While I still remain an avowed Luddite, I will be bringing a camera with me this year, so I hope to have more photos to share of the con than I did last year. I will still be largely out of contact while I'm in Madison, so there will be no significant posts from me here or on my Patreon or Substack until after I return. Likewise, comment approval will be suspended. With luck, I'll avoid coming down with the dreaded Con Crud as a result of my travels, but I wasn't so lucky last year.
Wednesday, October 15, 2025
Off to Gamehole Con
Tuesday, October 14, 2025
The Mutable Dreamer?
Here's another public post from my Patreon about the development of Dream-Quest. As always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I'm pondering a fairly big change to the mechanics and presentation of the game as I've imagined it so far, which is why feedback is important.
The Articles of Dragon: "Plane Facts on Gladsheim"
In the case of the other two articles from this issue I've already discussed, that makes some sense. However, in the case of Roger E. Moore's "Plane Facts on Gladsheim," I'm a bit surprised. I was always a huge fan of Moore's articles, many of which are among the best ever to appear in the pages of Dragon. Likewise, I was fascinated by AD&D's planar cosmology from the moment I first saw it in Appendix IV of the Players Handbook. I wanted to know more about all these strange otherworlds that Gary Gygax mentioned there. Consequently, Moore's article on the Astral Plane was like catnip to me. Even now, I'd easily list it as one of my Top 10 Favorite Articles – probably even Top 5.
That's why I'm surprised I didn't remember that issue #90 included Moore's attempt to do for Gladsheim what he had done earlier for the Astral Plane. Rereading it, though, I begin to remember why. But before I get to that, I'd like to talk briefly about the article itself. At over a dozen pages in length, there can be no question that Moore has been thorough in describing the realm of the Norse gods and other "chaotic good neutrals," to use Gygax's gloriously baroque terminology. He presents the overall "geography" of the plane, with its various realms associated with gods, giants, and other beings, as well as how they relate to one another. It's useful stuff but, if you're already well versed in Norse mythology, none of it is new information.
What is new are his notes on how various AD&D spells and magic items operate on Gladsheim. Indeed, the bulk of the article is taken up by these notes, as Moore describes a wide range of changes, tweaks, and restrictions in how these things work here. On the one hand, this is very much to be expected. Starting with Queen of the Demonweb Pits, AD&D largely took a game mechanical approach to describing the planes. The planes were places where the rules of the game worked differently than they did on the Prime Material Plane of your home campaign setting. That is what set them apart (along with some new random encounter charts). Now, there's nothing inherently wrong with that approach and I think, in the case of both Lolth's layer of the Abyss and the Astral Plane, it works reasonably well. In the case of Gladsheim, though, I don't think it does – or at least, it's not enough to do so.
Monday, October 13, 2025
Troubleshooting (Part II)
Pulp Fantasy Library: Yours Truly, Jack the Ripper
The story’s plot is simple but clever. Set in contemporary Chicago, it follows Sir Guy Hollis, a visiting Englishman who approaches a skeptical American psychiatrist, John Carmody, with the extraordinary claim that Jack the Ripper still lives. Hollis explains that the Ripper was no mere man but an occultist who discovered a means of prolonging his life through ritual murder. The killings, he insists, have continued for decades, always masked by local crimes. Carmody humors Hollis, until a twist ending reveals the truth in classic pulp fashion, namely, that the Ripper is indeed alive and much closer than anyone suspected.
Despite its shock ending, Bloch’s tale is more than a clever “gotcha” story. It’s a condensation of the author’s lifelong preoccupations with the psychology of evil and the thin membrane separating reason from madness. Bloch's Ripper is not a shadowy figure from the past but a symbol of the persistence of violence and the darkness within modernity itself. The idea of evil as immortal, adaptable, and perversely rational is one Bloch would return to repeatedly, most famously in his novel Psycho, adapted into the even more famous Alfred Hitchcock film of the same name. Bloch's fascination with hidden monstrosity under a civilized veneer runs through “Yours Truly, Jack the Ripper,” which expertly combines the analytic tone of mid-century crime fiction with the lurid, occult sensibility of Weird Tales.
