Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Sunday, October 18, 2026

October Movie Challenge: Frankenstein (2025) and The Bride (2026)

Frankenstein (2025)
Another double header tonight. With the disappointment of Dracula 2025 still on my mind (damn, that movie got on my nerves!) I wanted to see something Christoph Waltz was good in.

There have been many versions of Frankenstein on the silver screen, including one of the very first films ever made. This movie did not come out in time for me to review it last year, so I saved it for this year. Now, while this is the first time I have reviewed this, I did watch it back in November. So I really can't count tonight's re-watch as a first-time view.

Frankenstein suffers the same issues as Dracula, in that the novel is rarely portrayed with fidelity on the silver screen, and what most people think of as the story has a lot more to do with the Universal Studios versions from the 1930s and 1940s. That's fine; those movies are classics for a reason, but they are not the story on the page.

Frankenstein (2025)

Guillermo del Toro’s 2025 take is not 100% faithful to the novel, but it comes very, very close. I am inclined to rank this and Kenneth Branagh’s 1994 Mary Shelley's Frankenstein as the two best efforts to put Shelley's story on screen. It has occurred to me that a Frankenstein marathon is in order at some point.

Oscar Isaac stars as Victor Frankenstein here, with Jacob Elordi as the Creature. Mia Goth plays both Elizabeth and Victor’s mother, Claire, and Christoph Waltz plays Heinrich Harlander, the arms maker who puts up the money for Victor’s experiments. Harlander is one of del Toro’s more substantial inclusions; he is a wealthy man with his own reasons for wanting to make inroads on death. He is not part of the novel, but that is fine, really.

Waltz is good, as you would expect. He does not have to resort to rants or chewing scenery to make his mark. In Harlander, he has a chance to be charming and intelligent while also being deeply unsettling and vaguely amusing. One gets the sense right away that he is not bankrolling Victor out of any particular faith in the progress of science.

Where del Toro makes his biggest change is with Victor. The original is obsessive and irresponsible enough, but del Toro takes his arrogance and cruelty a step further. Isaac’s version is brilliant and driven, yet damaged by his father and the loss of his mother, and he seems to think that gives him license for all he does. There is an ego to the project as much as a desire to vanquish death.

Which leaves Jacob Elordi’s Creature as the film’s emotional core. Elordi is excellent in the part. What you see at first is something almost childlike, taking in the world through imitation and sensation. But he grows into a creation that is articulate and self-aware, as Shelley intended. Film versions have a habit of losing that; they make the monster out to be stupid when he should be reasoning, reading, and fully comprehending what Victor has made of him.

Del Toro seems to grasp that the real tragedy is not the accidental making of a monster, but rather that Victor has made a person and then shirks his responsibility for him. That is the heart of the novel and why the adaptation works for me.

You will find the Arctic framing device intact, with the narrative set against Captain Anderson’s expedition in the frozen north. It is not exactly as Shelley wrote it, but it has more of the structure and spirit than the typical fare of lightning and torch-wielding villagers.

Then there are the visuals. From the laboratories and machinery to the costumes and bodies, it is all gorgeous, with the kind of beauty mixed with decay that del Toro excels at. Victor’s work is impressive but grotesque.

It is a horror story, to be sure, but not the Creature who is the monster. Victor is. Or at least he creates the conditions for disaster and acts as if it were done to him. The Creature is capable of terrible things, but there is more to it than that.

I was fond of the movie when I saw it in November and even more so the second time around. Being aware of where del Toro has departed from Shelley allows one to see the purpose behind it. It is not a perfect adaptation; perhaps we never will get one. But this one knows the novel, and that is worth something.

The Bride! (2026)
The Bride! (2026)

 Ok. I want to start out by saying I really loved what this movie was trying to do. I am not 100% sure it always succeeded in doing what it wanted. No worries; the best bits overwhelmed the weaker parts.

This one doesn't fit my theme either, but like last night it was my wife's choice. She sits through these with me, and I have to sit through things like Hot Frosty around Christmas. ETA: I have been informed I will be watching "Christmas at the Zoo" sometime next month.

This movie opens with narration by Mary Shelley. That is quite appropriate, really, and a nice callback to the very original Bride of Frankenstein, and even a little bit of Young Frankenstein. Much like Elsa Lanchester, Jessie Buckley plays both Mary Shelley and the Bride. She also plays Ida, the woman who is reanimated into the Bride. Christian Bale, in his usual chameleon-like display, plays Frankenstein's monster. It was directed and written by Maggie Gyllenhaal. 

Mary Shelley provides the opening narration for The Bride! which is a fitting touch, and in its own way a nice nod to the original Bride of Frankenstein where we were treated to Mary, Percy and Lord Byron talking shop over her story. Jessie Buckley is on hand as both Mary Shelley and the Bride. In fact, she appears as three related people: Shelley, Ida, and the resurrected woman who will be the Bride. Christian Bale is in fine chameleon form as Frank, or what you would now call the monster, while Maggie Gyllenhaal has put her stamp on the project as writer and director.

The premise is simple enough. Take the old mythology of Bride of Frankenstein and put it in 1930s Chicago. Frank is in need of company, and he goes to Dr. Euphronious (Annette Bening) to have a creature created for him. They happen upon Ida, a young woman who was murdered by a mobster, brought back to life. 

Gyllenhaal poses the obvious question with this: what if the Bride had a movie of her own? What if she were allowed to determine her own identity? In so doing, she makes this less of a straight adaptation and more of a rejoinder to the whole Frankenstein tradition.

Buckley is outstanding. She is not grateful to be put back together, nor will she take it for granted that Frank is her soulmate by virtue of having made her. Her Bride is damaged and sexual, funny and angry, unpredictable and very much alive in spite of herself. She has strong opinions on the matter.

As for Bale’s Frank, you can see the line of descent from Boris Karloff’s Monster far more clearly than in Jacob Elordi’s Creature. He is a lonely, scarred man, weary of being hunted, and the film is well aware that he is carrying decades of cinematic history on his shoulders.

Then there is the setting. 1930s Chicago brings with it a host of gangsters, the press, radical politics, and a city in flux for these two outsiders. The synopsis touts a combustible romance and a cultural movement, and in a way the film is as excessive as that description implies. It can be a weakness at times, but also a strength.

There are scenes where The Bride! seems to be straining to be a Gothic horror, a gangster film, a screwball romance, and a feminist take on Frankenstein all at once. Not every bit of it lands. But I would prefer to see Gyllenhaal go after something with such ambition rather than another serviceable retelling of the monster making for a windmill.

Buckley is what keeps it all in order. She gives the part an identity of its own, quite unlike Lanchester’s character, and that is the point. James Whale gave the Creature a companion when he asked for one; Gyllenhaal wants to know what that companion has to say about it. As it happens, quite a lot.

