Field Report: AmberZine, Issue 1

Field Report is an infrequent series tracing physical zines that move in the same circles as this blog: Folk Horror, Forteana, Weird History, and Occultism. It takes the place of my earlier Zine Corner series. The rest of the series can be found here.

VIBE:

Long out of print and born in the pre-PDF era, the AmberZines represent a path less travelled in RPG publishing. Rather than offering new rules or optional mechanics, they functioned as an early experiment in documenting play itself. A platform for gamers to reinterpret canon, chronicle their campaigns, and treat the act of play as the primary text.

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On Loners by Thomas Ligotti

Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of Thomas Ligotti which I will slowly be working my way through.

In the “Loners” section of The Agonizing Resurrection of Victor Frankenstein & Other Gothic Tales, Thomas Ligotti turns away from inherited monsters and toward a more intimate horror: the collapse of self-authored identity. A schoolmaster waits in vain for a vampire who may never have come; a playwright fashions the perfect companion only to discover that she is nothing more than his reflection. In both cases, fantasy does not liberate but encloses, and when the sustaining fiction gives way, what unravels is not romance but the self itself. These are not tales of temptation or rejection, but of isolation so complete that imagination produces only mirrors… and when those mirrors crack, there is nothing beyond them to fall into.

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TR: The Dreaming (1988)


Things Resurface is an occasional series in which I write films and TV series from in and around the ‘Folk Horror’ genre. While the spine of this series comes from the Severin films’ ‘All The Haunts Be Ours’ box-sets, it will also venture further afield. The other posts in this series can be found here.

A helicopter, a sealed chamber, a massacre unearthed, and a silence that lingers. The Dreaming wants to confront colonial violence, yet turns its gaze inward, toward the uneasy consciences of its descendants. Caught between haunting and history, the film reveals the real horror may not be possession, but inheritance.

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REVIEW: Strange Houses (2025) by Uketsu

First published in 2021, Strange Houses is the debut novel of a Japanese YouTuber who goes only by the name of Uketsu. His videos (primarily in Japanese, though increasingly translated into English) often revolve around mysterious and ambiguous objects, which Uketsu presents to his audience while wearing a black body-stocking and a papier-mâché mask.

Speaking through a voice-changer that introduces a deliberate gap between what we see and what we hear, Uketsu typically frames these found objects as uncanny in one register before manipulating them to reveal a second, deeper strangeness. The videos are great fun, and it is easy to see why they are so popular.

As Uketsu’s audience grew, this success expanded into other forms: a series of novels, followed by manga adaptations and, eventually, a film. Strange Houses was his first novel and the work initially targeted for adaptation. However, it proved significantly less popular than his second novel, Strange Pictures, which was the first to be translated into English and is often treated as the opening entry in what has since become an ongoing series of three books.

I mention the character of Uketsu’s online activity and the fact that this was his first novel not merely to set the stage, but also to provide a degree of explanation. While Strange Houses is a formally unusual and visually interesting attempt at a mystery novel, it is plagued by technical missteps which weaken it to the point of distraction. These problems make considerably more sense once it becomes clear that the book was produced by someone whose dominant areas of expertise are visual and conversational rather than literary. Strange Houses is an interesting book, but I would struggle to call it a good one.

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On “The Trap” by Henry S. Whitehead and H.P. Lovecraft

Canon Fodder is an ongoing series in which I return to authors and bodies of work over time, reading them closely and piece by piece. This essay forms part of the Lovecraft strand; a chronological index of my Lovecraft writing can be found here. Other Canon Fodder posts can also be browsed via the series category.

Written during H. P. Lovecraft’s 1931 visit to his friend Henry S. Whitehead, “The Trap” is a curious and quietly revealing collaboration: a story that neither man would likely have written alone. Part occult detective tale, part metaphysical thought-experiment, it centres on a vanished schoolboy and an antique mirror whose horror lies not in spectacle but in stasis… an eternity without sensation, change, or agency. Light on dread but rich in ideas, the story’s real interest lies in its seams: the shift from dialogue to exposition, the crossing of genre boundaries, and the glimpse it offers into Lovecraft’s emerging fascination with abstract imprisonment, an idea he would soon revisit, more forcefully, in “The Dreams in the Witch House”.

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The Borderlands, Unsettled

I am currently running a hacked Cairn campaign set in the Tudor period and my group recently decided to step off the edge of the map, forcing me to come up with a load of new material at quite short notice.