The story also marks a bridge between two eras of pulp horror. Bloch’s early mentor, H. P. Lovecraft, had encouraged him to look beyond imitation and find his own unique take on horror. “Yours Truly, Jack the Ripper” shows that lesson fully absorbed. While Lovecraft looked outward to cosmic terrors, Bloch looked inward to psychological ones. His Ripper is a mortal man sustained by unholy ritual rather than an inhuman being, yet he represents a similar idea – that horror is not confined to a time or a place but an enduring truth about existence.
Other pulp writers of the same era, such as Seabury Quinn and August Derleth, had already blended supernatural elements with the detective story, but Bloch’s version somehow feels more modern than their efforts. Its clipped dialogue, urban setting, and psychiatric framing anticipate the tone of postwar noir as much as the supernatural mystery. The story’s success, both in Weird Tales and in the numerous anthologies that reprinted it, helped establish Bloch as a master of the short form and demonstrated that pulp horror could engage with contemporary anxieties rather than remain trapped in the past.
Bloch himself would later revisit the central idea of this story in a different medium. For the television series, Star Trek, he wrote the 1967 episode “Wolf in the Fold,” which imagines Jack the Ripper as an incorporeal entity feeding on fear across time and space. The science-fictional reframing underscores how adaptable the premise is and how central it was to Bloch’s conception of evil as rational and enduring. That Star Trek episode, like the 1943 story, reflects his belief that horror is never merely historical. Instead, it’s part of Man, wherever and whenever he lives.
Thursday, October 9, 2025
AMA
Late last year, when I thought my House of Worms Empire of the Petal Throne campaign was only a few weeks from ending — shows what I know! — I mentioned that I planned to let the players ask me questions about the campaign, particularly about what things looked like “on the other side of the screen,” so to speak. I’ve always believed in a certain degree of transparency when it comes to what I do as referee. None of it is “secret knowledge,” so long as revealing it doesn’t spoil or diminish the experience of play.
Now that House of Worms has finally come to an end, I’m happy to answer any questions the players might have.
Wednesday, October 8, 2025
Retrospective: The Whispering Vault
For a long time, my Retrospective posts have focused on games and products from the so-called Golden and Silver Ages of Dungeons & Dragons, which is to say, the first fifteen or so years of the hobby. It was an arbitrary boundary, sure, but it also matched my own introduction to RPGs and, judging by reader comments, it often matched theirs too.
Alas, time moves on and here we are in 2025. Even the mid-1990s are now three decades in the past, which makes it worth looking back at some of the games from that era that have been overlooked. These titles might not feel “old school” in the classic sense and that’s okay. Grognardia has never been solely about old school gaming; it’s also about my memories of my own early days – and that sometimes means revisiting games that came later, but which still left a mark.
One of those games is The Whispering Vault, a small-press horror RPG that feels like a strange, almost forgotten cousin to the more well-known Vampire: The Masquerade. Written by Mike Nystul (of Nystul's magic aura fame) and published in 1994, The Whispering Vault focuses on Stalkers, immortal beings who carry out their cosmic hunt in a weird, unsettling universe. The game's approach to horror is quite distinctive, especially when compared to other horror games before or during its initial release, being at once heroic, moral, and surreal.
Where Vampire (and the rest of White Wolf's "World of Darkness" games) explored personal horror and moral ambiguity, The Whispering Vault offered something equally unusual: a horror game in which the characters are empowered, not paralyzed, by the supernatural. Its Stalkers are once-mortal agents of the Primal Powers who move between the Realm of Flesh and the Realm of Essence to hunt the Unbidden, alien intruders whose presence corrupts reality. Each Stalker inhabits a personal Domain in the Realm of Essence and manifests in the mortal world through a Vessel, a form that conceals his inhuman nature while retaining traces of his former self.
Mechanically, the game is fairly simple, using dice pools, attribute checks, and the judicious use of Disciplines and Servitors allow for a kind of "cinematic," narrative-driven play without bogging down in minutiae. While the system is easy to grasp, the game’s appeal lay more in its structure and tone. The Hunts on which the Stalkers went provided a clear goal, while the Stalkers’ moral and metaphysical responsibilities gave their work weight. Horror came not from helplessness, but from obligation, from the consequences of failing to protect the Realm of Flesh, and from confronting entities whose motives are alien and inscrutable.
