Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Monday, August 23, 2021

In Defense of the Genius of HPL

James over at Grognardia reminded me that I missed HPL’s birthday, so I was inspired to go to our local library to borrow the recently published (2014, 2019) annotated volumes of his short stories. Edited by Leslie S. Klinger, the first has an introduction by the comic book legend Alan Moore. Unfortunately, Moore’s contribution to the project was more that a little disappointing.

While acknowledging HPL’s undeniable cultural influence, Moore found himself surprised at the “sheer unlikelihood of his ascent into the ranks of the respected U.S. literary canon.” This is, in part, due to the fact that HPL was only published in the “sensational and stigmatized pulp magazines,” although I would argue that we should look to these publications to find the Great American Writer because there is nothing more American than those same pulp magazines of the early twentieth century.

Then we get to the real reason Moore is so surprised by HPL’s ascent:

“acceptance of his output as substantial literature has undeniably been hindered by his problematic stance on most contemporary issues, with his racism, alleged misogyny, class prejudice, dislike of homosexuality, and anti-Semitism”
As a reminder, when HPL published his first story in 1916, Woodrow Wilson was in the White House. For those unaware, the 28th President of the U.S. not only screened The Rise of a Nation in the White House, but re-segragated it. I think it safe to forgive HPL for many of his unsavory views simply due to context. Indeed, if we were able to look at our own time through the lens of our progeny some hundred years from now, we might find ourselves unfairly judged for various -isms that we take for granted that they will see as vital as we see the various -isms we accuse HPL of.

Unfortunately, Alan Moore can’t bring himself to be so forgiving. Instead he tries to justify HPL’s ascent:

…it is possible to perceive Howard Lovecraft as an almost unbearably sensitive barometer of American Dread. Far from outlandish eccentricities, the fears that generated Lovecraft’s stories and opinions were precisely those of the white, middle-class, heterosexual, Protestant descended males who were most threatened by the shifting power relationships and values of the modern world.

In Moore’s desperate attempt to separate himself from the various -isms associated with the environment HPL grew up in, he exposes his own small minded-ness and bigotry. In doing so, he not only misunderstands Lovecraft's appeal, but exposes just how nasty and severely limited a world-view dominated by the -isms we find so important actually is.

Given the presuppositions that fuel philosophies like intersectionalism and CRT, the color of one’s skin is determinative of just about everything in our life. If Moore’s assessment of HPL is correct, the only people who can really enjoy Lovecraft are those that share his fears as “white, middle-class, heterosexual, Protestant descended males who [are] … threatened by the shifting power relationships” and the very institutions that are now lifting HPL’s canon into the heights of the American literary canon are a bunch of -ists of various flavors.

What I find so disappointing about this vicious bile is not only that Moore’s canon largely exists within the direct descendent of the pulp magazine —the comic book — but that he comes so tantalizingly close to hitting upon the real reason HPL deserves to be among the literary greats of the American canon. Moore notes;

…advances in humanity’s expanding comprehension of the universe with its immeasurable distances and its indifferent random processes had redefined, dramatically, mankind’s position in the cosmos. Far from being the whole point and purpose of creation, human life became a motiveless and accidental outbreak on a vanishingly tiny fleck of matter situated in the furthest corner of a stupefying swarm of stars, itself one of many such swarms strewn in incoherent disarray across black vastness inconceivable.

While I vehemently disagree with this understanding of creation and of humanity, it accurately describes the harsh reality of the atheist position — and HPL was an atheist. It is in this that we can begin to appreciate Lovecraft’s appeal and his genius.

Despite the materialism that undergirds the atheism of the modern era, elves, dwarves, faeries, and dragons are very real things. Not in a material sort of way, of course. Rather, they are the imaginative and symbolic manifestations of our fears. These creatures represent the Other and the Outside and the fears that surround these things in the narrative way that we, as human beings, experience the world. Except that, in HPL’s lifetime, dragons were beginning to lose their narrative power. Dinosaur fossils were being found all over the world. Scientists appeared to be able to explain a materialist origin for creatures who very much looked like the dragons of our imagination. The universal fear of the Other and the Outside, however, never wanes.

The genius of HPL is that in the vastness of the meaningless cosmos that his atheism demanded, he found a new way to manifest the dragon. In the various elder gods, aliens, and malformed creatures that drive his characters to and over the edge of the madness that haunted his own family, he found a new way to narratively manifest the fears that always accompany humanity as we navigate the realities of our own existence. The reason HPL’s imagination has resonated as much as it has is due largely to the fact that, as hard as we try, the reality of his literary dragons cannot be so easily explained away as the ones that occupied the faerie tales of our childhood. This is made all the more true by the fact that his fears were prescient.