I like the notion of Buckley playing Mary Shelley too, alongside Ida and the Bride. It draws a line between the author and the women made and remade by others. After Hollywood has been at it for two centuries with their versions of Frankenstein, it is only right the Bride should push back. A clever idea.

Hollywood has "dug up" and remade Mary Shelley so many times. 

Don’t get me wrong, not everything in the movie works. The tonal changes are sudden, and at points the characters have to make room for the film’s arguments. I would have liked to have seen it let Frank and the Bride just be for a while. 

But when it does work, it is very good. And it is not trying to usurp the original Bride of Frankenstein, which would be a fool’s errand. It is having an argument with it. Far more compelling.

A case of two Frankensteins

It was a happy accident to put these on one after the other; in doing so, you see how they handle the same mythology from opposite ends.

Then there is Guillermo del Toro, who has no trouble going backward. He makes a point of returning to Mary Shelley and the Arctic setting, giving the Creature the intelligence and emotional depth he is due. It is a reminder that the tragedy is Victor's for not owning up to the life he has made.

Maggie Gyllenhaal moves in the other direction. She is concerned with a movie invention, not something from Shelley, and wants to know what transpires once the laboratory is left behind. What if the Bride is not done for? What if she has her own wants and is under no compulsion to love the one who put her together?

One film is about what Frankenstein was, the other about its potential. I have an appreciation for both. Coming off Dracula 2025, it is a relief to be with filmmakers who actually care why these old monsters are worth our time. Gyllenhaal and del Toro, even in their different takes, respect their source material much more than Luc Besson. 

Mary Shelly, Feminism and Horror

Of course, before there was Boris Karloff, before there was the Universal monster, and long before Hollywood decided that every Frankenstein story needed a castle full of electrical equipment, there was Mary Shelley. In the summer of 1816, an eighteen-year-old Mary Godwin joined Percy Shelley, Lord Byron, and John Polidori in Lake Geneva, Switzerland, where a challenge to write ghost stories ultimately gave us Frankenstein; or, The Modern Prometheus. Published in 1818, the novel has never really left us.

What I find remarkable is not simply that Shelley was a young woman writing horror in the early nineteenth century, though that is remarkable enough. It is that she understood something about horror that we are still exploring today. The frightening part of Frankenstein isn't merely the reanimated flesh or the unnatural creation of life. It is what happens when someone creates a living being and refuses to take responsibility for it. Victor Frankenstein's greatest sin is not necessarily that he creates a monster or even his hubris, but that he abandons his creation and then refuses to face the consequences.

It is also worth remembering that some of the foundational works of horror were written by women. Mary Shelley helped establish the traditions of both Gothic horror and science fiction, long before those genres acquired their modern names. She wrote about death, obsession, murder, unnatural creation, and the destruction of families, and she did so without sacrificing the emotional and philosophical questions that make the story endure. More than two hundred years later, we are still finding new ways to tell her story. That is a legacy few writers, regardless of genre, can claim.

The Bride of Mary Shelley

There is another connection between Shelley's original novel and both versions of The Bride of Frankenstein that I find especially interesting. In the novel, Victor begins creating a female companion for his Creature but ultimately destroys her before she can come to life. He fears what she might do, whether she would accept the Creature, and what might happen if the two could reproduce. In James Whale's 1935 film, the Bride comes to life, but things don't work out as her creators intended. She takes one look at the Creature and wants nothing to do with him.

There is something wonderfully tragic about that moment. Both Victor and the Creature imagine a female companion who will fulfill their expectations, but neither has considered that she might have expectations of her own. The film gives her very little screen time and even less opportunity to express herself, but her rejection of the Creature becomes the emotional climax of the story. A woman created to be someone's companion chooses otherwise, and everything falls apart.

Now jump ahead ninety-one years to Maggie Gyllenhaal's The Bride! (2026). Here, the Bride is no longer simply a companion created for the Creature. She was a woman named Ida before her death, and when Dr. Euphronius brings her back to life at Frank's request, she becomes something neither of them could have anticipated. She is angry, confused, passionate, violent, and determined to discover who she is. Frank wants someone to love him, and as the two develop a relationship, the Bride is not particularly interested in being defined by his desires. She has her own identity to discover, her own desires, and a whole lot of rage.

What I find fascinating is how the three versions build upon one another. In Shelley's novel, the female Creature is denied existence because Victor fears what she might become. In Whale's film, she appears only briefly, but she is allowed to reject the role assigned to her. In Gyllenhaal's film, she finally becomes the central character, and she is every bit as monstrous, complicated, and unpredictable as the men around her. She isn't a perfect heroine, nor does the film ask us to excuse everything she does. She is a monster, after all. But she is also a person, and that is an important distinction. She is a monster of her own choosing.

I also love the casting connections. Elsa Lanchester plays both Mary Shelley in the opening of the 1935 film and the Bride herself. Gyllenhaal takes that idea even further by having Jessie Buckley play Mary Shelley, Ida, and the Bride, with Shelley's restless spirit becoming part of the story itself. Whether you like Gyllenhaal's interpretation or not (and I do), that is a clever way to connect the author to her creation. The woman who wrote the original story is quite literally demanding to be heard through the woman the story has so often left silent.

And perhaps that is what I find most interesting about these films. The horror isn't simply that someone has brought the dead back to life. It is that these creations have their own thoughts, feelings, desires, and wills. The people responsible for creating them seem genuinely surprised when they don't behave as expected.

Mary Shelley was exploring these questions in 1818, and here we are in 2026, still finding new things to say about them. I think that speaks rather well of her original idea.

All from a teenage girl who was challenged to write about monsters.  

Or as Mary says in the 1935 Bride of Frankenstein. "Why shouldn't I write of monsters?"

NIGHT SHIFT and Jackson Connections

I am not sure where the kind of mad science we see in Frankenstein would find a home in Jackson. The Mauvaiseterre has more than its share of witches, psychics, demons, and ghosts without anyone building from spare parts.

The premise, however, is right at home there. All it takes is a death and someone who will not let it stand. In Jackson, any effort to reverse it would be of a magical order: a parent stumbles upon an antiquated rite, a witch makes an exception to the rules for raising the dead, or a psychic is certain the lost one is within reach.

Perhaps it succeeds. That is when the horror sets in. Not from any malice in the returned, but because death has altered them in ways no one comprehends. You could make that work anywhere. The spectacle is in the making of life; the story is in having to answer for it.

I mean. That is what I have done with Elowen Hale, but chronologically speaking, she isn't born until 2005 or so. So that is still 20 years in the future as far as my Jackson is concerned. 

October Horror Movie Challenge 2026
Viewed: 27
First Time Views: 17

October Horror Movie Marathon 2026

Friday, October 16, 2026

October Movie Challenge: The Initiation (1984)

The Initiation (1984)
Tonight’s movie is The Initiation, a 1984 slasher featuring college students, sorority pledges, buried family secrets, recurring nightmares, and a late-night trip to a department store that goes very badly.