The result is a game that feels both very much of its time and ahead of it. Its publisher, Pariah Press, was small and didn't have great reach. Likewise, the game's dense, sometimes opaque terminology kept it from reaching a broad audience. However, those who did find a copy found it strangely intriguing, helped no doubt by its excellent and evocative art. The Whispering Vault was nothing like older horror RPGs, like Call of Cthulhu, nor did it bare more than a superficial resemblance to White Wolf's stable. Instead, it offered a distinct, almost heroic take on horror.
As I mentioned previously, the Stalkers’ role is to mend the damage caused by the Unbidden, restore balance, and act as moral agents in a world most people cannot perceive. The game supports this through mechanics such as the Five Keys, objects that anchor a Stalker’s identity and powers, and through the structure of their Hunts. Hunts are self-contained scenarios, intended for use as pick-up games, which is another way that The Whispering Vault sets itself apart from other horror games. Though campaign play is, of course, possible and supported, it's not the only way to approach the game, nor was it what it was originally designed for.
Tuesday, October 7, 2025
The Mutable Dreamlands (Part I)
Here's another public post from my Patreon about the development of Dream-Quest. As always, I invite comments on the post, since I'm still turning over ideas in my head and appreciate other perspectives. In this particular case, I have a pretty good idea of how I plan to proceed, but it's still good to hear from others.
The Articles of Dragon: "Playing the Political Game"
Sometimes, an article, adventure, or even an entire game can exert a peculiar kind of influence over you, even though, viewed objectively, it’s not especially remarkable. I don’t mean that it’s bad, only that what it offers is, on the surface, mostly common sense. Most readers would nod in agreement, turn the page, and quickly forget about it – but you’re not most readers. For whatever reason, the author’s words reach you at exactly the right time and something clicks. The ideas linger. They grow. They shape how you see the hobby and, in some small but lasting way, how you play.
That’s what happened to me with “Playing the Political Game” by Mike Beeman, published in issue #90 of Dragon (October 1984). Beeman isn’t a name I associate with any other major contributions to the magazine and, by most measures, this article isn’t a landmark. Yet, when I first read it, just shy of my fifteenth birthday, it was nothing short of a revelation. It was the first time anyone had suggested to me that politics could be the central focus of adventures or even entire campaigns.
Beeman argues that politics isn’t an intrusion into fantasy roleplaying but its natural evolution. After all, nearly everything adventurers do already has political consequences, whether toppling tyrants, slaying monsters that guard vital resources, or flooding a town’s economy with treasure. At low levels, these effects remain background noise. But as heroes rise in power by claiming fiefs, leading troops, and attracting followers, they inevitably become political actors. So why not embrace that reality deliberately and make politics a conscious part of the game’s action?
He goes further, contending that political play adds depth, realism, and moral challenge to a campaign. Where the dungeon tests courage and cunning, the court tests judgment and restraint. Ruling a realm or maneuvering among rival nobles requires players to think beyond combat rolls and saving throws, to weigh alliances, read motives, and face the consequences of their decisions. Politics, in Beeman’s hands, becomes not a dry digression but a stage for high-stakes, character-driven adventure.
What made the article truly stand out to me, though, was how practical it was. Beeman treats political scenarios as a kind of “social dungeon,” where familiar design principles still apply but in subtler ways. The setting might be a player’s own domain or a foreign court; the plot a brewing war, a trade dispute, or a palace intrigue; and the monsters a web of scheming nobles, rival factions, and hidden traitors. Clues replace traps, words replace weapons, and mystery, not combat, drives the scenario.
Even more memorably, Beeman classifies political adventures into distinct types – military, economic, commercial, internal security, and revolt – each offering a different framework for turning governance and intrigue into adventure. In doing so, he sketches a vision of AD&D that extends far beyond treasure maps and monster lairs. It's a world that feels alive and reactive, where power comes with responsibility and every decision has weight.
