H.P. Lovecraft has long been one of my favorite authors and his stories have exercised a remarkable influence over my imagination. Until recently, though, it was his tales of cosmic horror that commanded most of my attention as, I suspect, they have for most fans of his work over the decades. Cosmic horror is a literary mode that emphasizes human insignificance and powerlessness, often culminating in despair, if not outright madness. I first encountered it at just the right time – the dawn of my teenage years – so it stuck with me almost as a default lens for thinking about not only horror in general but Lovecraft in particular.
However, as I suggested last month, Lovecraft’s work was not monolithic and neither is my interest in his writings. When I re-read his tales with fresh eyes, I found myself drawn less to his works of cosmic dread and more to those set in the Dreamlands. These stories, however one defines the cycle, strike very different notes than, say, “The Call of Cthulhu” or “The Dunwich Horror.” They are suffused with longing and melancholy, yes, but also with a deep sense of wonder. They are stories in which the imagination does not lead inevitably to terror but instead creates places worth visiting, people worth meeting, and experiences worth treasuring.
I didn’t expect Lovecraft’s Dreamlands stories to awaken such feelings in me, but they did. I still value the bleak and the horrifying, of course, but I’ve come to realize that, with the realm of roleplaying games, I also crave experiences that leave space for something lighter, something more hopeful. By “hopeful,” I don’t mean saccharine or consequence-free. The Dreamlands are no less perilous than the Waking World and many who travel there come to sad ends. Yet, they also offer fellowship, beauty, and the possibility of triumph. Further, they have provided me with a vision of a roleplaying game in which imagination is not merely a weapon turned against us, but a lamp to guide us through the darkness.
These are the qualities that inspired me to begin work on Dream-Quest. My intention with this particular project is not another generic fantasy roleplaying game, but one where exploration, discovery, and wonder take center stage. I want a game where danger is real, but so too is the joy of a shared meal, the peace of a moonlit harbor, and the beauty of a long-lost temple rediscovered beneath the stars. Dream-Quest is meant to capture the balance between peril and possibility, melancholy and hope, that I find so compelling in Lovecraft’s Dreamlands yarns.
I share your fascination with HPL's dreamland tales, though some of his other tales (like "At the Mountains of Madness" & "The Shadow Out of Time") also stimulate my sense of wonder.
ReplyDeleteTangentially, Brian Lumley considered that Sarnath was in the waking world, so there's one counter-example to universal acceptance. Are "Sarnath" or "Mnar" mentioned in any other Dreamlands tale?
That's a very good point. So far as I know, the only references to either place, outside of their first appearance, are in stories like At the Mountains of Madness, which would imply they existed in Earth's prehistory rather than being parts of the Dreamlands. Despite that, it's quite common among fans to feel the opposite, probably due to the literary style of "The Doom That Came to Sarnath."
DeleteI am not entirely sure that the Dreamlands and the prehistoric Earth are two different places in Lovecraft's cosmology.
DeleteIndeed! It's a complicated question.
DeleteWhat a daring driving ethos behind a game design, and well-told.
ReplyDeleteI remember the very first time we played D&D: some of kind of knew the rules, none of us had ever played. I DM'd The Lost City - despite its masked cultist factions - the thrilling vibe we all took away was one of the Dreamlands - where youth meets its later self, and adventure paves the way to social imagination, both in-game and externally.
I can make no promises I'll succeed in this goal, but it's what I'm aiming for nonetheless.
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