This one has been on my list for a bit now. Despite the title, there really is not all that much initiation going on here.

The Initiation (1984)

Kelly Fairchild, played by Daphne Zuniga in her first major role, is in the midst of pledging a sorority but is also haunted by a recurring dream in which her parents and a stranger are being set on fire at her old home. With large holes in her memory of the event, she enlists the help of Peter (a pre-Charmed James Read), a psychology graduate student, in the hope a sleep study will jog things loose.

On the other hand, Kelly and the rest of the pledges have their work cut out for them in preparation for the big night. They are to make off with the night watchman’s uniform from the department store her family owns. It is a convenient way to get a bunch of students locked up in a sizeable commercial building after hours, which I do not mind. When the killer shows up, the matter of the initiation becomes secondary.

Larry Stewart has directed this from a Charles Pratt Jr. script. Along with Zuniga, you will see Vera Miles, Clu Gulager, James Read, and Marilyn Kagan in it. Some of the campus footage was done at Southern Methodist University, and the Dallas Market Center was used for the Fairchild store. Ignore the fact that the sign out front is just a banner draped over the real mall's sign. 

Zuniga is very good in what was her first major part. She has to be the anchor of the film as Kelly and, later, as the murderous twin, Terry Randall. The whole evil-twin business is straight melodrama, but she makes the difference between the two convincing enough for me to accept it. 

Then there is James Read as Peter. He is fine in the role, though these days I am more accustomed to him as Victor Bennett, the father on Charmed. There is something oddly fitting about the future dad of Prue and the girls delving into psychic dreams in an eighties horror.

College Horror 

I have to say the college atmosphere is what I enjoy most, even if the film could have made better use of it. There is a different dynamic to college horror than to high school horror. In high school, you are still tied to your family and the identity you have had since you were young. College is meant to be a chance to put that behind you, to leave home and figure out who you are going to be as an adult. I have brought this up with both college and boarding school movies this month and it is a fertile ground for a game.

So Kelly can't recall anything from her life before the age of 9. Which is convenient since there are plenty of red herrings here that make you believe she might be our killer. 

As Kelly is put through the motions of a ritual to induct her into a new social family, she is also starting to realize that her own flesh and blood are not what they seem. One could make the case for a better film that would have done more with such a parallel, but what is on offer here is sufficient to draw an audience to the multiplex.

The Mall After Dark

This is where The Initiation becomes a far more compelling affair. Even if it doesn't differ much from Chopping Mall in some respects. 

For the sorority challenge, Kelly and the rest of the pledges are tasked with going into the Fairchild department store after it closes. Some students slip in to put the frights on them, and before long all of them are trapped. The well-lit world of commerce is transformed into a slasher’s maze.

Using the Dallas Market Center as a stand-in gives the movie a scale you do not get from an average house or dorm setting. Malls and the like are fine horror territory precisely because an empty one is an entirely different place. I have already argued that malls are the second-best place for 80s horror, next to schools.

In the day, they are designed to put you at ease so you will part with your money; there is music, displays to catch the eye, and people about. But when the doors are locked, the mannequins, mirrors, and furniture are still there, and the people are not. The film makes good use of it. It is something I see in a lot of 1980s horror this month: the modern commercial world can be as haunted a castle as any isolated Gothic spot. You head to the mall, and the monster is already there. Or, more to the point, it follows you there.

Jackson finds this useful for Lincoln Square Mall. By day it is all very ordinary. Teenagers are shopping, parents are grumbling about the cost, kids are congregating at the food court, and Stephanie likely knows half the staff. Put out the lights and bar the doors and it is another matter altogether.

Family Secrets

Kelly’s nightmares turn out to be repressed memories. The man she recalls being burned is Jason Randall, her biological father, which means the tale her family has been telling is mostly lies.

But the real twist is yet to come.

There is a twin sister. If you want to say that in your best "Return of the Jedi" Darth Vader voice that is up to you. 

Terry Randall has been put away in an institution since she was a child and expunged from the family record. Daphne Zuniga is on hand to play both parts for us, delivering the kind of amnesia and secret parentage you would expect from a mix of soap opera and horror. She would later go on to "Melrose Place" so yeah, this is a good turn for her.

It is preposterous. Yet it works, perhaps better than it ought to. It's the 1980s. 

An evil twin is a straightforward notion for horror because it is an assault on identity, not just the body. A killer in a mask is concealing himself; an evil twin can take your place. Your friends will swear they were talking to you; your family will spot you in a place you have never been. You may have an alibi, but witnesses will vouch for having seen your face. That is a more interesting proposition than someone simply running after you with a blade.

The rest of the movie is fairly predictable, though. Terry kills all of Kelly's friends and decides to kill Kelly and take her place. Not sure if she really thought this one out well, but hey, she was crazy.

Jackson, IL Connections

I mentioned already I am a touch disappointed I didn't make Stephanie and Grant Vale twins. In truth, it does work better for Steph to have an older brother she thinks is great, but is also away at UIUC, so he doesn't pop in all the time except when I need him.

But near the end of this movie, I had an idea.

Why not make Stephanie into a forgotten twin? 

I would put this down as a Stephanie adventure. But as always, you sub in your Characters here.

Picture someone with the exact features of Stephanie Wren Vale making an appearance in Jackson. In the beginning, there is no violence to point to a monster, just oddities. A teacher is adamant he had words with her after school; one of the cheerleaders will tell you Stephanie called and was deliberately cruel. Then someone spots her coming out of Lincoln Square Mall, even though she was elsewhere.

Stephanie dismisses it as a joke until someone is actually hurt. The witness has no doubt that Stephanie is responsible, and suddenly she has a very personal problem.

Her first thought is likely to be something quite ordinary. She has a sister. Or at least that is what she comes to believe: that her parents have been keeping the existence of another daughter from her. So she starts to probe. She pokes around in the family records, puts questions to her parents, and reads their every hesitation as proof they are up to something.

"Do I have a sister?"

They say no, but are really cagey about it. Stephanie does not buy it. For a Vale, a family scandal is far more credible than a supernatural duplicate. It is only Larina who will eventually put forward the answer Stephanie is not looking for. What if the girl is not her sister? What if she is a doppelgänger?

That is where the story gets frightening. The copy is not content to simply resemble Stephanie; it is studying her. At first there are errors. A wrong nickname is used, or she is wearing something Stephanie would not touch. It knows the facts but not their significance. An associate of Stephanie’s might notice the smile is right on time but not in the right moment. With each meeting, the copy improves.

The doppelgänger is not so much trying to frame Stephanie as it is practicing. Its aim is to take her place. That is the true danger. Stephanie is adept at managing social spaces and how others view her; the creature turns that identity into a weapon.

