Tuesday, August 09, 2011
I am Now Officially a Game Designer!
Every game master is a game designer at heart. Every game session GMs make little decisions regarding player actions that seem to lay just outside the parameters of the rules as written for the game at hand. We're used to making these decisions, but we don't often think of these things as formal game design. That doesn't stop almost every game master from dreaming about becoming a professional game designer. I imagine that most Fantasy Heartbreakers got their origins in the mind of a game master turned game designer.
(I have my own thoughts about the current trend to use Fantasy Heartbreaker derogatorily, but that is another post entirely.)
For years, my own design itch was scratched by game play and on line forums. I spent a long period of time scouring Greyhawk texts for minutiae and discussing them with fellow fans on the AOL Greyhawk boards. I also spent time on the various DC Heroes boards arguing about rules and coming up with new "fixes" for things within that rules set. Anyone who doesn't think of DC Heroes as an "effects based" game should hunt down those old boards in the wayback machine -- sadly many of theme were lost when the "alt dot" archives faded away. My participation in these boards eventually led to me contributing to the <em>Blood of Heroes</em> roleplaying game where I had written some rules contributions in a couple of the powers -- Superspeed is one of them if I remember correctly. While this initial contribution might have led some to leverage participation in one product into a career, it didn't have that effect on me. Graduate school, work, and adjusting to living in a new city (Los Angeles) took up the majority of my mental focus and dreams of being a designer faded into the background.
That all began to change about a year and a half ago when I started soliciting opportunities to playtest new games. I have a regular gaming group made up of some very imaginative and thoughtful gamers, and I thought to myself they would be the perfect sounding board for new ideas and games. How right I was. I began playtesting a number of games, some of which are listed on the right hand column of this blog, and have had a great time doing it. In fact, this playtesting has caused me to begin to feel very comfortable with the concept of designing games and I have begun reaching out in that direction recently.
One of the opportunities that emerged as I began reaching out was George Strayton's <em>The Secret Fire</em> project. I was initially invited in to write some flavor text for some sections of the rules -- in fact my some of my flavor text is among the quotes praised in the RPG.net forum praising/dissing the game -- but my role quickly evolved into rules development itself. I was involved in discussions of game mechanics, balance, intentions, combat, spells, etc. and it was a great time. The game was recently formally announced and is now available on Lulu, though it will soon be available from a variety of sources. George was a great lead developer to work with -- his credits include <em>Star Wars d6</em> -- and he allowed me to play devil's advocate and to offer seemingly random ideas. He turned game design into a sand box of joy.
The experience has inspired me and you will definitely be seeing more game design from me in the future. I am currently putting together a pitch for the first <em>The Secret Fire</em> expansion, a couple for Super Genius Games, some for Victory Point Games, and my own company -- Twin Suns Entertainment LLC -- will be designing a number of games in the coming years.
Friday, August 05, 2011
IT'S MARVEL!!! --- Margaret Weis Productions Announces New RPG License
For the past few weeks, Margaret Weis Productions has been hinting that they were making a HUGE announcement regarding a new RPG license they had acquired and how excited they were about producing this particular product. Questions were being asked..."Is it Glee?" "Is it CSI?" "Is it Star Trek?" "Is it GoBots?"
Most of the questions focused on games that players assumed would fit within the Cortex+ mechanic, with the understanding that Cortex+ focuses on relationships and not "crunchy combat."
Today, Margaret Weis Productions made the announcement at 1pm Eastern. Their new license is...
HULK SMASH!!!
While many gamers might believe that the "relationship driven" mechanics of Cortex+ might seem an odd fit for a Superhero rpg, this is a true match made in heaven. The grand innovation that Marvel Comics added to the comic book superhero genre was the blending of heartbreak dating comics with superhero action. Think about Spider-Man during the Ditko/Lee era. How many superheroes were worried about getting a date before this book came out? How about the Fantastic Four and their family dynamics?
MWPs Smallville game was a sea change in game design mentality, and one that will have significant affect on the industry. Instead of having a character's success in an action being determined by how "uber" he or she is, that character's success is determined by how the character's relationships with others are affected by the action. Instead of a Paladin's skill fighting devils being represented by a high combat score, it can be represented by a high dedication to protecting innocents and his or her relationship to individuals or communities. The mechanic ensures that players interactions with nemesis characters matter, and the mechanics aid players and GMs in the creation of exciting and engaging narratives.
