Tag Archives: Lovecraft

The secret lives of night potatoes

No one jumps from the moon with night potatoes. Not even in the strange hallucinations that are brought on by eating the wrong sort of seaweed during a complex occult rite designed to make you think that you are in fact jumping from the moon.

Even when you go out into the woods on a dark night, compelled to find the moon fruit that appeared to you in a dream, you will not jump from the moon with night potatoes.

If you wake, shivering in the dawn to find yourself on the roof, in the company of a donkey who is probably chewing your clothes, you will not remember night potatoes helping you jump.

They would like you to jump with them, though. It takes them hours to climb trees in straggling groups, their tendrils barely equal to the task of ascending. The lights of their eyes guide them, and might draw attention to their ascent. If you followed them, you could jump with them, but this absolutely never happens.

When the time is right, the night potatoes link tendrils and, under the watchful gaze of the full moon, throw themselves into the sky. If you stand in just the right place and look up, it will seem that they are falling from the moon. They are not. But they do certainly fall. All the way down to the cold, hard ground.

Older and more cynical night potatoes will be there to observe the impact. Eyes are collected for the making of vodka.

As the night potatoes themselves cannot or will not speak, we can only speculate at their motives. There are those who say they do it to placate their own strange gods. There are those who say that night potatoes are evil, and determined to eradicate foolishness and gullibility from their gene pool. Others speculate that it is the urge to jump from the moon that sends them up trees and that they just don’t get physics and have no idea how far away the moon is.

Whatever the truth of it, we can assume that Lovecraft would find them entirely upsetting.

A Traveller in Hopeless

Hello people! (and others) The lovely Matt Sanders has played Travels on Hopeless with his group of young humans and has this to report-

 

Hopeless, Maine – Travels in Hopeless – A Role-Playing Game for Adventurous Eccentrics

I’d like to just give you a little idea about the roleplaying game for Hopeless, Maine, and in the near future, I will provide an in-depth review, with all the ups and downs and ins and outs, along with video footage of the game in action.

But for now, let me get the mechanics out of the way, because I feel this game isn’t really about the core mechanics, but more about the nuanced elements of the mechanics and the game world and its atmosphere.

The core mechanics have at their root the Basic Roleplaying game from Chaosium, and any player of BRP and the now-legendary games that use it… Call of Cthulhu and RuneQuest… will be instantly comfortable playing this game. Well, maybe not with the magic, but I’ll get back to that later when I get further into the setting. It isn’t pure BRP, and has its own flavour and style, but those familiar with BRP will grasp it all very quickly.

For those not familiar with the BRP system, but who are experienced roleplayer, it uses a simple roll-under percentile system which is very intuitive and becomes second-nature almost instantly.

The world of Hopeless, Maine will most likely feel incredibly familiar to many readers. I found the world and its characters less like things I was being introduced to and more like things I’d almost forgotten that I knew everything about.

The inspirations are clear, and the world has a deep, dark, abiding melancholy to it, and any lover of Poe, Lovecraft, Carroll, and even Dickens, should find things to love about it. Think of as being like Nicholas Nickleby wandering through the narrow streets of Arkham, pining over his lost Lenore, who the Mad Hatter had sacrificed in an attempt to appease Yog-Sothoth.

The artwork fits beautifully amongst the text, and evokes a mix of childhood memories of those dark and lovely television shows for children that those of us who grew up in the UK and in the 60s and 70s know so well, and the drawings of Edward Gorey and Charles Addams.

The magic system, which I mentioned before, is incredibly thematic and versatile, and comes in two flavours… Folklore and Dichotomies.

Folkloric magic, also called witchcraft by some, is simple, quick magic, usable by most, which requires totems and talismans for its workings, and its practitioners can heal, curse, and defend.

Dichotomies are complex and lengthy rituals used to summon and bind demons, and are a far riskier proposition than witchcraft, and any error by the would-be demonologist could see them possessed or worse.

Don’t think it’s all about powers best left alone, there are also gadgets to be built, maintained, used… and misused… too. Steam or clockwork devices are the choice for the pragmatic adventurer, whilst if you really, really must make contracts with things from Beyond, yes, you can use demons to power your latest conveyance or weapon.

All in all, it is a lovely game, made even more delightful by the world that the Browns have crafted. Mr Healing has done a great job in adapting the BRP system and creating the versatile magics and gadgetry, and I won’t forget to mention Mr Cumber’s work in the Bestiary section either.

Any lovers of Hopeless, Maine who also enjoy roleplaying games really should indulge in this one, and thank you for tolerating my rambling style, as it’s been many, many years since I’ve written a review, and as I said at the start, expect a full, all-singing, all-dancing review very soon.

 

If this has piqued your curiosity, the core rules and the first scenario can be found here. I hope, as always, this finds you well, inspired and thriving.