For the climax, you want to be inside Lincoln Square Mall after hours. There are mirrors and mannequins and dressing rooms aplenty for the thing to vanish and come back a little more like Stephanie. By the end, Faye and Larina may find themselves confronted by two Stephanies, both claiming the other is the monster. Faye (you characters in your) is the one to sort it out. Not with some spell, but because she knows Stephanie.

In my game this would work because Faye would be a good choice to spot an evil twin. 

Final Thoughts

I would not call The Initiation a great slasher of the decade. It's not even really a great slasher for 1984. The title sets you up for sorority stuff the film doesn't really deliver; the initiation is little more than a way to get everyone into the department store.

Still, there are merits, and I did enjoy the second half. The college environment allows Kelly the freedom to question what her family has told her, and the psychological side means her nightmares are not just foreshadowing for its own sake. Daphne Zuniga handles the double duty well in her first major outing, and James Read makes Peter likable enough to make the investigation bearable.

But my favorite part is the mall. There is nothing like a deserted one at night for 1980s horror. It strips the safety from a familiar place. And then you realize the one on your trail has your face. 

In Jackson’s case, I prefer the doppelgänger to the evil twin trope. One character goes through half the ordeal fearing her parents have kept a sister from her. Then the good news: there is no secret sister. Too bad something else is wearing her face. 

I am going to need more "Evil Twin" movies.

October Horror Movie Challenge 2026
Viewed: 23
First Time Views: 14

October Horror Movie Marathon 2026

Urban Fantasy Fridays: Beyond the Supernatural (1988)

Beyond the Supernatural
 Beyond the Supernatural was always one of those games I kind of liked from afar. I bought various Palladium RPGs over the years. I always enjoyed reading them and even working on a character or two, but these days the rules are a little too overwrought for my tastes. I owned Beyond the Supernatural, both the 1st and 2nd Editions. I picked up 2nd Ed a while back at a Gen Con, and I held on to it for years. I kept meaning to play it, picking it up and reading it, but eventually sold it back at an auction.

I picked up the PDFs at DriveThruRPG. Both are interesting games, but I never got the chance to play them. It's a pity, really. I love the idea of Rifts, and maybe, in an alternate universe, it would have been the game I played obsessively. I mean, I can really see it; everything is already there for me to enjoy. 

I would have left this game as an interesting curiosity I would have spent years picking at and maybe doing nothing with, but then Jonathan Becker over at B/X Blackrazor started talking about Heroes Unlimited, and that brought my attention back to it. 

So I guess. This is his fault.

This is less of a review of the game (it is nearly 40 years old) and more of an overview of how I am playing it/using it. That might not be very helpful to you if you are coming here looking to see if this is the game for you. But there are a lot of reviews for it online.

Beyond the Supernatural 1st Edition

by Randy McCall and Kevin Siembieda
1988 Palladium Books, 256 pages.

I have been reading over this, and I had forgotten how crunchy this game is. Actually, I am having a lot of fun with it.  Right away, I am happy with the vibe of this game; it was written largely in 1987 and published in 1988, so for my game set in 1987/88, it feels perfect.

If you are looking for a quick way to put it, Beyond the Supernatural is "Palladium does contemporary occult horror." But that doesn’t quite do it justice.

In truth, this is a game set in our world, or something akin to it (see: Rifts), where you have your ghosts and monsters and ley lines and psychic phenomena and strange cults and things from elsewhere lurking at the periphery. It is a free and easy mix of folklore, parapsychology, 1980s notions of the unexplained, and monster movies. You will find Stonehenge and the Bermuda Triangle in the same breath as vampires and the supernatural. The book makes no bones about putting all these elements in one pot to see what kind of horror results. 

I mean. Those are all my favorite things for a game, really. 

Not to mention I like that approach. There is an unmistakably late 1980s air to it, not only by virtue of its date but in reflecting the popular culture of the day: the Satanic panic, UFO weirdness, haunted houses, mysterious energy, and possession were all part of the zeitgeist. Beyond the Supernatural has no need to keep them apart. It asks, in effect, "What if it was all connected?" Which is fine by me for the type of games I run. 

OR better yet, "What if all these were real and I made no effort to figure out why they are real at the same time?" 

Yeah. Now we're talking!

The rules are Palladium through and through. You have your eight attributes, percentile skills, S.D.C., Hit Points, alignments, saving throws, and combat bonuses, along with enough modifiers to occupy your pencil. It is crunchy. Very. Yet I am more taken with the crunch here than I thought I would be; it suits the game. A character is not merely an "Occult Investigator +4." They have an education, they speak languages, they have picked up odd bits of knowledge, technical and academic skills, and perhaps some combat training. For an investigation game, I prefer my characters to have a good deal of actual know-how.

You can engage with the supernatural in any number of ways as an Arcanist or a psychic, or you can be a normal human who has been drawn into the fray. The latter is key. You don’t have to be anything special to play. One of the included adventures is made for the ordinary "Victim" type, the sort of person who is hopelessly outmatched and whose best course of action is to leg it. That says a lot for the game’s range.

Then there is the magic system, which I find the most useful. All the different traditions, be it witchcraft, druidism, voodoo, or thaumaturgy, may have their own philosophies and rituals, but they are tapping into the same Potential Psychic Energy. I might not want to make a habit of using that cosmology in my own games, but the premise is sound. People put together their own traditions and, being human, insist theirs is the right way to do it. Since it is Palladium, I can pull things from other books. As people often did for the 2nd edition of Beyond the Supernatural. 

What I really like is the notion that genuine magical knowledge is hard to come by. The world is awash in occult tomes, but most are either wrong, incomplete or confused with superstition. An Arcanist doesn’t just level up and get new spells; she has to research and reconstruct them, or learn from another magician or an old diary. Now that is how I want my occult magic to feel. Old, often contradictory, and a little dangerous.

There is also a sensible divide between spells and rituals. A spell is quicker and easier, but a ritual demands time, concentration and maybe a few other people, and it is much harder to put down. I can work with that. Granted, that is pretty common place today in RPGs, but in 1987 that was brand new.

You can have your psychic investigators with their telekinesis, or your occult scholars with their tomes, or you can put ordinary folk in front of the wrong door. I like a game that can accommodate all three. Not all magic is a matter of casting it across the room in the heat of combat.

Occasionally you want to put in an hour and a half with a circle, six candles, and three people who know their way around a ritual, all while hoping for no interruptions. To me that is good occult magic.

Then there are the psychics.

The game treats the psychic side of things with as much importance as it should. These aren’t just powers with a different label; they have their own I.S.P. pools and a distinct way of dealing with the supernatural. It makes for a nice distinction between Larina and Morgan.

