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D&DI was delighted recently to be interviewed by Gabriel West of The Table You Fear The Most, a recently founded  Dreamwidth journal/blog discussing the interface between fantasy roleplaying games and the spiritual and psychological realms of human experience. We had a good lively conversation, which brought back a lot of good memories for me. (Yes, those volumes on the left were the original version of Dungeons & Dragons, and yes, I played that version.) 

Interested? Check out the interview and the other fascinating content of the the journal here

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WOH cover,,,is finally in print and available for sale.  To borrow the one phrase that applies, what a long strange trip it's been, 

Back in the autumn of 2018, several readers of my tentacle novels asked if I'd considered doing a roleplaying game set in the world of The Weird of Hali. Conversations, followed, and it turned out someone was listening: the publisher of Aeon Games, who contacted me and offered a contract. So away we went. I got quite a bit of help from my readers, from brainstorming ideas to playtesting the results, and finally, in late 2019, the manuscript went to the publisher. 

Then the world went crazy. We had a pandemic, and governments around the world reacted to it in weirdly atypical and mostly counterproductive ways, and supply chains buckled and broke, and -- well, you can fill in the blanks as well as I can. Of course that's more or less what's supposed to happen when eldritch sorceries awaken the Great Old Ones and Great Cthulhu rises from drowned R'lyeh, but I didn't think a roleplaying game would do that...

The last step was a Kickstarter, which was launched a little more than a month ago. From the beginning I fielded emails from readers who would have been eager to chip in, but they were broke because their spouse had been vaccinated and hadn't been healthy enough to work since then, or they were about to lose their jobs because of vaccine mandates, or they'd walked away from a lousy job because it sucked and were getting by on less money, or -- well, here again, you can fill in the blanks as well as I can. So the Kickstarter fell short of its goal. 

I'm glad to say that the people at Aeon Games looked at that, and bellowed, "Damn the tentacles, full speed ahead!" So the PDF version of the game is available right now and the print version is being printed as we speak, for mailing in a couple of weeks. You can order a copy here. The publisher's offering a 20% discount; use the discount code WOH20

If the world has gone crazy, you might as well embrace the weirdness. Enjoy! 

***Update:*** I've just heard from the publisher. They had a glitch in the system that got in the way of immediate download of the PDF version, and that's been fixed. They've also added a PDF-only option at a reduced price, which you can find here
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tentacles everywhereTentacle fans rejoice!  I am delighted to announce that the Kickstarter for Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is now live; you can find it here.  

Here's the official blurb: 

**********
Weird of Hali RPG — based on the novels by John Michael Greer — is an alternative to everything you think you know about the world of H. P. Lovecraft.
 
In this reality, the Great Old Ones are not the evil monsters of Lovecraft's original stories. This is propaganda:  lies cultivated by an evil secret society named the Radiance. In this RPG you will play a human or Mythos creature, part of the small percentage who still fight for the Great Old Ones, and the nature they represent. But the task is not an easy one: the Radiance is out to get you at every turn. Following a series of obscure clues you must navigate a world full of mysterious power and danger. 
 
Weird of Hali uses a lightly modified version of the Mythras rule system, an easy-to-use d100 RPG system. Except for paper, pencil and dice, the book contains everything you will need to play. Weird of Hali can be easily combined with Mythras and other Mythras based games. The game is also beautifully illustrated with mind-bending images by artist Sarah Maxwell.

***********
Those of my readers who've enjoyed my epic fantasy with tentacles, The Weird of Hali, and its associated novels know what to expect: the old gods of Nature and their human and not-so-human followers fighting for the survival of the Earth against a powerful and relentless enemy that wants to turn all those clichés about "Man's conquest of Nature" into a bloodsoaked reality.

CthulhuThe book is ready to publish -- the only thing that isn't quite finished yet is the cover art, which is why I've used one of the interior drawings above. (No, the image on the right isn't the cover art either, though it gets the spirit of the thing right!)  Once this project is fully funded, PDF copies will go out instantly to everyone who's backed it and print copies will be going out as soon as the postal service can get it to you. For those who are feeling really enthusiastic, there's a deluxe leatherbound edition for contributors of £50 or more. 

One more thing. This project began here on my Dreamwidth journal in late 2018 when fans of The Weird of Hali asked whether a roleplaying game set in the same world might be an option, and a great deal of its evolution took place here as readers offered their advice, encouragement, and help to make this thing happen. I'm deeply grateful to everyone who took part in that process, and once we get this funded, I'll have much more to be grateful for -- so thank you in advance. This represents the fruition of a longstanding dream of mine and I'm delighted to see it rising from the sea at last. 

