First off, I'm actually having a little bit better luck reading than I thought. Not nearly as much as I'd like, but slightly better than I thought. I'll likely be able to finish Buccaneers of Freeport today, and hopefully finish "Skeletons of Scarwall" before heading back home at the end of the weekend. Not a bad showing for having to travel for a very specific and very busy task that has occupied my free time a lot. I feel like the Freeport Trawl is actually getting close to finishing, although I still have some big chunks to swallow coming up. After I finish Buccaneers, I've got the companions to read. In theory, they should all be more or less the same, as they are about adapting the systemless Freeport setting book to various systems. I'll read the d20 one in detail, but probably skim all of the rest to ensure that I'm not missing anything. They also come with an included small adventure, but again, I believe it's the same for all companions.
Then I've got I think three small Adamant Press third party adventures, the extremely thick Pathfinder update to the Freeport setting book, and the Pathfinder 1e adventure path. I've not read any of those before, but of course, much of the text of the big setting book should be lifted from the Pirates' Guide, which I've read many times. And once I finish the adventure path, I'm kinda done. Weird to think about.
I might well remove the page that marks the Freeport Trawl once I finish the trawl, since tracking progress will be moot once I'm done. There's a few other products here and there that I think are largely repeats updated to different systems, but I'll skim them to make sure. But that's about it. I have a pdf of the Pathfinder book and I always thought that it was just the Pirates' Guide plus the d20 Companion updated to Pathfinder 1e and mashed together into a single book, but I'm not sure that that's the case. I think the timeline was updated at least, as well as a few other changes that that made, such as a new Sea Lord. I don't know that that justifies me spending quite a bit of money to get a hardcover copy, but maybe it does. I can order one from the Green Ronin store, although it's $75. Quite a lot for a book that no doubt mostly reiterates stuff that I already own in hardcopy. But we'll see. If I really enjoy it and find it to be sufficiently updated to make it worthwhile, maybe I'll order up a copy for future use.
After I finish the Freeport Trawl, maybe I'll try and concentrate a bit harder on the 3e Eberron Trawl to get that one done too, since it's relatively short and finishable. Stuff like the Pathfinder Adventure Paths trawl is not; it's huge and will no doubt take me many years to finish. But I'll continue to at least finish the Adventure Path that I'm in before I turn away from it.
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One thing that Freeport always brings to mind, however, is the inevitable questions on tone, theme, mood and horror. While I like Freeport, and kind of always have, it also isn't really exactly what I want it to be. Nothing that I don't create myself is ever going to be exactly what I want it to be, but Freeport has some relatively big misses, and it's in the form of the words I just used. Chris Pramas, the creator of Freeport, used to work on Warhammer Fantasy Roleplaying, and it shows. He clearly was trying to recreate in a Dungeons & Dragons milieu the same tone and themes as WHFRP, more or less. But even that wasn't always perfect. I never can tell, with either of them, if they're a darker, edgier fantasy that I'm supposed to take more or less straight, or if it's all a big in-joke full of bad puns and silly pop culture references. It's easier with the Warhammer stuff, as the Brits seem to be better at straddling the line between serious and parody and making something that kind of sort of works as both at once, depending on what aspects of it you're actually looking at. Pramas was much less subtle, and his editorial hand is all over the place, not to mention the specific products that he himself wrote. Sometimes, especially the Rob Schwalb pieces, are pretty straight at being horror-themed fantasy with a dark edginess that's pretty straightforward. Other stuff is so silly that I can't imagine it being present in any game that isn't selling itself as an overt parody a la Epic Movie or the Scary Movie series. The other problem Freeport specifically has in terms of tone is that it's so overtly D&D. In spite of the twist of adding pirates and some Lovecraft, it feels much more overtly D&D in every particular than explicitly D&D settings like Dark Sun or Eberron, or Planescape, etc. even though many of those have that same problem; i.e., they feel like D&D first, and their twist is often a distant second. And finally, of course, is the problem that all Lovecraft interpretations have, in that it usually tends to feel like a Disneyland ride through a Lovecraft country greatest hits rather than an actual horror story. Most of the Lovecraft-themed gaming material feels like this because its trying to too faithfully reproduce elements from the actual stories rather than creating new ideas, new monsters, new entities, etc. like Lovecraft and his circle actually did. Using well-known entities makes them feel like pop culture references more than anything else, and it doesn't work very well. Warhammer, perhaps ironically, does Lovecraftian fantasy better than actual Lovecraftian fantasy because while nothing is overtly Lovecraftian, it has much greater fidelity to the the tone and themes of Lovecraftian horror stories. Albeit, admittedly, without the sciencey angle that often undercuts Lovecrafts' own purposes.
