Haunted West (2021) by Darker Hue Studios

Here men and women were confronted, in the very recent past, by conditions that had been forgotten east of the Mississippi for centuries. When men began to write of the West, it was to exploit its more lurid aspects for sensational purposes. Hence, rose the “cowboy” tradition, the “Wild West” tradition—an absolutely criminal distortion of the literary growth of the region and traditions that made a vulgar jest out of what should have been one of the most vital and inspiring pageants of American history. What the ignorant and blundering pens of sensational yellow-backed novel writers failed in doing, the pens of sophisticated arm-chair critics completed. Really good writers, with a few exceptions, shied away from the Western tale, lest they be branded with the yellow-backed dime novelist. It seems to me, from what I’ve read and heard, that most people who have never seen the West, are devided [sic] into classes—the class that believes the West swarms with movie-type cowboys and Indians where bullets whiz continually—and the class that lifts the lip in scorn and rejects all the tales of the West as mere drivel. The truth, as of course you realize, not belonging to either of the above mentioned classes, lies about half-way between. Men didnt [sic] go about with guns slung all over them, shooting at the drop of a hat, hanging rustlers to every tree, chasing Indians twenty-three hours of the day, but life was a fierce and hard grind, and murder and sudden death were common. Now thinking people all over America are beginning to realize the truths of the pioneer West, with the resultant boom in good Western literature—which I hope spells the doom of the Wild Bill dime-novel.
—Robert E. Howard to H. P. Lovecraft, c. Feb 1931, A Means to Freedom 1.152

Before the pulp magazine was the dime novel and the nickel weekly; and these early popular media were the crucibles for many of the tropes of pulp fiction: genrefication (western, detective, etc.), series characters (Nick Carter, Deadwood Dick, etc.), catchy titles, fan clubs, etc. It was mass entertainment, cheaply printed, incredibly popular—and spread the legend of the Wild West, which during Lovecraft’s lifetime transitioned into the Old West. The frontier was gone, but it lived on in stories of cowboys, rustling, gunfights, and constant war with Native Americans—and it flourished in the pulps, with hundreds of titles, and made the leap to theater, radio, and finally film. John Wayne’s first leading role was Big Trail (1930), released the same year that Lovecraft and Robert E. Howard began their correspondence.

In the pulp magazines, genre segregation could be strict, but there were exceptions. Occasionally writers would set fantasy, horror, and science fiction stories in a Southwestern setting; usually this wasn’t during frontier days but…there were exceptions. H. P. Lovecraft himself had stories set in the Southwest, almost an entire cycle’s worth: “The Transition of Juan Romero,” “The Electric Executioner” with Adolphe de Castro, and “The Curse of Yig,” “The Mound,” and “Medusa’s Coil” with Zealia Bishop. While these Southwestern tales would inspire further stories of “Yig Country,” and tales set in the American Southwest,these were not Western stories set in the frontier. The true Weird Western was pioneered by writers like Robert E. Howard in stories like “The Horror from the Mound” (Weird Tales May 1932) and “Old Garfield’s Heart” (WT Dec 1933).

The idea of the Weird Western spread slowly an unevenly; it was hybrid genre that didn’t always find a ready home in every market, for fiction, film, or comic books, though there are plenty of examples of all three. All of these sources, and the periodic resurgence of the Western film in popularity over the decades, from the Spaghetti Westerns, Acid Westerns like El Topo (1970) and Deadman (1996) to gritty Anti-Westerns like Unforgiven (1992), and fanciful weird westerns like Wild Wild West (1999), Cowboys & Aliens (2011), and horror westerns like Bone Tomahawk (2015), have contributed to a rich and diverse array of media for fans and writers to mine for ideas…and for some folks, a sandbox to play in.

Western roleplaying games are a minority in the United States; the field tends to be dominated by fantasy-oriented RPGs like Dungeons & Dragons and its various settings. Yet they exist. TSR, the creators of D&D, published Boot Hill in 1975, Kenzer Co. published Aces & Eights, GURPS published GURPS Old West and included various “Dixie” settings in their GURPS Alternate Earths books, Pinnacle published the weird western Deadlands in 1996 to some acclaim…and in fact published some of the first Cthulhu Mythos-related weird western game material with Adios A-Mi-Go (1998, long out-of-print but available as an affordable ebook.)