Update #1: we passed the 10% funding level in the first 24 hours, so things are definitely on track. A warm thanks to everyone who's chipped in so far!

Update #2: well past a third of the way there, in less than a third of the time window for the Kickstarter. It's looking very promising at the moment. Thank you, everyone!
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waitingI'm sorry to say that the announcement I hoped to make today -- the long-delayed Kickstarter launch for the Weird of Hali roleplaying game -- has been delayed yet again. 

Sigh. 

I'll keep the list posted. Hopefully this happens before I die of old age. 
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CompanionI'm pleased to report that my forthcoming title The Weird of Hali Companion is now available for preorder as an ebook. Once it's out, there'll be a single link to buy it, but for the moment you'll need to preorder it from your preferred online ebook vendor: 


(If you prefer to use Amazon but don't live in the US, check your own country's Amazon website -- it should be available there.) 

RPGIf you somehow missed the earlier post here, The Weird of Hali Companion is an encyclopedic guide to all the people, places, and (squamous, rugose) things in my epic fantasy with tentacles, The Weird of Hali, and the four additional novels set in the same eldritch cosmos. 

I'm also delighted to report that sometime fairly soon I'll have another announcement to make, along similar lines, to the accompaniment of strange gibbering noises -- the image on the right may be considered a useful hint. Yes, the small print in red says Roleplaying the Other Side of the Cthulhu Mythos...



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he risesIt's been a while now since I finished work on Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos, after gathering reports from playtesters literally around the world.  Several people have asked whether it's still in the works. The answer is yes. The publisher, Aeon Games, has had to deal with some unexpected delays, mostly relating to the current virus outbreak. That said, I've already completed the page proofs for the text, the illustrations are in process, and the publisher and I are starting to work out the details of marketing. I don't have a firm release date yet, but one should be set fairly soon. 

In the meantime, I'd like to ask for a little help from those of my readers -- i.e., most of them -- who are more internet-savvy than I am. 

One of the possibilities we've been discussing is using a Kickstarter campaign -- not least because both of us watched the similar campaign for Vintage Worlds 2 and 3 succeed. Neither of us, however, has ever run a Kickstarter ourselves. So, O initiates of the squamous, rugose mysteries of the internet -- what have you seen in other Kickstarter campaigns that you liked? What lured you in helpless fascination toward the abyss?  And what have you seen that made you flee in palsied horror, never to return? Inquiring cultists want to know...
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Nyogtha VariationsI'm delighted to announce that Founders House is now accepting advance orders for The Nyogtha Variations, the sequel to The Shoggoth Concerto. Here's the back cover blurb: 

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A Whisper from Carcosa...
 
Five years have passed since Brecken Kendall met the shoggoth she nicknamed Sho and began to discover the unnerving realities hidden behind the stories of iconic weird-fiction writer H.P. Lovecraft. Now Brecken and Sho live in Arkham, Massachusetts, where Brecken juggles the demands of her day job with the early stages of her career as a Baroque composer and musician, and helps Sho stay hidden from the human world and raise six unruly shoggoth broodlings. The mysterious powers and uncanny beings she encountered five years back have faded into the background of her life—and so has the Radiance, the powerful and secret organization that seeks to exterminate shoggoths and all other eldritch beings in its quest for human supremacy over the entire cosmos.
 
But strange forces are moving through the narrow streets of witch-haunted Arkham as Brecken is drawn into a tangled web of plot and counterplot in which the stakes are hidden and friend is indistinguishable from foe. At the heart of the conflict is her latest musical project, a Baroque chamber opera based on the brilliant and haunting play The King in Yellow. As the opera moves toward its first performance in Arkham, the Radiance is in motion; so are its enemies, the secretive warriors who serve the Yellow Sign; so is the living darkness the old books call Nyogtha, The Thing That Should Not Be—and so is the Great Old One Hastur, the King in Yellow himself...

***************
Interested? Copies of the print edition can be preordered here -- the e-book edition will be up for preorder at the same website within a few days. 