And maybe that's where I need to take a step back too and talk about what I mean by "dark fantasy"; exactly what themes and tone I want to look into and what I don't, how dark do I mean, how does this relate to the fad of grimdark (which from my perspective seems to be a spent force coasting on inertia, which I predicted would happen soon years ago already anyway.) Let me start by quoting a few of my past posts, in reverse order.
From June 2023:
I've given plenty of thought to my own embrace—or lack thereof—of grimdark, and I've come to believe that while I like dark fantasy; what I call an equal parts hybrid of fantasy and horror, and I like low fantasy; the grubbier, sword & sorcery or even more "normal" aspect of fantasy rather than larger than life superheroes saving the world, and I like other aesthetic subgenres that are near to grimdark, that grimdark itself is a bridge too far. Two quotes from the Infogalactic article on grimdark highlight why:
Adam Roberts described it as fiction "where nobody is honourable and Might is Right", and as "the standard way of referring to fantasies that turn their backs on the more uplifting, Pre-Raphaelite visions of idealized medievaliana, and instead stress how nasty, brutish, short and, er, dark life back then 'really' was". But he noted that grimdark has little to do with re-imagining an actual historic reality and more with conveying the sense that our own world is a "cynical, disillusioned, ultraviolent place".
Roberts, Adam (2014). Get Started in: Writing Science Fiction and Fantasy. Hachette UK. p. 42. ISBN 9781444795660.
Liz Bourke considered grimdark's defining characteristic to be "a retreat into the valorisation of darkness for darkness's sake, into a kind of nihilism that portrays right action ... as either impossible or futile". This, according to her, has the effect of absolving the protagonists as well as the reader from moral responsibility.
Bourke, Liz (17 April 2015). "The Dark Defiles by Richard Morgan". Strange Horizons.
I've written before about how much I dislike the George Rape Rape Martin style of storytelling, and how much I disliked my one novel of Joe Abercrombie's that I read. (Although I do like Glen Cook's Black Company. Maybe that's not quite all the way to grimdark, though—just a neighbor of it.)
From two separate posts just a couple of days apart in July 2014:
For much of its existence, the setting has been, to borrow an overly trite term from TV Tropes, basically a crapsack world. I've gradually lost my enthusiasm for that mode of thinking. I guess I've read a little too much of it, and now find the intellectual underpinnings of the notion unappealing. Or maybe I've just hit a few too many who are a few too free with their crapsackiness. When Glen Cook pioneered the notion in The Black Company, and with a bit of Lovecraftian flair to it, it sounded attractive. After reading a bit too much George Martin and Joe Abercrombie (and it's not actually like I read that much of either) I find the crapsack world nihilistic, dreary, and frankly... kinda whiny.
Now granted, horror fiction is still a major influence on [Old Night] and I suspect always will be. But the notion that being heroic, of doing what's right is always the wrong choice... I can't support that kind of paradigm anymore. Not sure that I ever really could, without playing it off for laughs eventually.
[,,,]
[I]f this bleak, nihilistic, "crapsack" world fantasy is in opposition to "real" fantasy as we have known it, as we grew up on, and as we think of the genre, why is it relatively prevalent? And why is (at least some of) it relatively popular?
I think it's perceived by some to be more sophisticated, more mature, etc. I think this perception is false, however. Bleakness, nihilism, hopelessness, despair—these are not mature emotions. This is not the perspective of an adult, it's the perspective of a whiny, angsty, bratty adolescent. It's not sophisticated and deep, it's merely empty and soul-less. [Besides,] is it really that popular? Sure, GRRM is a pretty big deal, and guys like Joe Abercrombie and a few others. But how much room for more is there? Is there any nihilistic work that is still read 100 years after being written? And how much of it can you stand, even if you can stand it, without needing to break for something more light, anyway?