A Marvel game based in interactions and relationships harkens to what is great in comic book storytelling -- remember the Claremont/Byrne era of the X-men? It has some epic battles, but it also has engaging tales of relationships. When Sabretooth attacked the mansion trying to kill Psylocke (in a beautifully illustrated issue) it was Wolverine's concern for her safety -- and hatred of Sabretooth -- that fueled the issue. A similar discussion could be had of the Juggernaut vs. Colossus fight issue. The relationships are what make it work.
MWP plans to release 16 products within 15 months for the game structuring the expansions around major comic events. The first product will be a Basic game, which has everything you need to play, and the first event will be Marvel's "Civil War" -- a perfect playground for relationships. Each "event" line will have two editions an essential edition which merely has the campaign advice and an edition that includes a copy of the basic rules. The events will be supported by three support products, and then it's on to the next event. All of the products will be designed to be shelved with the trade paperbacks covering the same event.
This is big people!
Most of the questions focused on games that players assumed would fit within the Cortex+ mechanic, with the understanding that Cortex+ focuses on relationships and not "crunchy combat."
Today, Margaret Weis Productions made the announcement at 1pm Eastern. Their new license is...
HULK SMASH!!!
While many gamers might believe that the "relationship driven" mechanics of Cortex+ might seem an odd fit for a Superhero rpg, this is a true match made in heaven. The grand innovation that Marvel Comics added to the comic book superhero genre was the blending of heartbreak dating comics with superhero action. Think about Spider-Man during the Ditko/Lee era. How many superheroes were worried about getting a date before this book came out? How about the Fantastic Four and their family dynamics?
MWPs Smallville game was a sea change in game design mentality, and one that will have significant affect on the industry. Instead of having a character's success in an action being determined by how "uber" he or she is, that character's success is determined by how the character's relationships with others are affected by the action. Instead of a Paladin's skill fighting devils being represented by a high combat score, it can be represented by a high dedication to protecting innocents and his or her relationship to individuals or communities. The mechanic ensures that players interactions with nemesis characters matter, and the mechanics aid players and GMs in the creation of exciting and engaging narratives.
A Marvel game based in interactions and relationships harkens to what is great in comic book storytelling -- remember the Claremont/Byrne era of the X-men? It has some epic battles, but it also has engaging tales of relationships. When Sabretooth attacked the mansion trying to kill Psylocke (in a beautifully illustrated issue) it was Wolverine's concern for her safety -- and hatred of Sabretooth -- that fueled the issue. A similar discussion could be had of the Juggernaut vs. Colossus fight issue. The relationships are what make it work.
MWP plans to release 16 products within 15 months for the game structuring the expansions around major comic events. The first product will be a Basic game, which has everything you need to play, and the first event will be Marvel's "Civil War" -- a perfect playground for relationships. Each "event" line will have two editions an essential edition which merely has the campaign advice and an edition that includes a copy of the basic rules. The events will be supported by three support products, and then it's on to the next event. All of the products will be designed to be shelved with the trade paperbacks covering the same event.
This is big people!
2011 Gen Con -- An Experience to Remember
Each summer tens of thousands of gamers take over a Midwestern American city to experience the “Best Four Days of Gaming,” the Gen Con gaming convention. Comic book and pop culture fans have San Diego’s Comic Con, Hobby gamers have Gen Con. In 2001, the convention became so large that outgrew Milwaukee’s large MECCA convention center. For the past nine years, Gen Con has been held in Indianapolis’ large Indiana Convention Center and they have been filling it to the brim. Since last year the Indiana Convention Center has doubled in size. But like the freeways of Southern California, the increase in accessible flow space has quickly been filled with excited gamers.
Gen Con LLC won’t release official attendance figures until Sunday night, but those who had pre-purchased attendance badges with the expectation of quickly picking them up were in for a surprise. Both the night before the formal festivities began, and the first morning of the convention, the line to pick up badges extended for blocks. Wise where those who had their badges Fedexed to them before the show.
The event is filled with PR panels where publishers announce new product, industry pros discuss breaking into the industry, game auctions, two awards celebrations, and game design workshops. Oh...and there is a ton of game playing going on as well.
