Tuesday, 28 April 2020

Review: Carcosa, by Geoffrey McKinney


Carcosa is my favourite RPG book that I actually don't like at all. I am obsessed with it, but really I am obsessed with the idea of it. I love the premise, the overall aesthetic of the thing. I love the uneasy mixture of genuine horror and pulp nonsense, of grotesque violence and gonzo comedy. I love that it's basically a Kingdom Hearts/Super Robot Wars-style crossover of every Lovecraft-adjacent author ever. I love the sense of intense potentiality in the setting, the feeling that over the course of a few sessions your players could very easily seize godlike power, or trigger an eldritch apocalypse, or just die of sepsis in a ditch.

What I don't love is anything that's actually in the book.

Once you start reading the details, all you find is one limitation after the other. McKinney created a wonderful playground for the imagination, but it seems like he didn't actually want to play there. Consider this quote from the section on "Artifacts of the Great Race":

Humans, however, find it almost impossible to use these outré objects. Only humans with an intelligence of at least 17 can even possibly do so. After each month of continuous study, such a human has a 5% (non-cumulative) chance of understanding the item well enough to make some use of it.
In other words - here's a bunch of cool stuff, but it's statistically improbable that any of your characters will ever be able to use it.

Or the section on sorcerous rituals, most of which require expensive treasures, human sacrifices, or quests to extremely dangerous locations. Even if all the requirements are met, the cosmic entity still gets a saving throw, and:

The Referee must make the being’s saving throw in secret. If a ritual does not work, the Sorcerer does not know why:
The ritual might be defective and thus will never work.  
The Sorcerer might have performed the ritual incorrectly. 
The entity might have made its saving throw.
How is this conducive to any kind of entertainment at the gaming table? If the PCs are trying to complete a ritual, it's just an exercise in frustration. If the PCs are trying to prevent an evil sorceror's ritual, it opens the door to a sad anticlimax: "You failed to stop him in time... but luckily Cthulhu made its saving throw so nothing happens."

Once you get past the long and pointless list of rituals (most of which don't do anything useful even if you go to the trouble of completing them) you reach what should be the real meat of the book: the hex descriptions. But here, too, McKinney seems to have little interest in the possibilities of his own material. So many hex entries are literally just a monster name and a number, as if rolled right off a wandering monster table. But the really baffling ones are things like this: "Tens of thousands of ancient stone burial vaults dot these barren plains. Every one of them has been broken open and emptied." Or: "A shadowy figure lurks at the edge of the forest, watching intently. Though it may be a Black Man or a Purple Man, it is impossible to tell for sure, and he disappears deeper into the trees if pursued. No amount of searching or pursuit will result in finding him."

In other words: "Something here appears to be interesting, but on further investigation, it isn't. At all." 

I know some people praise this kind of brief hex description because "it can serve as a starting point for the DM's imagination". But most of Carcosa's hexes are so brief that they give you nothing at all to work with, or worse, actively stifle imagination by negating possibilities.


The monster descriptions are similarly low-effort. Most of them boil down to generic blobs or crazed mutants that attack on sight. Many Lovecraft deities are listed, and although there's a certain goofy charm in learning that Azathoth, "the monstrous nuclear chaos beyond angled space", has 19 armour class and 60 hit dice, ultimately the descriptions of them are so brief as to make each one indistinguishable. McKinney's attitude seems to be: "You've read the original stories, so I don't need to put in any effort here."

Yet even that is too kind because McKinney has managed to make a lot of the Lovecraft monsters less interesting than in their source material. For example, Carcosa claims that creatures as diverse as shoggoths, mi-go and Deep Ones are all numbered among the "six main spawn of Shub-Niggurath". This attempt to systematise the unruly hodgepodge of the Lovecraft cosmos is reminiscent of the misguided efforts of August Derleth, who notoriously tried to fit Lovecraft's pantheon into neat boxes based on the classical elements of Earth, Air, Fire and Water. But cosmic horror really only works when the uncanny defies logical classification. The fact that Lovecraft's meta-universe is crowded with beasties and barely held together is part of its allure.

A review of Carcosa, especially a critical one, can't be complete without talking about the rape content. Because it created such controversy at the time of release, I'm always surprised to find how little there actually is in the book: I think it's just two or three rituals and one monster description. I absolutely think it should not be included in the book. Any reasonable DM won't use it anyway, and it makes it much harder to talk about the setting when you have to preface any discussion with "but I'm not into the rape stuff".