Larina will tell you she has come face-to-face with a demon or a ghost. Morgan is more likely to say they were a persistent psychic imprint and that there is no evidence whatsoever of a demon. The beauty of Beyond the Supernatural is that it gives them both enough ground to stand on for the argument. I find that useful. I don’t always want my games to offer one authoritative take on the universe’s oddities; conflicting explanations can be far more compelling.

I don't want to write them that way, and I don't want to play them that way.

Beyond the Supernatural Characters

As for horror, there are your standard rules for fear, possession, and insanity, but the Horror Factor is a mechanic I have taken to. A creature will have a Horror Factor, and when you see one, you roll a d20. If you fail, you are left momentarily stunned by what is in front of you. You forfeit initiative and an action, leaving you open for a moment until you can compose yourself.

Again, not uncommon today, but this predates the Fear and Horror checks of AD&D 2nd edition Ravenloft. So yeah, it is fun to see it here.  Plus it is simple and effective, and it doesn’t mean your character is out of the game for twenty minutes because he saw something awful. The monster has its turn, then you make your move. Fear should be a factor at the table, not an impediment to playing.

What do I get out of this? A good deal.

Take the way it handles occult knowledge. Magic ought to be shrouded in bad information. An old journal might have half a ritual in it, or a 1974 paperback will cite a source you can’t find anywhere else. A folklore professor will put down something that proves to be of great import, but you need to find his original manuscript. For an investigative horror game, that is gold.

I also appreciate the divide between the psychic and the magical. I have no need for every character to be in agreement over what they are witnessing, nor for it all to spring from the same well.

This works extremely well for me. Magic and Psychic phenomena should feel and "be" different. 

And the emphasis on research, education, and the like is something this game did well. Your sheet says something about the person before the monster appeared tonight. Larina has an eye for archaeology because she studies it. Morgan is well-versed in psychology and mathematics because he cares about them. When the supernatural intrudes on their academic lives, I have more to go on than a flat "Occult +8."

There is a lesson in here for my own settings too. The world doesn’t require some vast hidden order to make sense of it. A haunted house is often just that. Or perhaps there is something living under the floorboards of an abandoned building. The one with the most insight into the situation could be a professor, a psychic, or the odd dude at the bookstore.

You do the investigating because no one else will. 

Beyond the Supernatural provides rules for the supernatural without making it safe. There are psychics who can feel what is out there, but feeling and understanding are worlds apart. Authentic knowledge of magic is hard to come by.

That suits Jackson. That suits my nascent "Chicago 92" setting (whatever that is going to be). It suits the kind of contemporary horror I am after. The world seems normal, and for the most part it is. But then you happen upon the wrong book or venture into an old tunnel, and you see how much of it was right in front of you all along.

My Jackson Kids: Larina Nichols and Roderick Morgan

Morgan: "There are some things man was not meant to know, Nichols."
Larina: "Oh, that's ok. I'm a girl."

For this game, I set it during Larina's Freshman year at the University of Chicago. Stephanie and Faye are both down at the University of Illinois at Urbana-Champaign, but she gets an unwelcome surprise when she discovers that one of her fellow freshmen is Roderick Morgan.

Plus all month I have been watching some college-related horror movies, so this feels right.

Already, this tells you that this game has a different tone. High School Hijinks are one thing, but Larina and Morgan are at one of the most academically prestigious universities in the country. If nothing else, the stress is higher. This is also the pivot point of my campaign.

Larina and Roderick playing chess

This works great for me since it gives me a chance to try out a "magical" character and a "psychic" character.

I am not 100% sure what sorts of adventures they will have at the U of C. I know one thing, though: they dislike each other too much to become anything other than casual friends. Not enemies, but they would never call each other friends. They do tend to end up in the same places a lot. 

Larina Stephanie Nichols
Larina Stephanie Nichols
1st-Level Arcanist
Occupation: Student (University of Chicago)
Alignment: Scrupulous (Good)
Age 17 (September 1987)

Attributes
I.Q. 21
M.E. 19
M.A. 14
P.S. 9
P.P. 12
P.E. 13
P.B. 15
Spd. 19

Hit Points: 23
S.D.C.: 12
P.P.E.: 30
I.S.P.: None

Education: One-Year College
+10% to Scholastic Skills
Two Skill Programs
Eight Secondary Skills

Arcanist Abilities
Understanding the Principles of Magic: 82%
Read Magic: 89%
Practiced Use of Magic: Automatic
Sense Magic: Automatic, 120-foot range, but she cannot pinpoint the source
Recognize Magic Enchantment: 65%

Scholastic Skills
Automatic
English: 98%
Mathematics: Basic: 98%

Lore and Research
Lore: Demons & Monsters: 87%
Lore: Ghosts & Faeries: 87%
Lore: Geomancy & Lines of Power: 82%
Lore: Religion: 82%
Research: 98%

Science
Anthropology: 77%
Archaeology: 82%
Psychology: 82%

Technical
History: 87%
Writing: 73%

Languages
Latin: 97%
Ancient Greek: 97%
French: 97%
German: 97%
Irish Gaelic: 97%
Hebrew: 97%
Sanskrit: 97%

Skill Programs
Language Program:
three additional languages.

Physical Program: Prowl, Swimming, Climbing, Running. 

Prowl: 97%
Swimming: 98%
Climbing: 98%
Running: no percentile roll

Secondary Skills
First Aid: 77%
Automobile: 98%
Cook: 80%
Dance: 70%
Sing: 67%
Photography: 77%
Mathematics: Advanced: 88%
Astronomy: 77%
Basic Mechanics: 64%

W.P. Knife
Hand-to-Hand: Martial Arts (Judo) (gained at 3rd level)

Combat
Attacks per Melee: 2
Automatic Parry: Yes
Pull/Roll with Punch, Fall or Impact: +2
Strike: +0 normally
Parry: +0 normally
Dodge: +0 normally
Damage Bonus: None

Saving Throws
Psychic Attack: +3 total (12+)
Insanity: +2 (10+)
Possession: +4
Horror Factor: +4
Magic: +4
   Spell cast by levels 1-3: 8+
   Spell cast by levels 4-7: 9+
   Spell cast by levels 8-11: 10+
   Spell cast by levels 12+: 11+
   Ritual/Ceremonial Magic: 12+
Lethal Poison: 14+
Non-lethal Poison: 16+
Harmful Drugs: 15+
Acids: No saving throw, dodge the attack.

Known Magic
Level One: See Aura*, Sense Magic*
Level Two: Detect Concealment, Extinguish Fire, Levitation, Mystic Alarm*, Turn Dead*
Level Three: Breathe Without Air, Impression*, Invisibility: Simple, Telekinesis
Level Four: Astral Projection, Energy Field*, Seal*
Level Five: Eyes of Thoth, Heal Wounds*
Level Six: Enhanced Memory, Tongues*, Words of Truth
Level Seven: Second Sight
Level Eight: Commune with Spirits*, Exorcism (ritual)
Level Nine: Familiar Link (ritual), Metamorphosis: Insect, Protection Circle: Simple*

* means Larina knows both the spell and ritual versions.