In short, it's like Comic Con before Hollywood descended onto the occasion. It's an event for Hobby Gamers and by Hobby Gamers. Peter Adkinson, the Owner of Gen Con LLC, is a long time veteran of the gaming industry who says that "in recent years I've hungrily devoured many of the games that might be labeled 'indie RPGs' because I love how their designers are turning upside down so many traditional notions about how RPGs 'have to be.'" This veteran's quote hits on something amazing. In a downturned economy, the gaming industry is booming. While sales figures for many games may be below record levels, there has never been a greater variety of excellent gaming product available for play. What's more, the Indie Games are growing in their audience and pushing new demographic ground as well as new mechanical ground.
Speaking of Indie Games -- Wednesday Night, the Diana Jones Awards awards celebration was held. The Diana Jones Awards are an annual award that is won by something that represents "excellence in gaming." It's a broad award criteria that has allowed for a broad array of prior winners. People have won the award for their contribution to the community, conventions have won for their charity work, websites have won, and yes games have won. This year, the excellent Indie Game "Fiasco"
by Jason Morningstar took home the prize.Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong – inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.
Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It’s like making your own Coen brothers movie, in about the same amount of time it’d take to watch one.
There is much more to report, but I am getting ready to head out to a panel hosted by Margaret Weis Productions where they will be announcing their new game license. They say it is a HUGE license.
Thursday, July 28, 2011
My Gygax Quiz Results
To be honest, this was the second take (the first take was 70%). Between takes, I checked my copies of the Gord books and "bam!" did much better. I used Bookshelf fu and not Google-fu. I still missed the word that Gary didn't use in the DMG.
Christian Lindke took the Hardest Gary Gygax Quiz in the World and got 100%!
You are a Gary Gygax Dungeon Master. You are a world expert on Gary Gygax. My guess is you are either a former TSR employee or an extremely obsessive fan. You can be proud of your in-depth knowledge - few are so expert in any subject! Also, I would like to be in your D&D group.
Paladin Code: You completed this quiz without using Google.
You are a Gary Gygax Dungeon Master. You are a world expert on Gary Gygax. My guess is you are either a former TSR employee or an extremely obsessive fan. You can be proud of your in-depth knowledge - few are so expert in any subject! Also, I would like to be in your D&D group.
Paladin Code: You completed this quiz without using Google.
A Game Master's "Appendix N" -- A List of Books Every GM Should Own
Gary Gygax's list of recommended reading, is "appendix," on page 224 of the first Advanced Dungeons & Dragons Dungeon Master's Guide holds a special place in the role playing game community. In role playing circles, the list is as influential -- if not more so -- than the Lin Carter Ballantine Adult Fantasy series is for Fantasy fans in general. Gygax provided the list so that Dungeon Masters could be filled with the same wonder and inspiration that eventually culminated in his creation of the Dungeons and Dragons role playing game.
The appendix is quite marvelous. It begins by mentioning that Gygax's father's story telling was a key component in sparking young Gary's imagination. Too often discussions of Appendix N leave out the opening paragraph when discussing the important influences, but we should all remember how important it is to share stories with our children and to take some time to make up our own bed time stories. It is wonderful to read to our children, but by telling them stories we show our children that it is okay to invent their own tales.
But this post isn't about Gary's list. There are plenty of posts discussing "Appendix N," such as this Cimmerian post on the topic. The original "Appendix N" was a list of inspirational authors and works of fiction that Dungeon Masters could read to spark their narrative imaginations, and better understand the kind of Fantasy that would be experienced using the Dungeons & Dragons rules. That was a lofty goal, and one that the list succeeded at, but it is only half of what a good GM needs. A GM needs both food for the imagination, and food for the presentation.
By this I mean that GMs need stories that can lead them to create wonderfully rich narratives for their players, but they also need the tools that will help them to manage very good sessions. Essentially, GMs need both a degree in "Literature that Inspires Good Gaming" and "Game Session Management." Over the 25+ years that I've been running games, and as someone who was once a terrible GM, here is a list of books I've found invaluable. Future blog posts (on no particular schedule) will highlight some of these books and talk about why they are so important.