HPL died before the horrors of communism and fascism were widely known. These monstrous children of the materialist world-view truly drove humanity mad. These fevered fantasies and utopian nightmares driven by what could be called a Call of Cthulhu, killed tens if not hundreds of millions. The realities of Hitler’s concentration camps, Stalin’s gulags, Mao’s cultural revolution, and so many other crazed and vain attempts at altering reality creep at the back of our imagination. Like the dragons that fill the narrative fears of our forebears, HPL’s monsters fill ours. The horrors that Lovecraft describes in his stories are all hauntingly real. Lovecraft’s genius is that the monsters of his imagination are indeed cosmic and we are not likely to be able to explain them away anytime soon.

Thus, Alan Moore not only does a disservice to himself and his art, but to the genius of HPL.

As a final aside, I realize that it might seem strange that someone like myself would pen such an adamant defense of someone I so vigorously disagree with. In his own way, HPL is an honest atheist. The horrors that he describe are indeed very real. That kind of honesty is something to not only admire, but treasure. Additionally, that honesty was, in part, one of the reasons I was able to step away from the madness of atheism and its utopian nightmares and be able to see how very real Christ actually is.

Thursday, November 29, 2018

Gosnell as Horror

Today, I am going to take a break from my series on the Epistle of Mathetes to Diognetus to write about one of the better American movies I have seen in a long time. Recently, I went to see Gosnell. The movie follows the detectives and prosecutors involved in the arrest and trial of one of America’s most prolific serial killers; however, let’s be upfront. Despite the protestations of several of its characters and the movie’s focus on the trial and its proceedings, Gosnell is a about abortion.

This is subtly made clear by the movie’s main character, detective James Wood. In the opening scenes he is shown three times telling people in his life, “As I see it, you have two choices…” We are never told what those two choices are; however, in context of the movie the two choices are meant to be: do you side with Gosnell or not? do you side with a legal system the enables Gosnell or not? do you side with the institutions that made Gosnell possible or not?

The purpose of this post, however, is not to go on some political screed about how awful abortion is (although, I will admit that seeing my eldest daughter dance inside the womb at 11 weeks in response to the laughter of my wife has had a major impact on my opinion on the matter). Rather, it is to meditate on how Gosnell is one of the best horror experiences I have ever had in the movie theater and how that repeated statement by detective James Wood is instrumental in making Gosnell into the masterful, if unconventional, horror movie that it is.

As I have stated in the past, I am not a huge horror movie fan. I find most of it to be excruciatingly boring. For the purposes of this post, I will focus on the following reasons:
  1. I am rarely actually horrified by what I see on screen.
  2. The graphic violence shoved down my throat always pales in comparison to what my own imagination had been envisioning up until the point that the fake blood and guts started flowing.
Gosnell, on the other hand, not only succeeds in horrifying its audience, but it also trusts in the audience’s own imagination.

By framing the movie with the implied moral choice that results in Gosnell, the movie effectively implicates its audience in what is happening on screen. The audience, in part, is responsible for what happened inside Gosnell’s house of horrors. Thus, the movie effectively holds up a mirror to its audience and makes it squirm with horror at what it sees.

Gosnell also staunchly refuses to show virtually anything. Gosnell collected the feet of his victims in bottles of formaldehyde, but this is as graphic as anything shown on screen. When detective Wood finds these bottles while investigating the inside of Gosnell’s “clinic,” an abortion takes place — off screen. All we see is the blood on Gosnell’s surgical gloves. Left alone to our own imagination, the horror of what went on inside that building is amplified well beyond anything that special effects artists or CGI could ever accomplish.

This is how I run horror in my campaigns. I allow my players to have the freedom to make moral choices, to see the consequences of those choices and to leave most of the graphic stuff up to their own imaginations.

As I have said on more than one occasion, if you want to see a monster look in the mirror. Gosnell is an experience that makes you do exactly that.