In this version of Larina, I have decided that the poor girl is tired of being knocked on her ass all the time. So, in her Freshman year, she joins the Judo club. She likes judo; it allows her to get out of her mind for a bit, but she isn't very good at it. Nor is see likely to be good, but at least it gives her something. 


Roderick Morgan II
Roderick Morgan II
4th-Level Psychic Sensitive
Occupation: Student (University of Chicago)
Alignment: Principled (Good)
Age 18 (September 1987)

I.Q. 24
M.E. 20
M.A. 19
P.S. 14
P.P. 14
P.E. 10
P.B. 16
Spd. 12

Hit Points: 23
S.D.C.: 19
P.P.E.: 13
I.S.P.: 88 (recovery: 2 points per hour of complete relaxation or sleep.)

Education: One-Year College
+10% to Scholastic Skills
Two Skill Programs
Eight Secondary Skills

Savings: $10,000
Trustfund: $100,000

Psychic Powers
Sense Supernatural Evil
Opening to the Supernatural
Recognize Possession: 65%
Recognize Magic Enchantment: 50%

Scholastic Skills
Automatic
English: 98%
Mathematics: Basic: 98%

Computer Program
Computer Operation: 98%
Computer Programming: 80%

Journalist/Investigation Program
Computer Operation: 98% (same as above, might give him an outside-the-rules bonus)
Intelligence: 78%
Photography: 90%
Research: 90%
Writing, Journalistic Style: 70%

Secondary Skills
Basic Electronics: 70%
Pick Locks: 65%
Wilderness Survival: 70%
Climbing: 92%
Rappelling: 60%
Automobile: 98%
Art: 66%
Mathematics: Advanced: 90%
History: 75%

W.P. Knife
W.P. Sword (Sword Cane)

Combat
Attacks/Actions per Melee: 2
Automatic Parry: No
Strike: +0 normally
Parry: +0 normally
Dodge: +0 normally
Damage Bonus: None

Saving Throws
Psychic Attack, Closed: +3 from M.E.; needs 7+
Psychic Attack, Open/Using Powers: 15+, no bonuses
Insanity: +3, needs 9+
Possession: +3
Horror Factor: +3
Magic: +1
   Spell cast by levels 1-3: 11+
   Spell cast by levels 4-7: 12+
   Spell cast by levels 8-11: 13+
   Spell cast by levels 12+: 14+
   Ritual/Ceremonial Magic: 15+
Mind-Altering Drugs: +3
Lethal Poison: 14+
Non-lethal Poison: 16+
Harmful Drugs: 15+ normally
Acids: No saving throw, dodge the attack.

Psychic Powers

Sense Supernatural Evil
Automatic class ability
I.S.P.: None
Range: 300 feet

Clairvoyance
I.S.P.: 4
Base Skill: 66%
Friend or Loved One: 71%
Duration: 6d6 melees
Maximum Attempts: Twice per day

Divination (arithmancy)
I.S.P.: 3
Base Skill: 48%
Divining His Own Future: 38%
Duration: 2d4 minutes

Morgan feels that what he does is just calculating probabilities.

Mind Block
I.S.P.: 4
Duration: 40 minutes
Bonus: +1 vs. psychic and mental attacks

See Aura
I.S.P.: 6
Range: 60 feet
Duration: 30 seconds

Sixth Sense
I.S.P.: 2
Range: 90 feet
Trigger: Unexpected imminent life-threatening danger

For the initial melee when triggered: +6 Initiative, +2 Parry, +3 Dodge. Cannot be surprised by a sneak attack from behind

Speed Reading
I.S.P.: 2
Duration: 12 minutes
Reading Speed: 30 pages per minute
Highly Technical Material: 15 pages per minute

--

Wow, that was a lot.  That took me a couple of days to get right to be honest. I remembered why I picked up this game, got all fascinated with it, and then put it back down. 

And I have barely scratched the surface of what this game can do to be honest.

While I have talked about it in other posts for this Urban Fantasy Friday, some ideas began here. 

This is where I got the idea that Larina should pick up Judo so at least she can last a little longer in a fight where she can't use magic. 

Both here and in NightLife Larina has a "pistol" rating. Again, the idea is she picked it up for a little self-defense. I can't recall if Illinois required a FOID card back then like they do now, but I figure she, along with Fiona and Morgan, joined a shooting club. I am going to say it was Morgan's idea, saying something like, "You can't rely on magic all the time, Nichols," and Larina saying under her breath, "the fuck I can't." But while I have never considered her a "gun person" at all, she can appreciate the skill and sportsmanship of shooting as a hobby or sport. In my mind, it is Fiona who takes to it and is surprisingly good at it. 

Nightlife and Beyond the Supernatural

Both Beyond the Supernatural and later on NightLife are wonderfully crunchy. They grab that time when AD&D 1st ed was in it's last days, but before AD&D 2nd ed or Vampire hit the shelves and tables. It seemed, to me at least, that any game had a chance to be the top RPG of the time. I felt the same way about ShadowRun when it first came out. 

I am not likely to run either game to be honest. Again, NIGHT SHIFT does everything I want. But they do have a quality that is hard to replicate because it has to do with the time they were developed and written. It is part and parcel with the crunch.

One thing I do know is that if (and that is a big if) I ever get my Chicago game going, these will be some of the books I look to for inspiration.

Links

Thursday, October 15, 2026

October Movie Challenge: The Power (1984)

The Power (1984)
Ok. I want to start out by saying this is not the movie I thought it was. I wanted a movie that was about psychic powers. This is about a cursed Aztec idol home to a demon.

So. A win? Yeah, it was still fun. At least I can log this as a first-time view. 

I am sure this movie has nothing to do with SNAP! nor being the lyrical Jessie James.

The Power (1984)

A college professor has an old idol containing an evil demon named Destacatyl. Before long, it is in the possession of some Los Angeles high-schoolers who see fit to put it to use at a séance by the cemetery.

The results are what one would anticipate.

It is a well-worn setup, yet I appreciate the cursed-object tale when the object in question is as unremarkable as this one. The idol is small and portable, hardly the sort of thing you would suspect of harboring an ancient demon. In that respect, it is very much a movie of its time.

One does not have to trek to a ruined temple or flout the increasingly urgent warnings of locals to desecrate a tomb. Some fool has already done the work and brought the damn thing home. It is a trend I have been seeing in these films: in the old days you had to hunt down the monster, but in the 1980s the monster comes back in your pocket.