The campaign is set in Elizabethan West Somerset and the idea behind the campaign was to produce a game that was about moving through social hierarchies and obligations in much the same way as modern OSR games are about movement through space and land. The group became ensnared in a pushing match between an ultra-Protestant faction working out of the town of Taunton and a large Catholic family who remained loyal to the Crown after the ascent of Elizabeth to the throne. Hoping to provoke a reaction from the Catholics, the ‘Good Folk’ of Taunton bank-rolled a group of Protestant wizards who named themselves the Red Hand of Dunster and set about waging economic warfare on the Catholic family’s estate.

The characters wandered into the middle of all this and wound up dealing with the wizards resulting in the discovery of a magical portal, which had been used to summon monsters. Rather than closing the portal as I had been expecting, the players spent a couple of sessions prodding it before finally deciding to build themselves a set of diving helmets and cross the portal’s event horizon despite my having no plans as to what might have been on the other side.

I would have liked to just drop my group into an existing Cairn module but I struggle with modern OSR adventures as they are often whimsical in tone and heavily-procedural in play. Having had a good deal of success with dropping Ravenloft into the opening salvo of my campaign, I decided to repeat the experiment with another classic TSR-era module: Gary Gygax’s The Keep on the Borderlands.

This is a piece about how I relate to published materials and how I approached adapting one of the most storied (and problematic) D&D modules of all time.

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Mineral Line Incline: Access and Use

Strange Ground is an occasional series about particular places and the ways they resist easy explanation. Some pieces approach landscapes through history and reputation; others are closer to field reports, written from within the site itself. Rather than smoothing these perspectives into a single account, the series lets their contradictions stand. You can find the rest of the pieces collected here.

Like many of the roads criss-crossing the Somerset hills, this one appears to have started out as a holloway. Layers of flinty sediment rise up from the road before they ever meet a dry-stone wall. On both sides, rows of trees that may once have been hedges now grow so densely that even without leaves they blot out the sun. It is dark by mid-afternoon. I brake sharply so as not to miss the narrow parking space.

The road is fast and busy. Mud-caked trucks tear past, bullying smaller vehicles into verge and ditch. Things still move quickly here. They are simply not stopping.

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On Gothic Heroines by Thomas Ligotti

Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of Thomas Ligotti which I will slowly be working my way through.

In Ligotti’s hands, Gothic heroines do not escape haunted castles and country estates so much as carry them forward. Terror does not end when the ghosts vanish, and care does not heal what is already broken. These stories ask a darker question: not who is guilty, but who survives long enough to transmit the damage.

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Field Report: Hellebore, Issue 9

Field Report is an infrequent series tracing physical zines that move in the same circles as this blog: Folk Horror, Forteana, Weird History, and Occultism. It takes the place of my earlier Zine Corner series. The rest of the series can be found here.

VIBE:

The Beltane 2023 issue of Hellebore isn’t their strongest, but it still demonstrates the thoughtfulness and visual sophistication that set the magazine apart from its imitators. Built around the idea of routes and rituals of passage—whether via pilgrimage, migration, or ley lines—it offers a surprisingly diverse exploration of how landscapes become loaded with meaning. If the ley line material feels a little over-familiar, the strength of the prose and the density of ideas elsewhere more than make up for it.

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REVIEW: Generation Loss by Elizabeth Hand

They say that everyone has at least one novel in them, but reading Elizabeth Hand’s Generation Loss left me with the uncomfortable sense that my skull had been cracked open and that someone had used scalpel and clamp to cut this book directly from my brain like a malignant tumour.

This was not recognition in the flattering sense of influence or affinity, but something closer to diagnosis: a feeling that the sensibility and anxieties animating the novel had long been growing within me, unnoticed, drawing nourishment from the same conditions of damage, attention, and exhaustion that the book itself anatomises.

Generation Loss, first published in 2007, is the opening novel in a four-book sequence that straddles the porous boundary between crime fiction and horror while returning obsessively to themes that recur throughout Hand’s work: artistic inspiration, psychological damage, ritual practice, and the long aftermath of contact with something corrosively real. Its appearance coincided with a broader literary interest in hauntology and psychogeography, and while any direct influence is likely accidental, the overlap is telling. Like those modes, Generation Loss is preoccupied with ruin, with memory that refuses to settle, and with futures that have already been foreclosed.