That said, I don't believe that the depictions of cruelty and torture in the ritual section are entirely gratuitous. It does add something new to the Cthulhu mythos. The traditional theme of cosmic horror has been "the universe is full of powerful beings that don't care if something horrible happens to you". Carcosa's rituals twist this a little: here, the powerful beings do care about horrible things happening to you, but they care for alien reasons beyond comprehension. But I really question whether this theme can be ably explored in a roleplaying game, much less in a game of gonzo hack-and-slash D&D.

Conclusion... look, I would be an asshole if I didn't give credit where it's due to a book that I've written a bunch of blog posts about. McKinney has definitely created a world that is fundamentally compelling on some level. But if you're reading this review to decide whether to buy it, I'd say... maybe don't bother?

Even aside from the fact that it's published by a guy who stands up for (alleged) rapists - the book doesn't give you anything you can't get yourself. Instead, I recommend you read the source material (Chambers, Smith, Lovecraft, Lindsay, and uh... Burroughs but maybe just watch the movie instead). Look at the artwork associated with Carcosa and read what other D&D bloggers have written about it. Then just imagine what's inside the book itself, and you will probably come up with something better than the disappointing reality.

Monday, 27 April 2020

Seasons of Carcosa

Bruce Pennington



Carcosa's solar year lasts for nine months, each of fifteen days' duration. The seasons are as follows:

Hot Dry (or "Dustfall") (2 months): The driest and hottest portion of the year. Crops wither and creatures seek shelter. Humans go about in full-body cloaks to avoid exposure to solar radiation. Some flora and fauna hibernate during this period. Dust storms, brushfires and solar flares are common.
Black Rain (1 month): As the temperature decreases, noxious clouds rise from Lake Hali and fall on the landscape as black rain. Creatures and plants mutate to survive the rain's toxins. Humans hoard clean water.
Sporing (3 months): Coldest and wettest season. Freshwater storms wash away the black rain and life blossoms. The fungal forests sporulate during this time. Humans wear filter masks to avoid fungal infections. Floods and thunderstorms common, but overall a time of bounty.
Hot Wet (3 months): Storms give way to humidity. Fungal forests grow. Humans retreat into caves, which offer respite from the relentless heat. Overland journeys are difficult because exhaustion sets in quickly.




There are two major moons, Yuggoth and Pnakotoi. The former rises at night and the latter during the day.
Yuggoth has a fifteen day cycle and is associated with the nine months. When it is full, it projects eldritch energy that increases the power of spells and stimulates uncanny beings. 'Werethings' transform under a full Yuggoth.
Pnakotoi has a sixty-day cycle. It normally achieves fullness at the same time as Yuggoth, creating a double full moon once every four months. Full Pnakotoi augments the effects of full Yuggoth.
Bruce Pennington


The nine months of Yuggoth:

- Dust Moon: For the heavy dust clouds that rise at the beginning of the dry season. The full moon stimulates the spawning of giant dust worms.

- Ulfire Moon: the ulfire tint reflects the heat on the planet's surface. Creatures of invisible flame walk the land on the full moon.

- Black Rain Moon: A moon often obscured by thick black clouds. When its pale light strikes the ground, horrors spawn from the mud.

- Thunder Moon: A welcome moon that heralds the end of the black rain season and the coming of fresh water. Sorcerors perform rituals of renewal under this moon.

- Spore Moon: Spore clouds rise in this month and turn the sky greenish-white. When the full moon shines, spells spontaneously cast themselves from the minds of spellcasters.

- Hunt Moon: A bright moon, beloved by predators, who use it to hunt the young prey spawned during the Sporing season. Old beasts stir under its light and warriors make sacrifices of blood.

- Yellow Moon: A sickly moon, presiding over humidity and infection. Madness flares up in this month, and at full moon Hastur walks the earth far beyond his demesne in Lake Hali.

- Fruiting Moon: In this month, the fruiting bodies of fungi grow wildly, sometimes so fast as to coat a sleeping victim overnight. Fungal forests become nigh impassable. Spellcasters sprout mushrooms from their facial cavities. At the full moon, the fungi walk and perform strange rituals, while humans and beasts are rooted to the ground.

- Moth Moon: Named for the dolm moths that swarm in this month. Men and beasts store food jealously as the last supplies are depleted before the coming of the dry season. On the full moon, the moth swarms reach their peak and humans feel restless, a desire to travel.

Bruce Pennington

I have a new blog about weird old SFF novels

 Well, as you can see I haven't updated this blog in quite some time. I still play D&D but I don't get creative ideas for it in ...