Thursday, August 7, 2025

The Dream-Quest of the Old School Renaissance

Earlier this week, in the first entry of the (temporarily?) revived Pulp Fantasy Library series, I wrote about H.P. Lovecraft’s “The Silver Key.” Though that short story isn't at all what one might regard as a horror tale, there's nevertheless a moment that haunts me. The protagonist, Randolph Carter, now middle-aged, has discovered that he can no longer dream. He can no longer reach the realms that once filled his youthful sleep with wonder. The real world, with its routines, explanations, and disappointments, has closed in around him. What’s terrifying here isn’t what lies beyond the stars, but what no longer lies within: imagination itself.

For Lovecraft, this was personal. As I explained in my earlier post, “The Silver Key” is an introspective tale of memory, longing, and the slow death of the inner life. The titular key is not just a magical object, but a symbol of return to dreams, to possibility, to the boundless interiority of childhood. Carter finds it in the attic of his boyhood home, tucked away like some forgotten relic. Using it, he travels not only in space but in time, becoming his ten-year-old self again and vanishing into the Dreamlands. "The Silver Key" is, therefore, a story of reclaiming something lost and, Lovecraft suggests, essential. That’s what makes it resonate with me now in a way it didn’t when I first read it as a younger man. Reading it now, as old age creeps up on me with soft and silent feet, I see that the tale speaks to a hunger that fantasy can sometimes feed – a hunger not simply for escape, but for restoration.

Lovecraft wasn’t the only writer of his era to feel this way. Robert E. Howard, his friend and correspondent, also saw the modern world as a spiritual prison. In a letter to Lovecraft, he lamented “this machine age” and its failure to nourish the soul. He believed that many young people yearned for freedom because the world offered so little of it. That yearning animated nearly all of his fiction. Conan the Cimmerian is, if nothing else, free: untamed, unruled, and untouched by the slow death of civilization.

This yearning for freedom crops up in all kinds of unexpected places. You see it in the eyes of motorcyclists when they talk about the road. You taste it in absurdly spicy food meant not to please the palate but to make one feel something. You glimpse it in the half-forgotten dream of space travel or in the stubborn refusal of children to abandon wonder for pragmatism. You also feel it keenly and powerfully in tabletop roleplaying games.

For many of us, RPGs have been a kind of silver key. They’ve opened doors not just to fictional worlds, but to parts of ourselves we feared we’d lost. They’ve let us imagine lives not defined by careers, schedules, or the slow grind of adult compromise. The best roleplaying games recapture something of childhood’s wild creativity, when anything was possible and the laws of reality were made to be bent or broken – when the world could be made anew with a pencil, some dice, and shared imagination.

This connection between fantasy, freedom, and dreams isn’t just thematic but structural. The earliest roleplaying games were dreamlike in their very design. Their dungeons weren’t architectural blueprints; they were symbolic landscapes, more like the underworlds of myth than the ruins of history. Secret doors, teleporting rooms, talking statues, and pools of acid weren’t practical features. They were emblems of mystery, transformation, and risk. They didn’t simulate the world; they enchanted it.

I don’t think this weirdness was an accident. It was a kind of cartography, mapping inner spaces and personal mythologies. Playing D&D in my youth didn’t just feel like being part of a game. It felt like connecting to a hidden tradition, something esoteric and half-occult. It wasn't a gnosis passed from master to pupil but rather photocopies shared in schoolyards and cluttered hobby shops. It was chaotic, yes, but in that chaos lay the promise: you can go anywhere and do anything.

Even if we didn’t fully understand it at the time, I think that’s what many of us in the early days of the Old School Renaissance were trying to reclaim. We wanted not merely older rules, but older visions. We remembered when RPGs weren’t yet respectable. We remembered when they still felt like artifacts from another world, scrawled by strange hands. We remembered when they allowed us to believe, even if for just a few hours, that we could step outside the cage of the everyday, before the world dictated to us what was real and what was merely fantasy.

I do not believe that fantasy, properly understood, is an escape from reality. No, it is an escape to something deeper. It is a return, a recovery, a dream re-entered with eyes open and soul intact. In that sense, every gaming table is an attic and every set of dice a silver key. Whether we’re mapping dungeons, slaying dragons, or simply pretending to be someone else for a while, we are all, in our own way, Randolph Carter, standing once again before the cave in the woods, ready to step through.

20 comments:

  1. The attendant illustration is from the Ballentine Adult Fantasy series edition of The Dream Quest of Unknown Kadath. Fairly collectable these days, they were mainstays of my early reading habits.

    Good stuff, and good post.