Deadlands tends to be emblematic with the problem of bringing the Wild West as a roleplaying setting. The exact dates vary, but most folks consider the “Old West” to be post-the American Civil War (after 1865) and the dawn of the 20th century. This was a period of tremendous historical racism in the United States, encompassing the abolition of slavery, Reconstruction, and the end of Reconstruction. Native American tribes had been forced onto reservations through military force, and kept there with force and laws, their children sent away to schools. Mexicans and other Hispanics peoples were routinely subject to persecution and stereotypes, as were immigrants of all stripes, especially Chinese and other Asian immigrants on the West coast.

Roleplaying games like Deadlands, written mostly by white people for a mostly white audience, and having often absorbed many misconceptions about the Lost Cause and racial stereotypes, were notoriously bad in their presentation of the Confederacy as sympathetic, paid little to no heed to how people of color would feel playing the game, were rife with racial stereotypes (especially with regards to Native Americans, who were often reduced to funny animal names and Dime Novel broken English), and gave little to no thought to the racial tensions and social realities of the turbulent period they were, at least nominally, attempting to depict.

Which, to be fair, is a tall order. Historical racism is a difficult subject to address in any context, when you’ve got a group of people gathered around a table or in an online chatroom, trying to work out a cooperative storytelling experience with dice, not everyone involved is going to even be aware of all the issues at play. Popular media depictions of Native Americans in Western media have strongly colored most expectations about how they “should” be portrayed, much as films like Gone With the Wind (1939) have influenced ideas of what upperclass Southern plantation life was like antebellum.

Mix in the Cthulhu Mythos, and the job might be a little tougher. It’s one thing to make an attempt to produce a setting that directly addresses the challenge of including (and even spotlighting) the diverse array of races, ethnicities, and cultures in the Wild West, and something else to do that while working in concepts and materials that date back to the 1930s. H. P. Lovecraft sketched out a few ideas towards a Southwestern Mythos, but he had no direct firsthand knowledge of the region or cultures, and his depictions of Native Americans and Hispanic characters in particular tend to be rife with dime western stereotypes.

[“]You let um ’lone, you have no bad medicine. Red man know, he no get catch. White man meddle, he no come back. Keep ’way little hills. No good. Grey Eagle say this.”
—H. P. Lovecraft & Zealia Bishop, “The Mound”

Which has to be understood to appreciate that Haunted West (2021) by Darker Hue Studios got it right.

Haunted West is a standalone Weird West roleplaying game by Darker Hue Studios, the producers of Harlem Unbound. The game uses the Ouroboros System, which is strongly derived from the Basic Roleplaying System used by the Call of Cthulhu Roleplaying Game and its many variants, spin-offs, and equivalents. The game itself draws strongly but not exclusively on the Cthulhu Mythos for the “weird” aspect of the game, and while there are enough mechanical differences that you cannot quite drop a Valusian with a shotgun into your Call of Cthulhu 7th Edition or World War Cthulhu campaign, the actual work to convert the stats is minimal and intuitive. Most of the changes in the Ouroboros System are the kind of advancements that should have been made to CoC about five editions ago, offering greater granularity to the percentile rolls, options and abilities to make characters more effective, and different levels of roleplaying granularity (from breaking out the miniatures for combat to a rules lite experience that focuses less on dice and more on narrative roleplaying). I wouldn’t quite call Ouroboros the CoC-equivalent of a heartbreaker, nor is it a perfect system, but it’s definitely trying to address some of the inherent mechanical flaws of Basic Roleplaying.

Front and center in the game is the focus on who is playing, and the nature of the Old West as an incredibly diverse place—and how to roleplay that. While this technically isn’t the first game where you can be a Black cowboy and find that the Mi-Go are mutilating cattle, it’s the first game that focuses on the actual experience of a Black man or woman (or transgender character!) might work in such a setting, how you might bring together a Chinese immigrant, a Mexican vaquero, a Buffalo soldier and his Two-Spirits spouse, to deal with the mystery of stolen Innsmouth gold, a lone settlement that’s turned into a cult of Shub-Niggurath—or what happens if the Ku Klux Klan get ahold of a copy of the Necronomicon.