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On The Shadow over Innsmouth by H.P. Lovecraft

Canon Fodder is an ongoing series in which I return to authors and bodies of work over time, reading them closely and piece by piece. This essay forms part of the Lovecraft strand; a chronological index of my Lovecraft writing can be found here. Other Canon Fodder posts can also be browsed via the series category.

The Shadow over Innsmouthis often remembered for its chase, its town, or its monsters. This essay argues that its real significance lies elsewhere: in a brief, fragile alignment between technical restraint and psychological doubt that Lovecraft never managed to sustain. Reading Innsmouth alongside Lovecraft’s early work and late collapse, this piece treats the novella not as a culmination or a confession, but as a failed attempt at self-reckoning: honest, costly, and quietly devastating.

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WTD – True Detective (season 1)

Watching the Detectives is a series about fictional figures who investigate the paranormal, the occult, and the unexplainable—and what their methods, failures, and obsessions reveal about knowledge, authority, and belief. The rest of the series can be found here.

When True Detective first aired, it was widely received as a work of cosmic horror, its antlers, spirals, and nihilistic monologues read through the lens of writers like Robert W. Chambers and Thomas Ligotti. This essay argues that this response, while understandable, repeats the show’s central mistake. Rather than uncovering a hidden metaphysical order, True Detective is concerned with the investigative, cultural, and critical scaffolding erected to keep violence from appearing banal, contingent, or meaningless. By examining its landscape, its detectives, the conspiracy they assemble, and the killer who ultimately refuses to sustain it, this piece treats investigation not as a path to truth but as a habit of interpretation shaped by genre, institution, and exhaustion—one that produces meaning where none can reliably be found, and quietly rebuilds itself even after it collapses.

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Maps made of People

Over Christmas, I listened to an episode of Thomas Manuel’s Yes Indie’d podcast in which the YouTuber Quinns remarked that dungeons function as a kind of lingua franca within the roleplaying hobby. Not because they are universal, but because they remain one of the few shared points of reference in a space increasingly fragmented into specialised silos.

Most people enter the hobby through Dungeons & Dragons, and they carry with them the ideological traces of that experience. These traces are not so much mechanical preferences as habits of attention: assumptions about what play is meant to look like, what a character is for, and where meaning is expected to arise. Even games that define themselves in opposition to D&D often betray its influence through the shape of their reaction.

One such trace is the assumption that adventures and campaigns are best expressed geographically. Across mainstream D&D, the OSR, and older trad games like Call of Cthulhu, play is commonly framed as a sequence of events unfolding in specific places. Worlds are mapped, locations are keyed, and significance accrues by moving through space.

This is not the only way roleplaying worlds can be imagined. Long before the rise of storygames and their emphasis on social conflict, there was a traditional roleplaying supplement that attempted to build a city out of relationships rather than locations. This essay is about Chicago by Night, a 1993 Vampire: The Masquerade setting book, and the particular vision of a game-world it tried (and failed) to articulate and support.

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On Leading Men by Thomas Ligotti

Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of Thomas Ligotti which I will slowly be working my way through.

In the “Leading Men” section of The Agonizing Resurrection of Victor Frankenstein, Thomas Ligotti reworks two familiar figures, the Phantom of the Opera and the Phantom of the Wax Museum, into studies of how genius circulates, is consumed, and is discarded. Stripped of romance and psychology, these stories present intensity not as insight or transcendence but as something procedural, something that passes through bodies, pleases audiences, generates value, and leaves nothing behind. What matters here is not who understands, but how understanding is processed, applauded, and allowed to vanish without consequence.

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Conygar Woods: Access and Use

Strange Ground is an occasional series about particular places and the ways they resist easy explanation. Some pieces approach landscapes through history and reputation; others are closer to field reports, written from within the site itself. Rather than smoothing these perspectives into a single account, the series lets their contradictions stand. You can find the rest of the pieces collected here.

I drive past these woods on the way to the supermarket. From the road, the trees seem to curve with the hill and rise towards the ruins of a stone tower. Carefully positioned to ensure its visibility from miles around, the tower catches the eye just long enough to summon impatient beeps from motorists waiting at the lights. Eyes on the road, not on the hill.

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Field Report: Whale Roads

Field Report is an infrequent series tracing physical zines that move in the same circles as this blog: Folk Horror, Forteana, Weird History, and Occultism. It takes the place of my earlier Zine Corner series. The rest of the series can be found here.