The special effects are low-budget 1980s horror through and through. Some of it is better than others, but there is enough oddity to get by. Honestly, I really liked quite a lot of them. The American Genre Film Archive is fond of calling it a film of stage fog, plot holes, and monster makeup, which is a fair enough way to put it. I would take that as a compliment. Mostly. 

The demon Destacaty’s mythology is really thin, but what the idol does to people is the more compelling matter. It offers power (hey, that's the title!). This is much worse than killing you outright. You get something and then you want more and more. The myths, even the Aztec part, are almost unimportant at this point.

This the sort of movie that could only have thrived in the early VHS years. It is a little rough around the edges, the mythology is sketched in rather than fleshed out, and it never quite settles into being one thing or another, moving from creature effects to possession to teenagers. There is a charm to that. And the cover of the VHS case/movie poster promises a lot more than the movie actually delivers, but that is also fine.

It was not going to measure up to Poltergeist or *The Exorcist*, nor did it need to. A creepy object, a couple of good deaths, and some strange imagery were all it took to get someone to buy the box at the video store.

NIGHT SHIFT and Jackson Connections

I can make this work for NIGHT SHIFT with no trouble at all.

Let us have the Jackson version open with the parents coming back from a trip with an odd figurine. Perhaps from an antique shop, or maybe Morgan Chemical sent someone to Mexico for it. No one gives it a second thought until one of the kids has it over for a sleepover.

A séance is proposed.

Someone should be quick to call it a bad idea.

They will do it anyway.

The trick is to make the object unimpressive. Ugly, cheap, even a bit comical. It should make a real 80s kid think of the cursed idol from The Brady Bunch. If it is reeking of evil, they will leave it be. Then let it do the impossible. A candle is snuffed, a door that was locked swings open, a voice is heard.

That's my hook. 

At this point, what the idol does is incidental. As long as it threatens the characters and scares the players and characters alike. But for NIGHT SHIFT I would have the idol be tempting. Give the user a nudge of psychic ability, some better luck. At a certain point, he is no longer wondering if it is dangerous, but why everyone else is so keen to have it removed. The horror sets in then.

Do not mistake *The Power* for a great film. It is uneven, and the lack of budget shows. The mythology never lives up to its potential. But the core of it is good. An ancient evil is not left to rot under a temple. It is made portable. Someone takes it home and makes use of it. And the effects, even when cheap, are fun. 

You do not have to go seeking out the old evils.  As I have shown all month so far, in the 1980s the horrors come to you.

October Horror Movie Challenge 2026
Viewed: 22
First Time Views: 13


October Horror Movie Marathon 2026

October Horror Movie Challenge: Ænigma (1987)

 Tonight I am heading back to school.

Unfortunately, it is a Lucio Fulci school, so this will probably not end well.  This one has been on my list for a while, but I never got around to watching it. It is *slightly* outside of my range, but 1987 is on my mind right now, and I thought a college-era movie with psychic shenanigans would fit well.

Ænigma (1987)

Ænigma (1987)
Kathy (Milijana Zirojevic) is a student at St. Mary’s, an exclusive girls’ boarding school outside Boston. She is lonely, awkward, and the target of a particularly cruel group of classmates. The girls convince Kathy that Fred, the school’s gym instructor, is romantically interested in her. Kathy believes them and meets him for what she thinks is a date. Kathy is excited and happy. 

But it is all a joke.

Her classmates are waiting nearby, and when they reveal themselves, laughing at her humiliation, Kathy panics and runs into the road. She is hit by a car. 

Kathy survives, but only barely. She remains unconscious in a hospital, trapped in a coma while her mother keeps watch over her.  Her doctor, Dr. Robert Anderson (played by Jared Martin from "The Fantastic Journey") kereps an eye on her and can't figure out how a girl who is pretty much brain dead is experiencing emotions. Especially when people at her old school start to die.

Then a new girl arrives at St. Mary’s.

Her name is Eva (Lara Lamberti).

And Kathy has found a way back into the school.

Directed by Lucio Fulci and written by Fulci and Giorgio Mariuzzo, Ænigma was an Italian-Yugoslav production shot in Sarajevo, despite the story being set around Boston. Fulci openly acknowledged Carrie as an influence, describing his film as essentially a version of Carrie split between two characters. 

I can't help but think about Phenomena (1985) from last week.

These movies have given me much to consider when it comes to boarding schools. We had a case in point with the one in Phenomena. It is a staple of Gothic fiction and horror for good reason. A normal high school has its way of emptying out; by a certain hour the hallways are quiet and everyone, teachers and students alike, has made their way back to their parents.

A boarding school does not afford that luxury. Class is over, but the kids stick around.

You cannot leave. Your home is your school, and your neighbors are your classmates. The girl in chemistry who can’t stand you is only three doors down. The teacher you hate may be in the same building. There is no line to be drawn between private life and school life since the institution holds sway over both.

That is what makes St. Mary’s so central to Aenigma. Kathy is not just put upon at school; she is living in the very social environment that has cast her out. There is no safe house for her at 3:30 and her tormentors are always on hand. But once she has the upper hand on Eva, the tables are turned. They can no longer go home. The victim has become part of the edifice, and the school is her hunting ground.

I like that kind of horror. You do not need some contrived reason for why nobody is leaving, as you might in an old Gothic tale where a storm keeps them in the castle. At St. Mary’s you are there because you have class tomorrow.

The Other Girl

Then there is Eva Gordon. She is put in Kathy’s old room following the accident, which ought to have been a warning sign. Before long you see something amiss with her. She acts odd and knows more than she should. Her tie to Kathy is plain to see as the latter’s psychic output at the hospital picks up whenever the supernatural rears its head at the school.

This is where the film holds my interest.

It would be easy to say Kathy is possessing Eva in the demonic tradition but it feels more like a projection. Kathy is still alive, her body in the hospital, her brain working. Yet a piece of her consciousness has left her and gone into Eva.

The movie is not going to offer a rigorous account of the mechanics. Fulci is never helped by having rules imposed on him.

Kathy uses Eva as a physical proxy at St. Mary’s and can share senses or work her will on the environment from afar. Her comatose form is the transmitter and Eva the receiver. In a way she is haunting people without being dead. It blurs the line between "Psychic" and "Magic" very effectively.

Since this is horror and the Carrie influences abound, the deaths begin to pile up. 

Each of Kathy's tormentors dies in a horrible way (the snails and slugs are particularly nasty), with Eva as the common factor in all the deaths; she is nearby. 

The movie is about what I expected it to be, really. It was still a lot of fun, and I rather enjoyed it. It's not great, but also not terrible. It didn't give me anything new, but it didn't disappoint me either. 

Jackson, IL Connections

I don't need a long list of powers or effects for a psychic killer; I just need a good reason. Kathy, or someone like her, provides that. It's interesting in one respect. These movies are about someone coming back for revenge against the people who wronged them; if the person coming back is male, we get a slasher; if they are a woman, it results in psychic powers. 