The appendix is quite marvelous. It begins by mentioning that Gygax's father's story telling was a key component in sparking young Gary's imagination. Too often discussions of Appendix N leave out the opening paragraph when discussing the important influences, but we should all remember how important it is to share stories with our children and to take some time to make up our own bed time stories. It is wonderful to read to our children, but by telling them stories we show our children that it is okay to invent their own tales.
But this post isn't about Gary's list. There are plenty of posts discussing "Appendix N," such as this Cimmerian post on the topic. The original "Appendix N" was a list of inspirational authors and works of fiction that Dungeon Masters could read to spark their narrative imaginations, and better understand the kind of Fantasy that would be experienced using the Dungeons & Dragons rules. That was a lofty goal, and one that the list succeeded at, but it is only half of what a good GM needs. A GM needs both food for the imagination, and food for the presentation.
By this I mean that GMs need stories that can lead them to create wonderfully rich narratives for their players, but they also need the tools that will help them to manage very good sessions. Essentially, GMs need both a degree in "Literature that Inspires Good Gaming" and "Game Session Management." Over the 25+ years that I've been running games, and as someone who was once a terrible GM, here is a list of books I've found invaluable. Future blog posts (on no particular schedule) will highlight some of these books and talk about why they are so important.
- Aaron Allston's Strike Force
- Robin's Laws of Good Game Mastering
- Prince Valiant: The Story Telling Game
- Through Dungeons Deep
- DC Heroes
- Advanced Dungeons & Dragons Dungeon Master's Guide
- Dungeons & Dragons 4th Edition Dungeon Master's Guide 2
- Shared Fantasy: Role-Playing Games as Social Worlds
- Hamlet's Hit Points
- A Penny for My Thoughts
- Game Design Workshop
- Vornheim
- Role-Playing Mastery
- Master of the Game
- Shadow, Sword, & Spell
- Thousand Suns
- The Burning Wheel
- A Theory of Fun
- The Bones
- The Fantasy Role-Playing Gamer's Bible
- James Bond 007
- Justice Inc.
- Call of Cthulhu
- Savage Worlds
- Vampire: The Masquerade
- Amber
There are others, to be sure, but I believe that every one of these should be somewhere on a GM's shelf.
Tuesday, July 26, 2011
SyFy's Mercury Men -- "Skyscraper Saboteurs"
"Skyscraper Saboteurs," the second episode of the intriguing Mercury Men web series, went live this morning. The episode builds on all the qualities that worked in the first episode, and features fewer of the drawbacks. It appears that the series is quickly getting past the sense of "pilotitis" I felt regarding the first episode.
The series takes place in Pittsburgh in 1975 where Jack Yeager (Curt Wootton) -- a character wonderfully inspired by classic pulp figures -- discovers a sinister plan by Venusian invaders, a plan that only he can stop. Lucky for the Earth, Jack is a combination Flash Gordon, Doc Savage, and Blackhawk:
Like the pilot, I do have some complements and criticisms regarding the episode, but watch the episode first. It is well worth your time. Join me in discovering the sinister plan of the Mercury Men!
Pros:
Cons:
Now that I've seen the story so far, I am more convinced than ever that I need to lift ideas from it for a short term Savage Worlds or Cortex+ campaign. I will certainly be statting up some of the characters as the show goes on and we learn more about them.
The MMP crew have captured the tone perfectly. This show is obviously done of love of the material and lacks the kind of ironic distance that too often seeps into the gaps and ruins a good story. Let's hope they keep it up. If their website, and their digital props, are any hint I think they will.
I already wish they'd build a flash based game based on their fictional Atari 2600 game.
The series takes place in Pittsburgh in 1975 where Jack Yeager (Curt Wootton) -- a character wonderfully inspired by classic pulp figures -- discovers a sinister plan by Venusian invaders, a plan that only he can stop. Lucky for the Earth, Jack is a combination Flash Gordon, Doc Savage, and Blackhawk:
Daring League captain, aerospace engineer, and former US Air Force pilot, Jack travels the galaxy to explore unknown worlds, new alien races, and advanced technological wonders. Always at Jack's side is the LumiƩre, his trusted revolver which fires bolts of condensed light. Jack is dispatched to Earth to investigate the glowing men of Mercury.
Like the pilot, I do have some complements and criticisms regarding the episode, but watch the episode first. It is well worth your time. Join me in discovering the sinister plan of the Mercury Men!