Monday, October 6, 2025
Troubleshooting (Part I)
Belated
Arneson, as everyone reading this surely knows, was one of the two men without whom Dungeons & Dragons (and, by extension, the entire hobby of roleplaying) would never have come to be. Yet, despite that foundational role, his name and his contributions are too often overlooked, overshadowed, or, worse still, treated as footnotes to someone else’s story. It’s as though we remember him only when we’re reminded to, rather than as a matter of course.
As this year shows, I’m as guilty of this as anyone. I should have remembered October 1 instinctively, the way I do July 27, Gary Gygax’s birthday. The fact that I didn’t speaks volumes, not about Arneson himself, but about how unevenly we remember our own history. Arneson’s legacy is not just that he co-created a game; it’s that he opened the door to an entirely new form of play, one that invited imagination, collaboration, and improvisation in ways no game had before.
His Blackmoor campaign remains one of the great, underappreciated achievements in the history of the hobby. It was the first sustained experiment in what we now take for granted: a shared world, evolving through the choices of its players. So much of what defines roleplaying today, like the open-ended campaign, the emphasis on character, the freedom to explore an imagined world rather than simply play through a fixed scenario, traces back to the quiet, curious mind of a young man running games in Minnesota in the early 1970s.
Forgetting Arneson is easy precisely because his influence is everywhere. It has become invisible through ubiquity. Every time we sit down at a table together (real or virtual), describe what our characters do, and ask, “What happens next?," we are living in the world he imagined. We rarely stop to think about that, not because we’re ungrateful, but because the roots of the hobby have sunk so deep we no longer see them.
Perhaps that’s the real issue. Arneson’s case is just the most visible example of how the contributions of countless others – designers, artists, playtesters, editors, and even just fans – have been forgotten. The history of roleplaying is not just the story of a few Great Men, but of a community of experimenters and dreamers, most of whose names never made it onto any game’s credits page. Our hobby, like any living thing, was nurtured by many unseen hands.
So, while this post began as an apology for my forgetting Dave Arneson’s birthday, perhaps it should instead serve as a reminder simply to remember. To remember Arneson, certainly, but also to remember all those who came after him – and before him – who helped shape the peculiar, beautiful pastime that continues to inspire all of us more than fifty years on.
Pulp Fantasy Library: The Graveyard Rats
The so-called Golden Age of the pulps is today remembered primarily for the works of H.P. Lovecraft, Robert E. Howard, and Clark Ashton Smith. That’s understandable. Together, the three formed a kind of triumvirate within Weird Tales and beyond, shaping much of what readers still think of when they imagine “pulp fantasy” or “weird fiction.” Their influence looms large not only over their own era but over nearly a century of horror and fantasy writing since.
Still, this focus has a downside. Many other pulp authors, while less visionary or distinctive, nonetheless produced work that remains both entertaining and effective. Their stories remind us that the pulps were not just breeding grounds for a few singular talents but entire ecosystems of imagination that, while crowded and uneven, was undeniably fertile. Among these lesser-remembered figures stands Henry Kuttner, a writer whose early solo work deserves far more attention than it now generally receives.
Today, Kuttner is probably remembered – if he’s remembered at all – in connection with his more famous wife and collaborator, C.L. Moore. Together, the two wrote numerous tales of science fiction and fantasy under various pseudonyms. Yet, before that partnership, Kuttner had already made a name for himself in Weird Tales, contributing stories in a grimmer, more immediate vein than the cosmic mythologizing of Lovecraft. His early horror fiction was leaner, less ornate, and more preoccupied with human frailty than with the vast indifference of the universe.
A prime example is “The Graveyard Rats,” which appeared in the March 1936 issue of Weird Tales. Barely a few pages long, the story has nevertheless become one of Kuttner’s most reprinted works, appearing in anthologies for nearly ninety years. Its endurance is no accident. “The Graveyard Rats” distills horror to its most basic elements of darkness, confinement, corruption, and fear without pretense or embellishment.
The story takes place in Salem, Massachusetts, where Old Masson, the caretaker of a cemetery, has discovered that fresh corpses are being disturbed by unnaturally large rats. These creatures, clever and relentless, drag the dead into their tunnels beneath the graveyard. Masson is less horrified than enraged, not out of respect for the dead but because the rats are stealing valuables he considers his by right. He’s long supplemented his meager income by rifling through the pockets of the newly buried and he resents the competition. Determined to reclaim his spoils, he descends into the tunnels after the vermin – and into a nightmare.
