I
don’t remember when it happened—some time in the distant past, back
when John Tynes was still attending GenCon, possibly before I even had
kids—but I remember telling John that I felt like I’d been the parasite
half of the duo when we coauthored Unknown Armies, way back in the late 1990s, when computer screens were only green and phones were usually tethered to the wall.
“What are you talking about?” Tynes replied. “You did all the serious work.”
I
thought he was messing with me, but eventually we got it sorted. Each
of us really did believe the other had put in the lion’s share of the
effort.
John and I had worked together on Wildest Dreams, a supplement for Over the Edge
(from Atlas Games! Robin Laws was in it too!) and he was looking for
someone to assemble a rules-set for an intellectual property he was
developing called (at that time) The New Inquisition. He’d knocked together a short comic with Brian Snōddy, and he’d assembled a rough cosmology that arose, I suspect, from Call of Cthulhu fatigue.
On the off-chance that you aren’t familiar with Call of Cthulhu,
it’s based on the Mythos stories of HP Lovecraft and the gas in its
horror tank is cosmic indifference. In it, more than any other game
perhaps, you don’t matter. You’re an aberration, a bit
of fluff caught in the gears of physics and spacetime, destined to be
chewed up by forces that are not aware of you and which are not in the
least impeded by the transitory task of destroying you.
So
that’s good and fun and very popular, but after founding Pagan
Publishing and moving across the country to pursue publication of The Unspeakable Oath,
Tynes was maybe a little weary of cosmic horror and wanted to do
something with a more heft, action and agency. Something where you, the
main characters, did matter. Maybe something where you matter too much.
Blended
this was a disinclination to re-plow the old-style
Crowley/Paracelsus/Templar/Blavatsky/Illuminati fields of occultism, due
in large part to reading Eco’s Foucault’s Pendulum. He wanted something new, yet accessible.
I’m going to give him the credit for the Ulysses-like
conceit of taking the everyday and making it epic, godlike and
magickal. He came up with the idea of the Statosphere and Avatars and
certain of the magick schools—Dipsomancy and Pornomancy were potent
early favorites, and wallowed in topics that Lovecraft wouldn’t have
touched with someone else’s ten-foot-pole. So he came to me with that
and said, in effect, “Hey, we can put on a show! We can use the barn!”
From
my perspective, all I did was (1) throw together some percentile rules
for it, mostly optimized to reduce handling time (2) look deeper at the
material he’d given me and try to fill in details in a creepy way and
(3) exorcise my personal emotional demons by saddling every character
with a detailed psych profile.
(At
the time I was working on UA 1ed, my paycheck job was typing and filing
for social workers specializing in abused children. It was not work for
which my cosseted middle-class Iowa upbringing had left me well suited,
and I was flailing around for some kind of intellectual framework that
would make sense of what I was hearing and experiencing.)
Tynes,
on the other hand, was well-pleased with my tendency to take a handful
of details and turn them in multiple directions. We batted the rules
back and forth, coming up with interactions between the factions he’d
sketched in, reasons for the odd effects he wanted, and spaces where PCs
with more heart than brain could make spectacular mistakes. By the time
we got Thomas Manning arranging artwork, we’d crafted a cosmology that
was relentlessly, horrifyingly humanist. People were the gods of this
setting, and every cruelty and injustice occurred because we,
collectively, heaped the coals on our own heads, screaming about the
heat all along. We had a violent brute of a setting that would hold
Lovecraft down on the playground and yell “Where’s your indifferent
cosmic force NOW, huh?” while making him hit himself with his own hand.
Surprisingly, we found an audience.
Huh. That... actually got illustrated by a Trail of Cthulhu campaign I ran, where one PC had, basically, the whole we-are-insignificant thing as a Pillar of Stability. The player (correctly) decided that this pillar shattered after the PC saved the world. The PC had to deal with the realization that if you have just saved the world with time and space warping magic, you can't say, "Well, it's no use relying on me for anything -- _I_ can't make a difference!"
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ReplyDeleteA compelling collaboration that redefined cosmic horror, infusing agency and humanity into a setting that challenged the norms of traditional occultism. The result: a rich RPG experience where human actions held terrifying consequences in a brilliantly crafted world.
The author reflects on co-authoring Unknown Armies with John Tynes. Tynes sought a departure from cosmic horror, desiring a world where characters had agency and mattered. The author focused on rules, fleshing out details, and infusing psych profiles. They crafted a humanist cosmology where people, not cosmic forces, were the gods. The setting challenged Lovecraftian themes, emphasizing human responsibility for cruelty and injustice.
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