Pros:
I've got to give the production team at Mercury Men Pictures credit for their focus on sound design. Poor design can really tank a feature, particularly a genre feature, but the MMP crew have added some interesting environmental sound effects that add depth to the feature. I am particularly fond of the "fuzz" sound of the Mercury Men themselves.
The visuals continue to be fairly impressive. I was particularly impressed by the scene where our heroes were on one side of a wall constructed of glass bricks, and the Mercury Men were on the other. The image where we look through Jack's looking glass was also impressive as it included "warping" around the edges and was more than a mere "circular cutout" image. Jack's hologram projector was a nice touch, and a nice effect.
Like the serials that Mercury Men is based upon, the MMP crew use a lot of visual storytelling. When the Mercury Men's plan is revealed, it is shown and not told. Very nice!
Cons:
I still find Mark Tierno's performance as Edward Borman a little forced. He seems to be acting in a style more akin to silent films than talkies. He isn't bad, but his movements have an odd fluidity that seems natural in a purely visual story. His line delivery is good, but I'm on the fence. If Edward gets blasted by the invaders I won't be overly distraught.
When Jack and Edward are walking down a stairway there is a wipe effect -- a nice homage to the serials -- that goes against the movement of the action taking place. This has the visual effect of slowing down the pace of the story and decreasing urgency. It almost feels as if the action is being rewound. I think wipes should follow movement, not run against the grain. Just a personal opinion.
Now that I've seen the story so far, I am more convinced than ever that I need to lift ideas from it for a short term Savage Worlds or Cortex+ campaign. I will certainly be statting up some of the characters as the show goes on and we learn more about them.
The MMP crew have captured the tone perfectly. This show is obviously done of love of the material and lacks the kind of ironic distance that too often seeps into the gaps and ruins a good story. Let's hope they keep it up. If their website, and their digital props, are any hint I think they will.
I already wish they'd build a flash based game based on their fictional Atari 2600 game.
[Blogging Northwest Smith] "Dust of the Gods" (Reprise) Moore at the Mountains of Madness

"I have graven it within the hills, and my vengeance upon the dust within the rock." -- Edgar Allan Poe, Narrative of Arthur Gordon Pym
Catherine Moore's fourth Northwest Smith story is one which continues a noble tradition in Weird Horror fiction, that of the Antarctic/Arctic expedition. This tradition has included some of my favorite horror and sf tales and movies. A list that includes Poe's Narrative of Arthur Gordon Pym, H.P. Lovecraft's At the Mountains of Madness, John W. Campbell's Who Goes There?, and John Carpenter's The Thing, based on Campbell's tale. These stories combine mankind's natural curiosity, the desire to explore the unknown, with mankind's natural fear of that same unknown. Given the lifeless wastes of the Antarctic/Arctic environment, it is the perfect setting for a scary story.
It is a particularly perfect location for the "post-mythological" horror story, the kind of horror story that leaves superstition and mysticism to the dust bin of history and creates supernatural horror that might exist in a rational and material universe. This is the perfect horror for a scientific age. Kenneth Hite, in his [Tour de Lovecraft] entry for At the Mountains of Madness describes this kind of tale as "remythologization." As he describes it, horror that provides a "plausible entryway for 'adventurous expectancy' not through a world-view that saw everything as magic but through a new world-view, one that saw everything as rational." It is horror for a world where "God is Dead," and where traditional spooks don't provide the chills they once did.
One can also see the line of "remythologized," or "post-mythological," horror represented in film franchises like SAW, HOSTEL, LAST HOUSE ON THE LEFT, MANHUNTER, and TEXAS CHAINSAW MASSACRE. Films like these, themselves descendants of Grand Guignol, provide the shocks and chills that thrill the imagination without the need of "mystical" events.
Unlike these human-o-centric tales of mass murder the Antarctic/Arctic expedition tale does include elements of the "supernatural," but it is only "supernatural" in the sense that what is encountered goes beyond what we currently understand about nature. The supernatural element isn't something that violates the laws of nature, rather it is something that man has yet to encounter that evolved according to the laws of nature in a manner different than previously encountered. Poe is the possible exception here -- the one that proves the rule. Like the monster in ALIEN, and the Couerl of A.E. Van Vogt's Voyage of the Space Beagle (which are expedition tales that substitute space for Antarctica), the unstoppable horrors are material and not mystical.