In other news of interest to weird tales fans, the Design Mechanism -- the roleplaying games company that devised Mythras, the rule system at the heart of my forthcoming RPG Weird of Hali -- is about to launch a kickstarter for a new game titled Casting the Runes: Occult Investigation in the World of M.R. James. It's based on the GUMSHOE rule system, a quick lively RPG system designed for games of investigation, and the preview version (which you can get here -- it's the one on the far left) looks really promising. Interested? The Kickstarter page is here, and will be live tomorrow; check it out.  
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the horror is inI'm delighted to report that the rulebook for Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is speeding through the publication process. I've received the first page proofs, with all edits; the very few corrections will be going back to the publisher later this evening. All that has to happen now is layout, final corrections, and publication. Thanks to everyone who contributed advice and playtesting experience, it's been a smooth process and I think the resulting game will be a lot of fun to play. 

I'll post again once I've got a tentative release date. I know a couple of people are already working on supplements and/or adventure modules for WoH the RPG -- for that matter, the rulebook contains a mini-module, "The Tablet from Sarkomand." If anybody else is interested in doing something of the kind, let's talk. 

Also, those of my readers who are writing (or considering writing) stories in the Haliverse, as discussed in a post a couple of days ago, might want to consider using the rulebook as a resource, since it covers a lot of information not given in the novels. In the meantime, if you have questions about any Secrets Man Was Not Meant To Know related to the stories or the game, you know who to ask. ;-)
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gamersIt's fairly rare for me to come up short of words, but that's what's happened. Let me explain what I'm looking for, and then suggestions will be welcome! 

One of the things that I need for Weird of Hali: The Roleplaying Game is a way to represent the process that characters in the books go through as they realize that the world is much bigger and weirder than they had been taught -- that the Great Old Ones aren't just critters out of old superstitious mythologies that writers like HP Lovecraft borrowed for their fiction, that shoggoths and night-gaunts really do lurk out there in hidden places and that sorcery really does work.

Those of my readers who know the game Call of Cthulhu will recall the way that uses Sanity Points -- every interaction with eldritch beings, forbidden tomes, or what have you whittles away at your character's SAN score until eventually the character goes crazy and has to be hauled off to an asylum. What Weird of Hali requires is the opposite of that -- a system whereby characters gradually go sane, and realize that the conventional wisdom is a bizarre fantasy and the world doesn't care what humans think it ought to be like. 

An earlier draft of the rulebook, now being playtested to destruction, handled this via the somewhat cumbersome rules for sanity and sanity loss that came with the house system of the publisher I'm working with. One of the pieces of feedback I've already gotten is that the adaptation of those rules didn't really work, and so it was easy enough to come up with a simpler, more robust system by which characters start with a score measuring their commitment to the conventional wisdom of modern industrial culture. That score then gets whittled down by eerie encounter after eerie encounter; each one of these poses a psychological challenge to the character, but the more of these (s)he faces and deals with, the easier it gets. (Meanwhile the character's capacity to sense voor, the life force, and to practice magic ratchets up accordingly.) It's crisp, it's effective, it gets the results I want, and all that's missing is one thing...

A good label for the points in question. 

I thought of "Illusion Points," I thought of "Conventional Wisdom Points," my wife thought of "Ignorance Points," but none of those quite work to my ear. I can use something clunky, sure, but it feels as though the right word is waiting out there somewhere. (It's probably out in the dark place hobnobbing with shoggoths and night-gaunts.) Any thoughts? Inquiring cultists want to know...

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gladiatorI'm delighted to announce that the rulebook for Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is now finished in working draft. It's kind of chunky -- 107,000 words, 500 pages in double spaced manuscript format -- but then that's what you get when a rulebook has to include three different systems of magic, not to mention rules for mad scientists, car chases, nervous breakdowns, and what happens when your character starts turning into something other than human. A first pass by the publisher, and by an old friend of mine who's played RPGs since D&D was this neat set of additions to Chainmail, turned up a few problems that were readily fixed, and now it's ready for the next stage of the process: playtesting. 

I have three Games Masters lined up to do the initial playtesting, but I'd be willing to see several more give it a spin, I want to make sure all the remaining bugs in the rules are caught in advance of publication, and playtesting to destruction is the best way to see to that. Interested? Let's talk. 

A couple of points: 

First, some things are fixed. The rulebook uses the Mythras system, and the license that allows me to use that system permits things to be added to the simplified Mythras Imperative rules but does not permit anything in those rules to be removed or changed. If you don't like d100 games, or some other aspect of Mythras aka RuneQuest 6 irritates you, that's unfortunate but it's not going to change. Similarly, the revaluation of all values central to the game (and the novels) -- the idea that the Great Old Ones are the old gods of nature and it's the people who are trying to destroy or banish them who are the real threat to all life on earth -- and a good deal of the setting details are also not going to change. 