Friday, June 16, 2017

Meditating on How I Play the Game

Having read JB’s thoughts on the matter and some of the rants that inspired his post, I want to share some of my thoughts, but not in a philosophical, ranty kind of way. Like others, I find the video that started off this whole series of posts to be rather a waste of time and largely mistaken. To explain how, I want to tell the stories of several seminal moments in my experience as someone who plays RPGs:

Moment the First

When I was a wee high-school baby, I was introduced through some of my older friends to a cigarette smoking college student who wanted to start running a D&D campaign. The premise was simple. He showed us a map of where our characters were and asked us what we wanted to do. I remember how eye-opening it was to be at the steering wheel of the campaign: “You mean this whole campaign can be about us trying to hunt down and kill that blue dragon you told us about!? YES!” And, indeed that was the entirety of the campaign.

It was also the first and last time I played a Chaotic Evil character. While I remember the campaign fondly, I do not remember my fellow players that way. Since all the players knew my character was Chaotic Evil (and therefore a threat, although what kind of danger they expected out of a 1st level Illusionist, I don’t know) and therefore they were always trying to kill my character. The DM, however, always had my back. Even when I blatantly explained how my actions were rather Chaotic and Evil, he always made the players explain to him how their characters would know. When they failed (because I was VERY careful that my actions could be interpreted as helpful) the DM would disallow every attempt to kill me off.

In other words, the DM did a really good job of being a DM. He gave us a bunch of freedom to do whatever we wanted within his world, but very strictly enforced parameters around that freedom. There were certain things that were just not going to happen (like using player knowledge to screw with other players at the table). This actually made the freedom we had as players more valuable. For example, I knew I could get away with certain CE-like acts because the DM made sure that players couldn’t abuse their player knowledge and, in a way, I think he enjoyed how much I toed the line so that being CE never actually overtly hurt the party.

Moment the Second

Like many players in the 90s I played a lot of White Wolf products, and believe it or not I really appreciated these games. They actually taught me a lot about how to play a game. When my friends approached me about playing Vampire for the first time, for some odd reason they wanted me to be the…was it Storyteller? is that what they called the Referee/DM/GM? The reason I say odd, is because I rarely sat in the DM’s chair when we played. In retrospect, it might have been the few times I ran Call of Cthulhu one-shots that inspired them to ask me to take the reigns of a horror-themed RPG.

If I am honest, I rather didn’t waste a lot of time reading up on “how to play” essays littered throughout the industry. I learned by doing and this was the first real opportunity I had to put into practice what I had learned from my experience in Moment the First. I presented my players with a world: Boston. I informed them of that world through their various clans and then dropped a McGuffin into the whole mess where everybody wanted the McGuffin for different reasons. I then allowed my players to do what they wanted to do (within the parameters set by the game and by the setting).

In many ways, it was one of the more thoroughly satisfying campaigns I have ever been a part of, because I was surprised every time we played. My players refused to be predictable and as a consequence, my world had to react in ways I never imagined. It all culminated in a rousing three-way battle in the middle of Cambridge which left the players catching their breath in disbelief that they had actually survived. The best part: one of the players decided that it was in the best interest of everybody that the McGuffin be destroyed. I remember the player asking me if he could talk to me in private, because he wasn’t really sure that what he wanted to do was allowed. When I said, “Sure, why not?” I saw in him myself when that cigarette smoking DM asked our party what we wanted do to. He suddenly realized how much power he had over his own character and the campaign. The reaction around the table when the McGuffin shattered to pieces was one of the best moments I have ever had at an RPG table. I wasn’t responsible for that reaction, but I set up the freedom and the parameters for its possibility. I have been trying to duplicate this atmosphere for my players ever since and every campaign has a moment just like this, where my world interacts with a group of players that have taken the reigns of the campaign to create something that I could never manufacture on my own, even if I tried.

Moment the Third

In another White Wolf campaign, the group I played with decided to give Mage a try. We all toiled over character creation and painstakingly crafted the characters we all thought we wanted to play. Then our Storyteller? Referee? did something rather surprising that we all found shockingly fun: once he had introduced the fundamentals of the campaign, he handed us our characters’ counter-parts in the Technocracy. I ended up with a chick in a wheelchair. At first we all were not very happy, but then as we started to play we all realized that playing these characters that we had nothing to do with the creation of was actually more fun than playing our actual characters. I had no time invested in this character at all so I seized upon some of the things I saw on the character sheet and began playing her personality to the hilt without any fear of having this character die or be harmed or of even being liked. Other players followed suit and we soon found ourselves clicking as party, playing off of each other and outdoing ourselves when we had those carefully crafted characters we spent so much time creating. We were actually disappointed when we had to go back to our own characters.