From a setting perspective, the historical research is excellent. The natural point of comparison would be Chaosium’s Down Darker Trails (2017), the CoC 7th ed. supplement for the Old West. That book is 256 pages, Haunted West is 800 pages—and it is interesting to compare the differences in approach. Both have large sections devoted to raw mechanics and the history of the setting; both also include ways to incorporate the Mythos into the setting and address issues like playing characters of a different race or ethnicity than your own. Down Darker Trails devotes half of page 11 to the question of ethnicity, noting:

As a player, your choice of ethnicity and gender are two factors that go in to making your character’s backstory. The game does not dictate any advantages or disadvantages to a particular ethnicity or gender, so the choice is entirely up to you.

While this might sound like damning with faint praise, from a historical gaming standpoint (and perhaps especially an historical Call of Cthulhu gaming standpoint), this isn’t bad. While the game has never said “no, you can’t play a Black character,” various roleplaying games and supplements over the decades have given specific mechanical advantages or disadvantages based on a player character’s race or gender, and Call of Cthulhu itself has not always been great about encouraging or expressing diversity; game products like Secrets of Kenya (2007) made an effort to discuss the historical reality of racism, but doesn’t really do a good job of it, often falling back on stereotypes (one of the player professions is literally “Great White Hunter.”) Down Darker Trails doesn’t offer many roleplaying hints in that regard. It seems to be aware of the issues, but doesn’t have a good approach to how to actually approach and resolve those issues.

Haunted West faces the issue right off the bat on page 7:

Can I Play A Character of a Race Other Than My Own?
Yes, if done with respect and care. Will you fail? Likely, yes. We all do. But it’s so important to make the attempt and keep trying. Apologize if you hurt someone; you can’t expect them to accept your apology, but you can do your best to listen and make amends. If the community or group you’re in doesn’t understand or hold space for you to fail and try again, it’s probably time to move on.

There is a lot more detail offered for how to play a character in the game, a lot of history and setting information, but above all else this is a game where the designers consciously went into it with the idea of making it an inclusive experience, of not relying on old stereotypes and preconceptions about the Old West, and making it a game that everyone can enjoy while specifically catering to a diverse audience.

In a game set in the real world, history & geography occupy a weird space: all the detail you could want can be found in actual history books. Players can be pointed toward Wikipedia or other easily-accessible online sources, and there is more information there than can be squeezed into even an 800-page book. Haunted West strives to face this reality by offering perspective, as well as history: the usual narrative of the Old West is centered on the actions of European & American colonization, and this book makes a good effort to show that there were other narratives involved…free Black people, immigrants, indigenous peoples.

So where does that leave the Mythos? Well, the game is first and foremost a Weird West game first, with a heavy Mythos flavor.

Roleplaying games focused on historical periods focus on the history above all else; the point of such products is to provide the players will all the rules and setting material they need to build their characters and play their own game. Sometimes this means a few pre-fabricated towns to use as centers for campaigns, some pre-written scenarios and pre-generated characters, but mostly it involves a lot of history and mechanics dominating the book.

So the Mythos as a presence in the Old West in Haunted West can be a bit vague. There are cults, monsters, tomes, artifacts, weird phenomena, etc. but you don’t get a full “secret history” of the Old West from a Mythos perspective. You don’t get firm dates for when the first Innsmouth kin might have arrived from back East, and by association you don’t necessarily get key personalities and non-player characters. There’s room for tens of thousands of stories, but it isn’t the case where there’s only one copy of the Necronomicon in the territory of Nevada, or anything that specific.

A notable absence from the lore is any reference to the snake-god Yig. Lovecraft and his contemporaries wrote almost nothing about the Mythos in the Southwest during the period of the Old West, so writers today almost have a blank slate to write to, and they do in stories like “Showdown at Red Hook” (2011) by Lois H. Gresh. It is not like a sourcebook set around Innsmouth, Arkham, Dunwich or other popular “Lovecraft Country” settings where dozens of authors have set stories or made references from the 1930s through the present day and a really keen writer might have fun trying to incorporate as much as possible, making glosses where stories contradict each other, etc. One of the few things Lovecraft was specific about was Yig, so the absence of the snake-god is notable.