What follows is a relentless sequence of claustrophobic terror. Kuttner’s prose is stripped down but effective, evoking the choking darkness and shifting earth with dreadful precision. As Masson crawls deeper underground, his greed and fear fuse into panic until, finally, he becomes trapped in a tomb, unable to move forward or back, as the rats swarm closer. The ending is swift and merciless, a perfect punchline of pulp horror. I first encountered the tale in an old anthology called The Graveyard Reader, which I remember for its bizarre cover art and, even more, for the shock this short story delivered.
“The Graveyard Rats” is almost a model of what Weird Tales specialized in: concise, lurid, and designed to deliver a visceral jolt. It lacks Lovecraft’s cosmic scope and Smith’s luxuriant prose, but that simplicity is its strength. The story’s imagery touches on primal fears of the dark, the grave, the sensation of the earth closing in around you. It’s a morality play as well, reminding readers that greed and desecration invite their own form of damnation. Its lesson is as blunt as its prose, suggesting that there are worse fates than poverty and some appetites lead only to hell, if only metaphorically.
Sunday, October 5, 2025
Coda (Part III)
Startled by the vastness of the choices before them, Kirktá, Keléno, and their companions found themselves overwhelmed by questions. Sinustragán answered as best he could, his tone patient but edged with the fatigue of one who must translate Eternity into the language of mortals. Many of their inquiries simply had no answer that would make sense to minds bounded by the narrow corridors of Time. At last, with a faint smile that might have been amusement or pity, he said, “Before you lie many possibilities, though not all equally probable. Since I wish to return you to a place and a moment suited to your natures, it would help me greatly if you first chose who you wish to see seated upon the Petal Throne in that branch of the Tree of Time.”
The company fell into uneasy debate. Each of the imperial heirs had their champions and each had flaws that weighed against them. Yet, as the talk wound on, a quiet consensus began to form. Rereshqála, they agreed, was the wisest choice. He lacked the burning ambition of his brothers and sister, but in that very restraint lay his strength. Calm, judicious, and burdened with no illusions of grandeur, he seemed best suited to guide the Empire through the long twilight ahead.
He could not halt the decline of Tsolyánu – no one could, now that the One Other was free – but he might ensure that its fall was not ruin, only transformation. Under his rule, the Empire’s fragments might endure and, in some distant age, rise again to greatness.
Sinustragán inclined his head in acknowledgment of their choice. “Very well,” he said. “Now that you have decided which cluster of branches within the Tree of Time you wish to return to, we must narrow it further. What of yourselves? What do you wish for your own skeins of destiny? There are almost as many fates for each of you as there are for the scions of the Petal Throne. Which threads will you choose?”
The question hung in the air like incense smoke, curling and reforming as each of them turned it over in their minds. Once again, the hall filled with talk, earnest, uncertain, sometimes wistful, as the members of the House of Worms and their companions debated what they truly wanted. Sinustragán waited in silence, patient as the slow pulse of eternity, until at last they came to him one by one.
Grujúng spoke first. His voice was steady, almost relieved. He asked to be returned to Sokátis, where the Ranánga River wound through familiar reeds and mist. There, he wished only to fish once more, to sit among the children and grandchildren of his clan-brothers and sisters. “No more adventures,” he said. “Only peace.”
Nebússa and his wife, Srüna, wished to remain at the College and learn its secrets. Sinustragán’s eyes softened, though he shook his head. “Not yet,” he told them gently. “If this truly is your desire, you must continue your studies. Grow in wisdom and mastery. When the time is right, the College will find you again.”
Chiyé laughed and declared his intent to take the longer road to the same goal. He would become undead, he said, and persist until the End of Time itself. Sinustragán’s laughter joined his in a quiet, knowing sound. “Then I wish you patience,” he said, “for that is a very long road indeed.”
Kirktá and Nye’étha chose to travel with Nebússa and Srüna, to study beside them and strive toward that same distant calling. “Perhaps,” Kirktá said, “we may all be found worthy one day.”