Second, no, you don't have to have read any of the novels in my tentacular fantasy series The Weird of Hali in order to play, or playtest, this game. It's the same fictive world and the same broad situation, but the goal is to make the game an independent entrance to that fictive world, not just a derivative of the books. 

Third, I'm working on a mini-adventure module, The Tablet from Sarkomand, that I hope to include in the rulebook, and that will also need to be playtested, but it's got some weeks of hard work ahead before it's complete. I'd like to have the rules tested by Games Masters who can improvise or draw up their own adventures for Weird of Hali. One potential incentive is that the publisher has told me he's very interested in publishing adventure modules and supplements for Weird of Hali and other games of the Mythras family; if you're interested in turning your passion for roleplaying games into a source of pizza and beer money, this may be your entry...

So let the games begin. Ave, Cthulhu! Ludituri te salutant! 
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Cthulhu in SpaceWell, the manuscript for Weird of Hali: The Roleplaying Game is in the publisher's hands as I write this. I had enormous fun with the project, since the hard work of developing game mechanics was already taken care of -- it uses the Mythras Imperative rules as its basis, via a license from the developers -- and so it was just a matter of figuring out how to make sorcery work more or less the way it does in the novels, working up stats blocks for a lot of eldritch critters, fitting in rules for mad scientists, and tinkering with such other details as will make for more entertaining play. 

I'll be putting out a call for GMs willing to playtest the draft system as soon as the publisher has the chance to go over the rules and make sure there are no obvious howlers, and once it's been playtested to destruction and all the problems fixed, it's back to the publisher and on its way into print. I'll keep everyone informed. 

In the meantime, though...

I think I've mentioned here more than once that I'm fond of old-fashioned science fiction, the sort of thing that populates the solar system with intelligent beings and provides ample opportunity for adventure on the grand scale -- swordplay along the Grand Canal of Mars, monstrous critters in the jungles of Venus, derring-do on the moons of Jupiter, and more. That's something that would make a very fun setting for roleplaying games, and indeed something that could be added onto a game of Weird of Hali or Mythras itself.

So, having discussed the idea with the same game publishing company that's bringing out Weird of Hali and gotten an enthusiastic response, I have a new project. The working title is Eldritch Worlds, and the goal is to catch the spirit of the spookier end of interplanetary science fiction -- not horror, which doesn't interest me, but weird fantasy, which does. Imagine for a moment that C.S. Lewis, Clark Ashton Smith, and C.L. Moore -- all of whom wrote excellent stories of the kind I have in mind -- got mildly drunk together at a science fiction convention in 1952 and decided to create a shared solar system; that's kind of what I'm thinking. 

In the same spirit as my previous requests for help, though, I'd like to ask any of my readers who are minded to assist to search their own memories of classic science fiction and help me fill out some of the details. The first question to settle is...

In classic science fiction, how many ways are there to get to another world? 

I've thought of the following so far: 
  • Spacecraft using currently available technology
  • Spacecraft using technology from a lost civilization of the past
  • Spacecraft using extraterrestrial technology (and possibly crewed by aliens)
  • Teleportation device or spell
  • Trans-dimensional gateway or portal
  • Device or spell for transferring consciousness to a body on another world
  • Intervention by a deity, Great Old One, or other superhuman being
...but there are doubtless others, and I want to give GMs and characters as many options as possible. How do you want to go to Mars? 
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Herbert WestGot another favor to ask of my readers. I'm closing in on the completion of the first draft of Weird of Hali: The Roleplaying Game; I've finished the rules for character generation, combat, all three kinds of sorcery, greater and lesser tomes, moon paths and standing stones, sanity, the lack thereof, and what happens when you spend too much time hobnobbing with ghouls; the Creatures section at the back is crawling (not to mention oozing, leaping, flapping, swimming, and lurking) with a world-class collection of eldritch critters -- and yes, fans of Yag-Kotha from "The Tower of the Elephant" will find other members of his species present and accounted for; I've got a few other details to plug in, but there's one serious gap remaining...

Mad scientists. 