Probably this was a deliberate omission to avoid associating any particular aspect of Mythos-worship to a specific ethnicity or group of people, given the tremendous care given to the depiction of Indigenous peoples in this book, including the (very rare) predominant use of their given names for themselves rather than exonyms (Ndee rather than Apache), etc.

Overall production is excellent; desktop publishing has come a long way, and there are no issues with the formatting. Good use is made of historical photographs & public domain art, while the original art assets are a mixed bag; Kurt Komoda and and Alex Mayo’s work seems to stand out the best. I backed the kickstarter on Haunted West and got access to an early digital edition which is the basis for this review, but the digital and hardcopy editions are both coming out in 2021 and can be ordered at the Darker Hues Studios shop.


Bobby Derie is the author of Weird Talers: Essays on Robert E. Howard & Others (2019) and Sex and the Cthulhu Mythos (2014).

Harlem Unbound (2017) by Darker Hue Studios

 

Black Harlem—of possible interest to you as a source of sy[n]copated melody—is impressive to the Easterner chiefly on account of its size, since all the eastern towns have large African sections. To many westerners—as, for instance, a friend of mine in Appleton, Wisconsin, who never saw a nigger till he was in college—it would be quite stupefying. I don’t know whether are are any blacks in your part of the world or not—of, if so, how thick they are. In Harlem there must be about as many as there are in all the southern states put together—one realises it unpleasantly in the uptown Broadway subway, one of whose three branchings above 9th St. leads to the black belt. […] All the drug stores carry rabbit’s-foot luck charms, dream books, anti-kink fluid & pomade for the wool of dusky sheiks & sirens, & (also for the rites of Congolese coiffure) devices called “straightening-irons.” The clothing-stores feature gaudy & eccentric suits & flaming haberdashery.
—H. P. Lovecraft to F. Lee Baldwin, 27 Mar 1934
Letters to F. Lee Baldwin, Duane W. Rimel & Nils Frome (2016) 65-67

 

Spivey
Chris Spivey

Harlem Unbound is a roleplaying game supplement published by Darker Hue Studios for use with The Call of Cthulhu Roleplaying Game (Chaosium), and compatible with the GUMSHOE system used by Lovecraftian roleplaying games like Trail of Cthulhu (Pelgrane Press). The brainchild of Chris Spivey and a multiracial group of writers, artists, editors, etc., it has the distinction of being the first Lovecraftian roleplaying product to focus on the black experience during the 1920s in the United States—a period of legal segregation, jazz and blues, the Great Migration and the Harlem Renaissance. Yet to appreciate what Harlem Unbound is and why it is important, it is necessary to look back on what Cthulhu Mythos roleplaying is and where it came from.

Dungeons & Dragons was first published in 1974, and initiated the popularization of roleplaying games as a hobby and the roleplaying game book as a form of literature. Heavily inspired by pulp fiction, Lovecraft and other Weird Tales favorites appear in “Appendix N: Inspirational and Education Reading” in the AD&D Dungeon Master’s Guide (1979), and Cthulhu Mythos made an appearance in the 1980 supplement Deities & Demigods—but quickly discovered that another company, Chaosium, had acquired license to adapt Lovecraft’s works for roleplaying game purposes. They published the first edition of The Call of Cthulhu Roleplaying Game in 1981; almost forty years later, the game is on it’s 7th edition, and has spawned innumerable spin-offs and third-party supplements: Delta Green, Achtung! Cthulhu, The Laundry, Trail of Cthulhu, etc.

The conceit of Call of Cthulhu is that the player’s characters are investigators; one takes the role of the Keeper to guide the game, adjudicate rules, and act as referee and storyteller. By default the action is set during the 1920s-1930s period (though other settings have since expanded the scope of the game and its various spin-offs). There is a heavy simulationist element to the game—vehicles, weapons, and other equipment are adapted primarily from what would have been available in real life, with prices for goods taken from contemporary catalogs; contemporary fashions and events like World War I, the Great Depression, and Prohibition often feature in the setting materials; and historical individuals like Duke Ellington, Al Capone, and Aleister Crowley are included alongside fictional characters. Real history blends with the fictional background of stories by Lovecraft and others.