VIBE:

A 250-page account of a TTRPG campaign in which three GMs and close to thirty players took a run at Wolves upon the Coast, Luke Gearing’s epic Viking-themed sandbox. Exemplary not only in how it records play, but also in its description of how a large and fractious group navigated questions of logistics and governance, Whale Roadsis a reminder of how much there is to be gained by shifting our focus from the tools that create games to the things that are created.

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On At the Mountains of Madness by H.P. Lovecraft


Canon Fodder is an ongoing series in which I return to authors and bodies of work over time, reading them closely and piece by piece. This essay forms part of the Lovecraft strand; a chronological index of my Lovecraft writing can be found here. Other Canon Fodder posts can also be browsed via the series category.


At the Mountains of Madness is often treated as the apex of H. P. Lovecraft’s career: a monumental fusion of cosmic horror and scientific imagination. This essay argues the opposite. The novella’s opening reveals a genuine technical breakthrough, a moment where Lovecraft finally mastered restraint, implication, and epistemic dread. What follows is not escalation but retreat, as the story collapses under the weight of explanation, history, and misplaced sympathy. Read closely, At the Mountains of Madness becomes a record of an author briefly seizing control of his art—and then recoiling from what that control required.

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TR: Noroi – The Curse (2005)

Things Resurface is an occasional series in which I write films and TV series from in and around the ‘Folk Horror’ genre. While the spine of this series comes from the Severin films’ ‘All The Haunts Be Ours’ box-sets, it will also venture further afield. The other posts in this series can be found here.

Kōji Shiraishi’s Noroi is not a film about horror breaking through reality — it is a film about reality absorbing horror without comment. This essay explores Noroi as a meditation on cultural production, examining how its found-footage structure mirrors the cold efficiency of a media apparatus designed not to understand, but to capture, process, and circulate trauma as content. There are no heroes, no revelations, and no catharsis. Just a growing archive of suffering, ready for broadcast.

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A Year that Ends in 25

We reach the end of the year with both this blog and its author at something of a crossroads.

I started this blog after spending over a decade away from the TTRPG hobby. The idea was that it would do two specific jobs in support of my regular game.

First, it would serve as an idea funnel. I would read widely, watch films, strip-mine them for ideas, and feed those ideas back into play. The blog was intended to function as a kind of creative stomach, using criticism to digest new material.

Second, it would act as a venue for re-appraisal. Returning to the hobby as a grown adult with decades behind the GM’s screen, I knew I was not a blank slate. Absorbing new ideas meant making space by re-examining old assumptions, old methods, and familiar narratives about the hobby’s past. It took time to find the right balance, but I am pleased with how much ground I cleared by engaging with memory, modern writing about RPG history, and a series-based approach to breaking down old tropes and habits.

The problem with this method was that, while it helped me dismantle old assumptions, it assumed a degree of exchange with the wider hobby that never really materialised. I kept breaking things down, clearing space, and looking outward, only to find that the dominant ideas circulating online offered little in the way of challenge or inspiration. That stalled exchange eventually led me to stop listening, stop looking, stop buying, and finally stop reviewing.

Meanwhile, the tools that were meant to be instrumental to my engagement with games have become joys in their own right. What began as the industrialised strip-mining of Lovecraft’s fiction has turned into one of my proudest critical achievements, while writing about Thomas Ligotti and cinematic folk horror has become something I actively look forward to.

This leaves me in an odd position. The question facing this blog is not whether I still care about games, but what role, if any, they should play in a space that now feels more at home with criticism than with hobbyist engagement.

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On Two Immortals by Thomas Ligotti


Canon Fodder is an occasional series in which I write about classic works of horror fiction. This particular part of the series is devoted to the complete published works of Thomas Ligotti which I will slowly be working my way through.

Thomas Ligotti’s rewritings of Dracula and the Wolf Man strip these familiar Gothic monsters of romance, passion, and menace, leaving behind figures defined by exhaustion, inertia, and unwanted continuation. Focusing on “The Heart of Court Dracula, Descendant of Attila, Scourge of God” and “The Insufferable Salvation of Lawrence Talbot the Wolfman,” this essay reads Ligotti’s stories against their Universal Monster film origins to show how immortality becomes a bureaucratic burden, desire curdles into anhedonia, and horror persists not as excess or revelation, but as a system that refuses to shut down.

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