Lovecraft made ample use of them in his fiction, and I've examined the research programs of his fine contributions to the field -- Herbert West, Dr. Munoz, Crawford Tillinghast, Charles Dexter Ward, and the nameless orderly whose telepathy machine had such unexpected results in "Beyond the Walls of Sleep;" I've taken similar notice of Jean Averaud, whose intriguing sonic device features in Clark Ashton Smith's "The Devotee of Evil': I've pored over the journals of Dr. Raymond and Dr. Steven Black, who feature in Arthur Machen's "The Great God Pan" and "The Inmost Light" respectively; and of course studied the grand old man of them all, Dr. Victor Frankenstein. Any self-respecting game based on the weird-tale genre, even if it's turning that genre on its head, has to have ample scope for eccentric researchers in isolated country houses or concealed laboratories in urban basements, hard at work on some project that will shake the world if it doesn't blow them to smithereens first. 

to the laboratoryGetting the concept is easy enough; getting the details, a little less so. As with other items in the game, I need a good 1d100 table with plenty of options -- if at all possible, 100 of them -- to serve as a random mad scientist research projects generator, for those GMs who want to go that route, and a source of inspiration for those GMs who want to stock an adventure with a mad scientist or two and can simply glance down the chart to see what crazed scientific venture sounds like a good addition to the game. The examples cited above give the following projects:
  • reviving the recently dead
  • maintaining life in a corpse
  • perceiving the unseen realities that surround us all (via radiation)
  • reviving the long dead
  • making telepathic contact with another mind
  • tuning in to the vibrations of pure evil
  • perceiving the unseen realities that surround us all (via surgery)
  • extracting the human soul
  • manufacturing life from not quite raw materials
Commando CodyTo that I would certainly add:
  • traveling to other planets
(Space travel just hasn't been fun since it got co-opted by huge government programs, you know.) 

But there are plenty of other options, enshrined in old movies, pulp stories, and other suitable pop-culture sources. For copyright reasons, anything first published within the last couple of decades probably won't work unless it's riffing off something well established in the weird-tales genre. On the other hand, anything that dates from the days of black and white movies, pulp magazines, or the like will be particularly welcome. 

So, tentacle fans -- what do you want to see the mad scientists of WoH: the RPG busy cooking up in their laboratories to the discomfiture of player characters and the Radiance alike? Enquiring (if decidedly crazed) minds want to know...

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down the tunnelI'd like to ask for some assistance from those of my readers who are into roleplaying games (RPGs) -- specifically the grand old-fashioned variety that involves a group of players sitting around a table as their imaginary alter egos move cautiously down a tunnel, listening intently for the rattle of six-sided dice that warns of a wandering monster...

A while back there was a certain amount of talk on this journal about the possibility of using the world of my fantasy novel series The Weird of Hali as the setting for a RPG. I'm pleased to be able to say that at this point it's not just talk. I got a polite no thank you from Chaosium, the company that owns the Call of Cthulhu game -- no surprises there, but I thought it was reasonable to talk to them first. Apparently the stars are right, though; maybe a week later, I was contacted by a smaller RPG firm that's interested, and so Weird of Hali: Roleplaying the Other Side of the Cthulhu Mythos is now under development. 

The company in question has a house system -- they're one of several firms that's licensed the Mythras fantasy RPG system, which cognoscenti will know was originally going to be the 6th edition of Runequest. Under the terms of the license, I can't change the rules or mechanics of the basic Mythras Imperative system, but I can add additional rules to my heart's content. I don't mind the restriction, as the rules as given are straightforward and intuitive to use -- you can download a set from this page if you're interested -- but the question of what to add is on my mind, and I figured I'd ask my readers for help here. 

If you've used Mythras, Runequest 6th edition, or any of the burgeoning family of d100 roleplaying games -- or for that matter, if you've done other kinds of roleplaying games and have things you especially love and hate about rulebooks for RPGs -- what would you like to see in a Weird of Hali RPG? The game will be set in the modern world, and characters will start out utterly clueless about the Great Old Ones, the elder races, the real history of the world, and especially about a secret and powerful organization nobody is willing to talk about -- an organization that seeks to impose its bloodstained utopian fantasies on the world once and for all, and will stop at nothing to get its way.

As your characters flee for their lives across the witch-haunted Massachusetts landscape, or venture into a vast and sinister house that one of them has just inherited from a mysterious great-uncle, or head into the swamps of tidewater North Carolina looking for a graveyard where legend has it that a stair leads down to unknown things, or jump down from a helicopter near a research station in Greenland where strange things have been happening...what do you want the rules to do for you? What skills should your characters be able to have, what problems in the  rulebooks need to be patched, what really cool things did a GM you know add to that really memorable Runequest game two years ago? Tentacular minds want to know...

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ecosophia: (Default)John Michael Greer

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