The endemic racism, misogyny, and nativism of the period is a bit of a sticking point, and not one that Chaosium and various other companies and writers have handled well. There is a conflict in writing Call of Cthulhu material between catering to contemporary sensibilities and the accurate depiction of hard realities of what African-Americans and other people of color experienced during Lovecraft’s lifetime—and in his fiction. There are few black or ethnic characters in Lovecraft’s fiction, and those that do exist are not generally portrayed positively; the Cthulhu Mythos fiction generated by Lovecraft’s contemporaries such as Robert E. Howard, Clark Ashton Smith, Robert Bloch, and August Derleth are not much better in this regard. To adapt the material of the Cthulhu Mythos to the purposes of play the writers have to balance accurate portrayal of the material versus contemporary knowledge and acceptable use.

It can be a difficult balance to strike. The horror evoked by Lovecraft when he presented Marceline Bedard from “Medusa’s Coil” as being mixed-race reflected the horror of white people to the idea of people of color that could “pass.” Today the “revelation” is downright offensive to contemporary audiences; a straight adaptation of Marceline that focused on her black ancestry would be accurate to the source material, but unacceptably tone-deaf. Yet one of the issues faced by Call of Cthulhu products is meeting these very challenges…and failing. Charles Saunders wrote of a similar issue in fantasy fiction in his essay “Die, Black Dog!”, where contemporary writers were repeating the characterization of pulpsters from the 1930s:

[…] in the worlds of today’s fantasy, the racial atmosphere remains unchanged. Blacks are either ignored or are portrayed in the same hackneyed stereotypes that should have died with colonialism.

The latter has been especially true for supplements set in Africa such as The Cairo Guidebook, Secrets of the Congo, Secrets of Kenya, Secrets of Morocco, Mysteries of Sudan and the Achtung! Cthulhu Guide to North Africa; or Asia such as Myseries of the Raj, Secrets of Japan, and Secrets of Tibet; and to a lesser extant in supplements dedicated to cities with large multiracial populations, such as Secrets of New York and the New Orleans Guidebook. Most supplements to the game frankly ignore race, or if it is an issue deal with it curtly and perfunctorily. Long-time players will probably be familiar with the scenario “Dead Man Stomp” and its “Special Comments”:

Race is important in this adventure. Identify the race of each investigator before play begins. Choice of race brings no penalty, but a questioner’s race can determine the accessibility of information. Read this adventure before presenting it: if all the investigators are African-American, for instance, rather than a racial cross-section, or are all white, or are all Asian-Americans, the keeper must devise some patches. The scenario presumes that the investigators are white.
The Call of Cthulhu (2005, 6th edition) 270

For most Call of Cthulhu products, “presumes that the investigators are white” is the default. Just as it is in Lovecraft’s fiction. When the writers, editors, and audience are all largely white themselves, the “presumption” often goes unnoticed, unquestioned, and un-examined. Cthulhu Mythos roleplaying, as an extension of Cthulhu Mythos fiction, ultimately faces many of the same issues regarding race, and for the same reasons.

Harlem Unbound is something else. The book itself is written very typically for Call of Cthulhu supplements: roughly the first half is dedicated to background materials, systems, character options, scenario hooks, and non-player characters for a game set in Harlem, while the back half contains a handful of scenarios for the Harlem setting. The books aren’t so standardized that they write themselves, but there’s a clear goal for every book written in a real-life historical setting after the advent of the World Wide Web: be better than the equivalent Wikipedia page, provide enough hooks for roleplayers to build stories off of.

Harlem Unbound easily does that: the writing is crisp, informed, and focused. Tangents like the Harlem Hellfighters, the Harlem Race Riot of 1935, and the Rise of the Ku Klux Klan are relegated to sidebars.  The Mythos elements are generally slight in the first half of the book, but given the dearth of Mythos fiction set in Harlem, the writers didn’t have much raw material to work with. The game presents character creation rules for Harlemites using both Call of Cthulhu‘s Basic Roleplaying System and the GUMSHOE system; from a game design standpoint it’s a professional product, with little touches of flavor in the new occupations made available for players, like Conjure Woman and Hellfighter. The production values are very high, especially considering this is the first product from an independent studio: the vivid use of red against the white page and black text stands out well, and extends into much of the artwork, making for a striking visual aesthetic that’s easy to read.