Qurén wished to return to Jakálla, the City Half as Old as the World. His eyes gleamed at the thought of long-delayed work resumed, exploring the ancient Mihálli ruins as he had once been hired to do. With Rereshqála now upon the Petal Throne, perhaps the expedition would be even grander than before.
Finally, Keléno spoke. He wished to return to Sokátis with his wife, Mírsha, to restore the old gazebo in the gardens of the clanhouse. There, at sunset, he would recline with a cup of wine and a book, welcoming any friend who wished to sit beside him and talk. It was a simple dream, but in the hush that followed his words, it seemed to all of them a noble one.
Saturday, October 4, 2025
Coda (Part II)
Keléno’s eyes lit with recognition. “So, you are Toneshkéthu’s master, then?”
A flicker of approval crossed the teacher’s face, quickly gone. He gave a short nod. “Yes and it is because of her that I have brought you here. She is very fond of you and wished no harm to come to you, so far as that can be prevented – but you cannot remain. You are neither students enrolled nor scholars invited to teach. The College has its laws and they must be kept. You must return. The only question is to where?"
Once again, Keléno and his companions found themselves unprepared. Having somehow survived their confrontation with Dhich’uné, all they longed for was safety. The College at the End of Time certainly offered that, but it was equally clear they did not belong here and, more importantly, that they would not be permitted to remain. The question was not if they must leave, but where they should ask to be sent.
Their debate circled between Sokátis, the familiar refuge of home, and Jakálla, which Qurén favored. As they argued, Sinustragán cleared his throat, the sound sharp in the stillness.
“Forgive me,” he said, “but I fear I have misled you. That is my fault. I speak as one who dwells in the College. Here, where and when are bound together in a way they are not for you. When I asked to what place you wished to return, I also meant: to what time?”
The revelation broke over them like a sudden storm, sparking another round of frantic discussion. Again the teacher raised his hand to still them.
“Remember this,” he cautioned. “We, here at the College, may walk the full span of the Tree of Time, across its trunk and down every branch. You cannot. For you, the span is limited only to the moment before you entered the passage that brought you here. I can return you to that point, but, from there, you may choose among the leaves and branches that grow from your cluster of time. And there are many.”
Friday, October 3, 2025
Coda (Part I)
REPOST: Pulp Fantasy Library: Something Wicked This Way Comes
That, and the incomparable writing of Ray Bradbury, are probably the reasons why I have such a fondness for the 1962 novel, Something Wicked This Way Comes. It probably helps, too, that the novel begins in a way that has always rung particularly true to me:
First of all, it was October, a rare month for boys. Not that all months aren't rare. But there be bad and good, as the pirates say. Take September, a bad month: school begins. Consider August, a good month: school hasn't begun yet. July, well, July's really fine: there's no chance in the world for school. June, no doubting it, June's best of all, for the school doors spring wide and September's a billion years away.As anyone who knows me well can tell you, I adore the month of October. Not only is it the month of my birth, but it's when Fall (my favorite season) is at its most attractive to me. There's still enough life left in the world that it doesn't feel as depressing as November and it manifests a kind of glory that is utterly absent in warmer and more conventional vibrant months. And, of course, there's Halloween, a holiday replete with both religious and secular meaning, which I enjoy probably more than almost any other, save Easter. So, I was probably predisposed to like Something Wicked This Way Comes before I'd even read it.
But you take October, now. School's been on a month and you're riding easier in the reins, jogging along. You got time to think of the garbage you'll dump on old man Prickett's porch, or the hairy-ape costume you'll wear to the YMCA the last night of the month. And if it's around October twentieth and everything smoky-smelling and the sky orange and ash grey at twilight, it seems Hallowe'en will never come in a fall of broomsticks and a soft flap of bedsheets around corners.
But one strange wild dark long year, Hallowe'en came early.