Playing wheelchair chick made me realize that unfettered creativity isn’t all that creative. Left to our own devices, we human beings are kind of boring. When we start putting limiters on where we start with our creativity, whether those limits are playing a character we had nothing to do with creating, using random tables, rolling attributes in order, using only the Fiend Folio or Monster Manual II, using B/X or the original three LBBs as a starting point or whatever, the choices we make are going to surprise us and lead down paths we would never have thought of otherwise. This was yet another example of complete freedom within a set of strict parameters that just exploded with creativity and good fun. I have used random tables ever since.

Moment the Fourth

I will end with a bad experience. It was the first time I played D&D 3.5 with a DM that pretty much resembled the fellow in the video that started this mass spilling of virtual ink. Our party found ourselves in a time-crunch. We couldn’t retreat for fear of the evil we had uncovered getting away and becoming more powerful. So we pressed forward through the dungeon we were in despite not being prepared in the way 3.5 expects its players to be. When we got to the boss fight, it should have been a TPK. We couldn’t afford to retreat, but we couldn’t do damage at a rate that would allow us to survive the encounter. In fact, my character was completely incapable of doing any damage. I was out of spells and was only good as a meat shield. When the DM realized the situation, he started fudging die rolls and inexplicably changed tactics so that our party could actually start doing the kind of damage we needed to do in order to survive.

I actually felt cheated. My character should have died and I was robbed of a(n in)glorious death. We missed an opportunity as a group to re-think our party make-up and the way in which we approached the campaign to start anew and having to deal with all of the consequences of our previous party’s failure. Instead, we were all slaves of the story. The campaign never really recovered for me, but the upside is that it created an opening for me to introduce this group of players to Labyrinth Lord and the Lost Colonies were born. Although I have been sore tempted to fudge a die roll now and then, I have done my best to keep myself honest by rolling all my dice in the open ever since. As a consequence, even when those die rolls have resulted in the death of a beloved character, I have never felt cheated.

Monday, October 31, 2011

Meditating on Horror

It is Halloween and I have a confession to make. This is going to sound awfully strange coming from a guy who is such a big HPL fan, but I find supernatural horror really boring. Yep. Boring. As I grow older, the more annoying Halloween gets, because everybody gets all excited about something that I would rather not waste my time on (not to mention the fact that in the Orthodox Christian calendar, All Saints is celebrated the Sunday after Pentecost). Yet, here I am explaining myself:
The Lord asked Cain, 'Why are you angry and downcast? If you are doing right, surely you ought to hold your head high! But if you are not doing right, Sin is crouching at the door hungry to get you. You can still master him.' — Genesis 4:6-7
In the Hebrew, the word translated here as crouching is related to a Chaldean name for a demon that crouches in doorways waiting to devour its prey. Thus, the imagery of the language can be translated thusly:
There is a demon crouched ready to devour you, sin is the means by which you let him in. Despite this, you can still master him.
Sans Christ, in the immediate wake of The Fall, Cain had the power to overcome demons. With Christ and the power of His Cross, demons don't stand a chance. The only way a demon can possess a person or a house is if we let them. Therefore, when it comes to all this supernatural horror stuff, I have a very difficult time suspending my disbelief.

Therefore, it might surprise you that I have a reputation among several of my players of being one of the most successful Referees for bringing horror and terror to the game table. The secret is figuring out who the real monsters are.

The last time I was really scared at the movie theater was when I went to see Silence of the Lambs (which, by the way, demonstrates two truths: 1) I have three kids and have neither the time nor the budget to go see movies in the theater anymore and 2) the overall quality of movies in the last twenty years has so dramatical gone into the tank that Hollywood has utterly failed to make me miss going to the movie theater). Hannibal Lector is one of the truly terrifying movie monsters of all time, because he forces us to realize that we have seen the most horrific monster in the universe and it is us.

The best horror merely holds up a mirror. Whether or not intended, the work of HPL is a marvelous critique of secularism, atheism and scientism* because it holds up a mirror to the terrifying reality of a world without God. This terror and horror has been loosed upon the world every time atheism has been writ large upon a society, any society.

There is a reason why the big bad guys in my campaigns tend to be human. There is a reason why my monsters personify sin. There is a reason why RPGs and not movies are the best medium for telling horror tales — we must confront the horror of our own choices (and kick butt when we make the right ones).

*Scientism is the (false) belief that science is capable of answering questions that it is not designed to do — things more properly answered by philosophy and theology.