The very best section, and worth the price of the whole book, is the chapter on storytelling. This is traditionally an area which Call of Cthulhu fails to provide much if any useful guidance, and almost never with regards to racism and racial appropriation. The approach is hard-hitting and to the point:

When playing someone of a different race, there must be sensitivity to avoid any form of cultural appropriation. It is possible to honor and interact with the culture on more than just an aesthetic level. Blackface? Just don’t. Don’t try to talk with a “black” accent. Don’t try to have “black” mannerisms or fall into any of the countless stereotypes.

These are real issues for players to deal with. While it might be laudable in a period drama to depict the realities of life and language of discrimination that people of color lived under daily, in a casual roleplaying game environment the realistic depiction by gamers of 1920s racism is generally not acceptable—players do not want to be discriminated against in-game for the race or gender of their characters, nor should the casual racism of the period be accepted as something for players to perform “in character.” If you are going to incorporate racial discrimination as part of the game setting, it needs to be front and center, part of the social contract that players enter into when they agree to game—and there need to be limits.

Case in point, in a film or television program, the N-word will be weighed in the script long before an actor ever utters it, the impact and meaning judged according to the needs of the plot and the characterization of the players—roleplaying gamers cannot be expected to evaluate that kind of context on the fly, nor should they be encouraged to use it without restraint simply because it was in common use in the 1920s. Casual racism, even in “fun”, should not be encouraged. As Spivey puts it:

CAN I USE THE N-WORD IN MY GAME?
Short answer? No.

It is never okay for a non-black Keeper to use it, and even black Keepers should be wary of it. “Wait, what? It’s just a game…” is possibly the thought going through your mind.

Let’s assume that everyone who would want to say that word in the game is not racist or bigoted (that laughing you hear is my internal cynic). Even if all of that remains true, what does using the word really bring to a scene? Is it impact or shock you’re looking for? If so, that can be conveyed by the actions of your antagonists.

The last half of the book mostly consists of five scenarios (“Harlem Hellfighters Never Die,” “Harlem (K)Nights,” “The Contender: A Love Story,” and “Dreams and Broken Wings”). This is followed by “Souls of Harlem,” a guide to the Harlemites with important focuses on issues like LGBTQ, the Italian and Jewish communities, Nelia Larsen’s novel Passing, the all-black 1921 musical Shuffle Along, and Beta Israel;  and brief appendices with a guide to period slang, a timeline of major events, recommended media, etc.

Harlem Unbound is a very solid Call of Cthulhu supplement. Like many CoC products, the writers focus on setting and verisimilitude first, and if Mythos material seems lacking, the material integrates well with other CoC products: Keepers can drop in NPCs or locations from Secrets of New York without a problem, or borrow the Voodoo rules from The New Orleans Guidebook to give root doctors and Hoodoo practitioners more bite, for example. Gumby’s Bookstore could serve as the focal point for a Bookhounds of London-style campaign set in Harlem (Bookhounds is a Trail of Cthulhu expansion using the GUMSHOE system). The 369th Infantry regiment, the famous Harlem Hellfighters, saw service in World War II, and could easily fit into an Achtung! Cthulhu campaign.

The straightforward approach to difficult subjects like racism, language, segregation, and roleplaying are all appreciated. Harlem Unbound provides something new to Call of Cthulhu that isn’t yet another avatar of Nyarlathotep or one more sinister cult or terrible tome: a game that doesn’t presume players or their characters are white.

HarlemUnboundI backed the Kickstarter for the publication of Harlem Unbound on faith; I haven’t read any of Chris Spivey’s work on Cthulhu Confidential, or seen anything of the work of the other writers Bob Heist, Ruth Tillman, Alex Mayo, Sarah Hood, and Neall Raemonn Price, but I liked the look of the samples and I’m glad to have backed the project and received the finish product. As a genre, Cthulhu Mythos roleplay has been so stuck in a rut for so long, we need books like this to really shine a light on how little attention most works for Call of Cthulhu, Trail of Cthulhu and related games devote to the portrayal and experience of people of color, either as characters within the game as as players and Keepers.

 


Bobby Derie is the author of Sex and the Cthulhu Mythos (2014)