The novel tells the story of two friends, Will Halloway and Jim Nightshade. The boys are both thirteen years old and, as the story begins, they're returning home as a big storm is about to hit their home of Green Town. There's lightning and thunder and some say they can smell cotton candy in the air as well. The pair stop off at the library, where Will's father works, allowing Bradbury the opportunity to wax rhapsodic about libraries, books -- and growing old:
Out in the world, not much happened. But here in the special night, a land bricked with paper and leather, anything might happen, always did. Listen! and you heard ten thousand people screaming so high only dogs feathered their ears. A million folk ran toting cannons, sharpening guillotines; Chinese, four abreast, marched on forever. Invisible, silent, yes, but Jim and Will had the gift of ears and noses as well as the gift of tongues. This was a factory of spices from far countries. Here alien deserts slumbered. Up front was the desk where the nice old lady, Miss Watriss, purple-stamped your books, but down off away were Tibet and Antarctica, the Congo. There went Miss Wills, the other librarian, through Outer Mongolia, calmly toting fragments of Peiping and Yokohama and the Celebes. Way down the third book corridor, an oldish man whispered his broom along in the dark, mounding the fallen. . . .As I get older myself, I find this section of the book even more affecting than it was in the past, doubly so as the story unfolds and we learn that Will's father envies his son his youth and looks back longingly on "The boy [he] once was ... who runs like the leaves down sidewalks on autumn nights."
Will stared.
It was always a surprise - that old man, his work, his name. That's Charles William Halloway, thought Will, not grand-father, not far-wandering, ancient uncle, as some might think, but. . .my father.
So, looking back down the corridor, was Dad shocked to see he owned a son who visited this separate 20,000-fathoms-deep world? Dad always seemed stunned when Will rose up before him, as if they had met a lifetime ago and one had grown old while the other stayed young, and this fact stood between. . . .
Into this situation arrives a traveling carnival called Cooger & Dark's Pandemonium Shadow Show and its arrival throws Green Town into tumult. Not only do the carnival's tents go up mysteriously but townsfolk begin behaving strangely, some of them even disappearing after a visit to the carnival. Its proprietors, especially the tattooed Mr Dark (evocatively called "the Illustrated Man"), have a decidedly sinister air about them, made all the more clear when they take a particular interest in Will and Jim. Needless to say, these oddities embolden the two boys to investigate the truth behind Cooger & Dark's and soon discover that there is more at work than they ever imagined.
Something Wicked This Way Comes is a delightfully terrifying fantasy. Its characters are well drawn, its imagery memorable, and, most of all, it has something to say. I consider it one of Bradbury's best novels, which is saying something, as I'm not sure that Bradbury ever wrote anything that wasn't excellent. Like Lovecraft, he is quite adept at using words to conjure up not only sights and sounds but also emotions. Unlike Lovecraft, Bradbury typically does this with fairly ordinary words and colloquial language. It's a remarkable gift and is used to great effect in Something Wicked This Way Comes. If you've never read it (or Bradbury), it's well worth the time and effort. Even if, for some reason, you don't find the story to your taste, you might enjoy it for its artistry alone, which is considerable.
Thursday, October 2, 2025
House of Worms (March 6, 2015 – October 2, 2025)
Two Weeks
Wednesday, October 1, 2025
October Thoughts
Retrospective: The Grey Knight

Tuesday, September 30, 2025
Varieties of Dreamborn
For those of you interested in my Dream-Quest project but who aren't patrons, here's another public post that you might want to read. As with all my public posts at Patreon, I'm soliciting comments and suggestions to guide me as I develop this game into something that might, one day, be more than just a collection of notes and ideas.
REPOST: The Articles of Dragon: "Hold That Person!"
I ask because I distinctly recall that my feeling upon reading the article nearly 30 years ago was one of bemusement. I mean, I was, back then, very much enthralled by nearly everything Gary wrote. He was, after all, the creator of AD&D and his word on the subject was Law. But a list -- a definitive list, no less -- of what creatures qualified as "persons" for the purposes of certain spells? Why was this necessary? Did anyone really wonder whether a swanmay could be charmed or an ogrillon held? Was this even an issue at all? Maybe it was needed in tournaments, I don't know, but it was never an issue that came up in my gaming groups.
Just as interesting as the list Gygax provides are his closing comments in this article. He says the following:
If you, as a player, are grateful to have this expanded list, your gratitude is certainly appreciated but keep in mind that it is a mixed blessing. Players must attempt to remember the list of creatures affected by charm person and hold person, for when it comes time to cast a spell, the DM must never allow them to consult their reference works except for the Players Handbook. On the other hand, the DM can use any reference source at his disposal (including articles like this one) to check for desired information.Now, there's nothing beyond the pale in what Gygax says here. In my experience, it was pretty much standard operating procedure amongst the groups with which I had contact. However, this is the first time I can recall its ever being stated outright as the Gospel of Gary. Again, I don't disagree with it, as it's identical to my own practice, but it is nonetheless interesting to see it stated so plainly.