This is a fun genre and it is nice to see Moore dip her toes in with "Dust of the Gods."
"Dust of the Gods" begins, like many Dungeons and Dragons campaigns and too many fantasy stories, at an "inn" where our protagonist and his loyal companion sit in search of something to do. Northwest Smith and his trusty Venusian sidekick Yarol are broke and down to their last drop of whiskey. They are in need of adventure and finances...not necessarily in that order.
While they are commiserating about their lack of liquidity, Yarol notices two men entering the establishment. He describes them as "hunters" to Smith, and hints that they might know where he and Smith can get some work. It doesn't take long for Yarol to notice that there is something different about these two men than Yarol remembers. They are more paranoid than usual. Smith sarcastically proposes that the reason the two men are so skittish is that they may have found what they were looking for and are now haunted by the experience. This is in fact, as it turns out, the case. The two men were hired to go into the arctic regions of Mars to find the "Dust of the Gods" and bring it back, but after finding it have returned to civilization psychologically scarred.
China MiƩville argues convincingly in his introduction to Lovecraft's At the Mountains of Madness that it was a retelling of Poe's Narrative of Arthur Gordon Pym, and not in any way a sequel. I think he is right, but I think that Moore's "Dust of the Gods" is a sequel to both the Lovecraft and Poe tale. It is also, if MiƩville's account of the politics of Lovecraft's tale is correct, a political response to the Lovecraftian version. The two "hunters" are the men who have returned from Lovecraft's Antarctica forever changed by the experience, Lovecraft's Antarctica has merely been moved to Mars so that Northwest Smith and Yarol can follow in the footsteps of those who have been broken, like Lovecraft's Danforth and Poe's Pym, and succeed where the others have failed. Smith seeing once brave men, now jumpy and frightened, has intrigued his own sense of adventure. He wants to know what could shatter the psyche's of once brave men.
Smith doesn't have to wait long, for he is quickly approached by an old man of indeterminable race. His features are described as follows, "under the deep burn of the man's skin might be concealed a fair Venusian pallor or an Earthman bronze, canal-Martian rosiness or even a leathery dryland hide." The old man's race, and the true color of his skin, is obfuscated by time and wear (an important contrast to the clear black/white dichotomy of both the Poe and Lovecraft version).
It turns out that the old man is the person who hired the other hunters and that they indeed found what they were seeking (or at least "where" they were seeking), but that they failed to return with that which the old man seeks. Smith and Yarol listen as the old man gives them his sales pitch. He wishes Smith and Yarol to travel to the arctic in search of the remains of the god Black Pharol, of whom all that remain are a pile of dust. Pharol was one of the three original gods, on whom all others are based, and the only one to leave behind any physical essence. As the old man describes them:
There were gods who were old when Mars was a green planet, and a verdant moon circled an Earth blue with steaming seas, and Venus, molten-hot, swun round a younger sun. Another world circled in space then, between Mars and Jupiter where its fragments, the planetoids, now are. You will have heard rumors of it -- they persist in the legends of every planet. It was a mighty world, rich and beautiful, peopled by the ancestors of mankind. And on that world dwelt a mighty Three in a temple of crystal, served by strange slaves and worshiped by a world. They were not wholly abstract, as most modern gods have become. Some say they were from beyond, and real, in their way, as flesh and blood.
In one paragraph, Moore has transformed a theological construct into an alien and material one -- following very much in the footsteps of Lovecraft by making her "gods" ancient trans-dimensional aliens. The first two alien gods, Saig and Lsa, disappeared so long ago that not even legends of them exist, but Pharol -- "a mighty Third set above these two and ruling the Lost Planet" -- continued to exist after the other two had faded away. Eventually Pharol too passed from this dimension leaving behind a pile of dust that still contains some of his essence, and which the old man seeks so that he can reach Pharol and control him. The old man knows tht for "the man who could lay hands on that dust, knowing the requisite rites and formulae, all knowledge, all power would lie open like a book. To enslave a god!"
For some reason, that old man's maniacal declaration doesn't dissuade Smith and Yarol from taking the job -- apparently they are desperately in need of money and the whiskey it can buy. Besides, if you're drunk enough are you really going to notice the primordial extra-dimensional god destroying the universe as you know it? Smith and Yarol accept the man's offer and travel off to the arctic to find the dust remains of an ancient god.