Keep in mind, I'm referring specifically to nihilism, not tragedy. Although they may resemble each other superficially in many respects, they are not the same. There's no catharsis at the end of a nihilistic work. The same is also true of most works of horror fiction—they're not nihilistic (well, some of them are) although certainly they are dark and the end is not usually happy for the protagonists.
[Old Night] is fantasy and horror, not nihilism. The world is bleak, there are certainly issues that resemble that of a horror fiction story, but characters meet them like horror fiction protagonists. They may not triumph, they certainly don't "win" in a traditional sense, but their heroism can be seen and it has meaning. Like the bleak fatalism of the Norse sagas, which Tolkien reflected in many ways, it's not purposeless. It's not senseless. It's not nihilistic. This is part of the reason why fantasy is so fundamentally rooted in a romanticized Medievalism. My own setting has looked in many ways to other romanticized adventurous periods; pirates and Westerns, in particular, but the end result is the same—without that romanticized adventure story baseline, the horror is just bleak nihilism. It doesn't ring as profound as that of Norse sagas, Shakespearean tragedies, or even more modern works like Dracula or Lord of the Rings. It would just feel like a tawdry snuff piece.
Old Night should basically have the exact same tone and feel and themes of shows like The X-files and Supernatural, or movies like The Mummy (1999) or Van Helsing. It's sword & sorcery in a kind of old-fashioned way, except modified slightly so that the protagonists aren't such superlative swashbuckling heroes and are a bit more investigative, like the Winchester brothers and Mulder and Scully. Just... set in a fantasy setting rather than the real world of the 90s (X-files) or the 00s/10s (Supernatural). Maybe my labels aren't really the right labels. Grimdark it clearly isn't, although it mingles with some of the same acquaintances. Dark Fantasy is often more or less synonymous with grimdark, but I've used it to refer to something more specifically horror-leaning but without the specific themes of grimdark. But the heroes are, in fact, heroic. They're not superheroes, and it's not a given that they'll win, or that they're better than anyone else in the setting, but they are at least heroic in their attitude, and they're doing the right things for the right reasons, even as it costs them. It's not bright, polite, overly fantastical or overly magical, and never really very whimsical. The differences to modern ideas of high fantasy are going to be pretty obvious, although the differences to older high fantasy like Lord of the Rings will be more subtle. Similarly, the differences to good old fashioned sword & sorcery are more subtle and more a case of how superlative the main characters are in their abilities, as well as more leaning into the tenseness and horror elements rather than gratuitous adventure.
Ironically, it's more like what the OSR claims to want to be, but since it doesn't focus on dungeon-crawling and I do usually have characters who are meant to be likeable and relatable rather than narcissistic sociopaths it gets there in a way that's quite a bit different. I also think that it's much closer to what Call of Cthulhu games actually are, especially campaigns as opposed to one-shots. Honestly, the idea that many people have of PCs flaming out dying or going insane doesn't really happen all that much in campaign form CoC. It's just an investigative adventure game with some mystery and horror elements bolted in and made integral to the experience. Is "dark fantasy" the correct label for this kind of thing?
I'm honestly not sure anymore. Labels tend to be rather plastic things, especially for concepts that go viral or turn faddish, like dark fantasy and grimdark did. Maybe trying to tie my star to a faddish label was never the right approach, since I was never really completely aligned with it anyway. That's especially true now. Now that the zeitgeist is turning against dark fantasy, maybe you are saying, which would make me look like a bandwaggoner. David Sylvian, the lead singer for the UK 70s and 80s band Japan once said of the New Romantic movement, "There's a period going past at the moment that may make us look as though we're in fashion." Implying that it was just a coincidence that they were trendy in the earliest 80s. Kinda suss, as the kids say. So yeah, I could point to my posts from twelve years ago predicting the decline of grimdark because it went way too far, and reports of grimdark's death are, of course, premature and exaggerated. What can I say? I may be doing the same thing; jumping ship as a faddish label seems to be losing its steam. Then again, regardless of label or my association with or without one, I'm still doing basically the same thing that I've been doing since about 2001 or so in terms of my gaming and fantasy tastes. I've honed in more clearly on what exactly that looks like, but from a higher level, it's always been the same.





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