Monday, September 29, 2025
Oddments
I wanted to point out two small things in relation to recent posts:
- There is now a Recent Comments gadget in the righthand column of this blog, displaying the last five comments made to any posts here, even ones from several months or years ago. A suggestion was made that, by including it, I might increase interest in the comments section. Since it wasn't a difficult addition to the blog, I readily complied. So far, it seems to be working, so that's great.
- One of the players in my House of Worms campaign, cartographer extraordinaire, Dyson Logos, has posted his own account of recent events. If you're looking for a different, less florid perspective on the campaign's penultimate session, give a read (and tell Dyson he's misspelled Dhich'uné while you're at it).
Pulp Fantasy Library: The Cats of Ulthar
The plot of "The Cats of Ulthar" is simple and deliberately has the structure and cadence of a folk tale. In the town of Ulthar, cats begin to vanish under mysterious circumstances, victims of a reclusive old couple notorious for their cruelty toward animals. Into this setting comes a caravan of strange wanderers, among them an orphan boy devoted to his beloved kitten. When the kitten disappears, the boy calls upon the gods in words no one can understand. That night, the cats of Ulthar gather together and descend upon the couple’s home. By morning, the cottage is silent and empty save for a few disturbing remains. From that day forward, the town passes a law forbidding the killing of cats.
Like much of Lovecraft’s early fiction, "The Cats of Ulthar" is written in a consciously archaic style, marked by inverted syntax and pseudo-antique diction. At this stage of his career, Lovecraft was still in the process of developing his literary voice and Dunsany’s influence is strongly felt. The story’s moralistic, almost didactic structure, culminating in the decree against harming cats, further aligns it with the traditions of myth and fairy tale. At the same time, it is suffused with the dreamlike atmosphere that Lovecraft favored during this period. This is one reason why it is typically grouped among the so-called “Dream Cycle” stories, even though, like "The Doom That Came to Sarnath," there is some suggestion that Ulthar exists (or once existed) in the “real world” rather than exclusively within the fantastical Dreamlands.
Thematically, the story is significant for several reasons. First and most obviously, it reflects Lovecraft’s lifelong affection for cats, a sentiment he expressed frequently in his letters and which surfaces elsewhere in his fiction, most notably in The Dream-Quest of Unknown Kadath, where cats play a crucial and even heroic role. More interesting, perhaps, is the way the story conceives of justice. Here, retribution is not the work of human laws or courts but of a higher, more mysterious order. The orphan boy’s prayer, the caravan’s enigmatic presence, and the cats’ nocturnal vengeance all suggest a universe in which moral balance is maintained, if not always through means we would recognize or understand. This vision stands in marked contrast to the cosmic indifference of Lovecraft’s later, more famous works. It hints at an earlier, more mythic conception of the universe, one that is mysterious and at times unsettling, but not entirely devoid of meaning or order.
Whether or not one accepts the idea of a unified Dream Cycle, "The Cats of Ulthar" is clearly part of a cluster of Dunsanian tales within Lovecraft’s canon. Ulthar itself recurs in later works, including "The Other Gods" and the aforementioned Dream-Quest, helping to establish the geography and texture of the Dreamlands. It also exemplifies the fairy tale-like qualities of these stories, where magic is subtle but ever-present, and where human (or feline) societies live according to strange but deeply meaningful laws. For readers familiar only with Lovecraft’s tales of cosmic horror, "The Cats of Ulthar" reveals a very different side of him, one that looks backward to myth and legend rather than forward to existential terror.
Sunday, September 28, 2025
Campaign Updates: Penultimate (Part III)
"Apostate! You were mine. Now, you are nothing. Change is the law and you would break it with your false eternity. For this, I cast you out."
"Do not mistake my hand for friendship. You are tools, no more. The cycle of Change endures. Pray you never draw my gaze again."