for the interview. Like Erick, I found this significant and revelatory: 'Carcosa is basically D&D seen through the lens of “DDG’s Cthulhu Mythos, all the time”.'

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  8. Geoffrey's enjoyment of Lovecrsft and those who delve into similar thought is a fine topic but Carcosa is far more than ooohhh look its Lovecraft.
    Geoffrey created a wierd world of possibility and opened a door to a horrific side of magic.
    His skeleton is a perfect example of a world of lore and flavor without diatribes on histories and locations that can be a burden to DMs and players alike.
    He evoked a setting. He didn't explain a setting.
    As a creative stepping stone it is one of the best examples of world building released.
    An amuse bouche, a whetting of the appetite.
    His economy of words is wonderful and does not simply allow modification but encourages it.
    I wish the discussion spoke more to this.

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  9. I think it is hilarious that the author bypassed the Player's Handbook for DDG as a kid. I think think that speaks volumes about Gygax's approach to players being on a "need-to-know" basis about the rules. Very fitting that such a young person would grow up to develop an entire game rule supplement inspired by the "forbidden" section of DDG.

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  10. For me, when it was published, it blew my mind open to the inherent raw creativity possible when looking through the lens of the original rules. The only thing it was originally missing was a sample adventure, and that was shortly taken care of in the pages of Fight On! And I agree, Geoffrey, that The Mountains of Dream is as Dunsanian a thing as I’ve ever seen. 🤘

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