They eventually arrive at a range of mountains in Mars polar region and follow the directions the old man gave them, where they discover a passage leading under the surface of the planet and -- if the old man is right -- into the heart of the crystal temple that once was home to the Three gods.
As they pass through the tunnels, they encounter two phenomena that are references back to the earlier Poe and Lovecraft tales. First, they encounter a darkness that is impenetrable. Their space age flashlights cannot penetrate the darkness and it is an almost palpable thing. In a way, Moore's inclusion of a physically palpable darkness is reminiscent of Poe's inclusion of dark people in the Antarctic regions, only here Moore refrains from the racist undertones of Poe and Lovecraft by having the darkness itself alive and no more terrifying than the next "thing" to appear. That thing is a white apparition reminiscent of the figure at the end of Poe's Pym. Smith and Yarol are able to determine that this white figure is what the two original hunters fled from and it is this that they fear is chasing them.
It should be noted that while Poe's Narrative ends abruptly with the appearance of a white apparition, it is the narrator's recalling of this apparition that likely causes his untimely death and thus inability to finish the tale. Poe's readers never find out what happened next because the narrator dies, likely from fear, during the retelling. One might say that Smith, after he encounters and passes Moore's white apparition, is continuing where Pym left off. He is certainly continuing beyond where the hunters explored. The appearance of the white apparition pulls on Smith's psyche, but he manages to retain his connection to reality and leap past the apparition and "fall" deeper into the planet. Smith eventually speculates that the apparition may only be able to exist in the palpable darkness.
When Smith and Yarol do find the crystal temple and open its doors, they have yet more one wonder revealed to them. The crystal temple is illuminated by light that behaves like a liquid and their entry has provided a whole by which the light can drain from the room like a crack in an aquarium. This light is the true counterpart to the darkness described earlier and the description of it draining from the room is one of the most interesting descriptions I have read in fiction for sometime. I might venture to say that the concept of "liquid light" is one of the more original ideas I've read.
As the light drains from the room, Yarol walks up to the triple throne and finds the dust of Pharol and is about to pack it up for delivery when he picks up on Smith's thoughts that it may not be the best idea to give a madman this kind of power. They had initially written the "power" of the dust off as superstition, but their journey has made them think better of it. Smith and Yarol finally make their first "moral" decision to date in the NW stories, they decide to destroy the dust if they can. During their attempt, Smith's psyche is overwhelmed as he sees images of the world as it was when it was ruled by Pharol and the others of the Three. He even sees the death of the Lost Planet and realizes that this temple crashed into Mars eons ago where it became a temple for ancient Martians before their civilization decayed and the gods were forgotten. Smith and Yarol leave to return to their lives having encountered darkness, but still whole for the experience.
It is in this ending where Moore breaks most strongly from Poe and Lovecraft. In their tales, the protagonists are broken by an experience beyond their control. In Moore's tale, Smith and Yarol leave having decided to save a world -- possibly a universe -- from horror. China MiƩville argues that the Shoggoths of Lovecraft's tale represent the "masses" and their decaying effect on civilization. Lovecraft's protagonist has a mental breakdown while in a subway station, reminded by the sounds of the masses around him of the amoeboid horrors in Antarctica. The masses are the horror in Lovecraft, in Moore it is the dictator who is the horror. All Smith and Yarol need do is to stop one man to save mankind, mankind isn't the villain of the tale. "Dust of the Gods" was written in 1934 and the "Enabling Act" that gave Hitler dictatorial control of Germany had been passed on March 23, 1933. One wonders if the rise of the dictator in general, and Hitler in particular, were on Moore's mind as she wrote this tale. Whatever the case it is certain that by focusing on the evil one man is capable of doing, rather than the terror of the mob, Moore was not merely writing a sequel to Lovecraft. She was also writing a political response to him.
It should also be noted that Moore's use of the dust of Pharol seems to be a reference to the final sentence of Poe's Narrative, which is the quote at the top of the piece, and demonstrates how centrally important story titles can be to the literary conversation that authors participate in with each other as history unfolds.
Previous Blogging Northwest Smith Entries:
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"
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