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  2. Thank you, James, for this beautiful post! I think it perfectly sums up how many of us feel towards the hobby. Let me say that, at least in my case, this "dream quest" of escaping to something deeper (namely, to rediscover the wonder and excitement that gaming once gifted me in my youth) has become increasingly difficult as I age. I've been playing non-stop with the same group for almost 35 years, and there's no intention of stopping. And yet, I can see how both I and the guys are struggling to connect with whatever game we're playing, the weight of adulthood, work, and family standing as a wall between the will to travel to another world and the capacity to actually do it. I can see that the players, in the week that passes between one session and the other, have no mindspace to give the game a thought. I can see the longing for getting back something we had and lost. And I wonder if we'll ever be able to reach back to that "gold and marble city of wonder".

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    1. Feel this. As the elders in my playgroup enters their forties, with kids and careers and the like, the struggle gets more pronounced every year.

      Even the young guns still in their 20s, overworked and stressed out in this too-productive age, have to fight to find the energy to genuinely engage, much less spend their free time poring over campaign notes, developing plans, etc. For them, showing up is heroic effort.

      It breaks my heart, because I can recall as a young man how much life I put into my campaigns and how the players, in turn, would match that energy, and great games were born from our mutual investment. Today, I'm just grateful if they show up at all.

      Still, and as always, FIGHT ON!

      Because the freedom to dream—as a reason unto itself, rather than a vehicle for creative monetization—is needed now more than ever.

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  3. Well said. I think you have touched on the Truth here.
    John E. Boyle

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  4. Well said, and I've always loved the Silver Key for that reason. Steppenwolf by Hermann Hesse is likely to be something you strongly vibe with, as well.

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  5. This may be the best post you've ever written. Incredibly insightful!

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  6. Indeed James...elsewhere and elsewhen: "Time, bring back
    The rapturous ignorance of long ago,
    The peace, before the dreadful daylight starts,
    Of unkept promises and broken hearts."

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  7. Another wonderful, insightful post.

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  8. Last week marked 43 years of D&D for me. Today marked the day when someone finally wrote the words that would perfectly articulate why I've spent so long in this hobby.

    Profound and moving, James. Thank you.

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  9. I'm happy to report that you can in fact recover the bulk of your earlier imagination. After decades of making concessions to reality, I was able to retire early and rejoin the gaming community. Was not possible at the height of mid-life, but now that the kids are wrapping up college there is more space and time for such things.

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  10. A wonderful elucidation of what many of us seek.

    See also Hope Mirrlees’ novel, “Lud-in-the-Mist” (1926).

    And: https://sf-encyclopedia.com/entry/sense_of_wonder

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  11. "The grass was greener.
    The light was brighter.
    The tastes were sweeter.
    The nights of wonder
    With friends surrounded.
    The dawn mist glowing
    The water flowing
    The endless river

    Forever and ever"

    High Hopes- Pink Floyd, The Division Bell

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  12. What is yon face in the moonlight appearing;
    Have I at last found the maiden that fled?
    Out on the beam-bridge my footsteps are nearing
    Her whose sweet beckoning hastens my tread.

    Currents surround me, and drowsily swaying,
    Far on the moon-path I seek the sweet face.
    Eagerly hasting, half panting, half praying,
    Forward I reach for the vision of grace.

    Murmuring waters about me are closing,
    Soft the sweet vision advances to me:
    Done are my trials; my heart is reposing
    Safe with my Unda, the Bride of the Sea.

    ---HPL

    (Non-sequitur: it is my belief that HPL's black humor in Unda, or the Bride of the Sea was Alan Moore's inspiration for the actual joke at the end of Batman: the Killing Joke. Both are about madmen foolishly walking a bridge of light to a doomed punchline.)

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  13. "...as old age creeps up on me with soft and silent feet..."

    Must be goddamn nice. My own specter is a lumbering juggernaut that announces its impending arrival with a mounting din of dead friends, failing health, and the slavery of caring for elderly wrecks who wasted their own lives and now leech off of what's left of mine in their boundless entitlement.

    I'll take your stealthy doom over my bellowing tormenter any time. Be thankful for what you've got.

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  14. In a surprise to no one, this post resonates with me in the strongest way. I've had thoughts like this myself, about dreams and in what sense ttrpg are and aren't an escape. You express it so beautifully here. Thank you.

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  15. Thanks, this really spoke to me. These days I find I spend a lot of my time digging out old D&D maps online, some I've played, some I haven't, and just *looking* at them. And I feel the most powerful sense of yearning for somewhere that I feel I've lost, even though I've never truly been there.

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  16. As others have said, this speaks to me, and is one of the most profound blog posts I have ever read (I did read Günthers translation into German. Link: https://kritischerfehlschlag.de/2025/08/08/james-maliszewski-die-traumqueste-der-osr/) Thanks for your thoughts.

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  17. A good read and fodder for thought. As „stebehil“ I first read the german translation by Guennarr. Thanks from a GreenGoblin

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