I have not had any solid ideas for psychics yet in Jackson, though I really should, to be honest. I mean, I have Morgan, but he is not likely to go on a murderous rampage. He would find that sort of emotional outburst to be unbecoming. 

I still have a list of names that don't have NPCs yet. Maybe my psychic killer is there.

October Horror Movie Challenge 2026
Viewed: 21
First Time Views: 12

October Horror Movie Marathon 2026

Wednesday, October 14, 2026

October Movie Challenge: Sotto il Vestito Niente (1985)

Sotto il Vestito Niente (1985)
 Is it really an October Horror Movie Challenge without some sleazy Italian Giallo film? No, not really. But I am sticking with my theme of 1985-1986, though calling this one "Small town" is a huge stretch. Released in America as "Nothing Underneath." It is one of the few Giallo movies from the time I have not seen.

Sotto il Vestito Niente (1985)

This one falls under the theme of "an American has to search for a missing relative in Europe and strange things happen." In this case, our American is a Wyoming park ranger, "Bob Crane" (no relation), played by Tom Schanley, and the missing relative is his twin sister, Jessica (Nicola Perring), in Milan, Italy.  Oh, and they seem to be able to feel what the other is feeling, a bit like the Corsican Brothers. But he is also seeing premonitions of her death.

Bob flies to Italy to investigate on his own and discovers the underworld of the Italian jet-set. He fears Jessica is dead, but she is missing. The police, in the form of Donald Pleasence, do not seem to want to help. Granted, Bob does say that he saw it all happen while he was still in Wyoming. 

The film has a solid Brian dePalma feel to it. Especially with the psychic connection between the twins. Also, this was apparently based on a novel. 

The mystery, though, is pretty basic. I am not sure why it was classified under horror except for the psychic themes. Unless you count Bob's creepy interest in his sister's underwear.  

Bob does find his sister, and the killer is a twist, if a bit of a clichĂ©, really, and kind of a downer. Odd that Bob didn't see it beforehand given the psychic connection between him and his sister.  

Jackson, IL Connections

I almost made Stephanie and Grant Vale into twins, but I decided against it. I did, however, figure she has twins of her own later in life. I do like the weirdness they can bring to a game.

But I am certainly going to try to figure out what I can use for my Advanced Mystics & Mentalists book. 

October Horror Movie Challenge 2026
Viewed: 20
First Time Views: 11


October Horror Movie Marathon 2026

Tuesday, October 13, 2026

October Horror Movie Challenge: Witchboard (1986)

Witchboard (1986)
Tonight’s movie is one I have not seen in a very long time.

I saw Witchboard when it first came out, but I have not watched it since. I remembered the Ouija board, obviously. I remembered Tawny Kitaen. I remembered that it was one of those movies that seemed to be everywhere on video shelves for a while.

Witchboard (1986)

Jim (Todd Allen) and Linda (Kitaen) are throwing a party at their new place when Brandon (Stephen Nichols), Jim's friend and Linda's ex-boyfriend, produces a Ouija board.  He wants to show how he has been in touch with "David", the spirit of a ten-year-old. Linda can’t take her eyes off it; Jim is far from as enthralled. After Jim has a word or two insulting the spirit, the tires on Brandon’s car are found slashed in response. One would think that was the moment to put the board away and be done with it. 

Yeah. Then we wouldn't have a movie, now would we?

Left to her own devices after Brandon forgets the board, Linda begins to use it. At first, David is amiable, if not a little too helpful. He will answer her questions, tell her things she could not possibly know, and even lead her to a missing engagement ring. We also learn that Linda is pregnant.

And then the deaths begin.

We learn that Linda has really been talking to a spirit with the impossible name of Carlos Malfeitor (seriously, just call him "Gary Evil" while you are at it).

Brandon dies. Jim and Linda defeat Malfeitor and live happily ever after. Until their landlady finds the Ouija board in the trash and wonders aloud if "it still works."

Kevin Tenney wrote and directed this one, and had penned the script at USC under the working title Ouija, but legal and production issues forced a name change to Witchboard. The film is built on what Tenney calls "progressive entrapment": the notion that a person is worn down by repeated contact with a spirit until possession becomes possible.

That concept at the heart of the movie. It is not as if Linda is taken over with a single touch of the board. The spirit goes about its work. It is of service to her at first, then it becomes something of a confidant. She starts to depend on it, using the board in private and growing more isolated. Her behaviour alters; she is left physically and emotionally drained. By the time those around her notice the trouble, the spirit has made itself at home.

It is a more compelling approach than to view the Ouija board as some kind of supernatural telephone. The board is the bait, and Linda is the one who keeps answering.

This movie was made before Tawny Kitaen's famous Whitesnake video appearances.

Jackson Connection: The Spirit in the Room

There is an odd fascination with the Ouija board as a tool of horror, given that one can hardly find anything to be scared of in its design. It is simply a board with its letters and numbers, the words "yes," "no," "good-bye,"and a planchette. Nothing more. You will not find any skulls or human bones here, nor some Latin tome bound in dubious leather and put there by a curse. On the face of it, it is a game.

Perhaps that is the source of the unease it engenders. I have been in conversations with people well on their way to sixty who will recount a fright they had with a Ouija in their youth. Or they will begin to. They stop short. Something happened, they will say, and they are under no illusion that they will ever put one to use again. But the details of the story are not for you to know.

As a rationalist I do not make the mistake of thinking a piece of plastic and a factory made board from Parker Brothers (now Hasbro!) can call up the dead; the ideomotor effect is explanation enough for most Ouija sessions, and it is easy enough for someone to spook themselves in a dark room if they are primed for it.

Horror does not care for such logic though. The fear is what counts.

Take four teenagers and an Ouija board at midnight. Extinguish the lights and light a single candle. Pose the question: "Is anyone here?" and let them wait on the planchette. The scene is set. The screaming will start soon enough. 

I am reminded of a slumber party happening at a house in my neighborhood. A bunch of preteens were out in their yard after dark using an Ouija board (my wife and I had walked by) and by the time we got down the street a bit they were all screaming. We had to laugh.

The film has this down. Witchboard is smart in that it need not make Linda out to be a fool for the spirit to gain her confidence. David appears to be nothing but a harmless child who will answer your questions and put his hands on things. Which makes the truth of the matter all the more jarring.

David is not who he seems. Malfeitor is the one in contact with Linda, a murderous type wearing the dead boy’s name to work his will. The whole affair has been an elaborate deception to put him in position to take her over. That is the stuff of good occult horror. The peril is not in the existence of ghosts, but in the fact that what is on the other side is capable of lying.

I can lift this whole cloth and drop it into my Jackson setting with hardly an edit.

Again, this movie follows my established theme of horror coming home. 

Kinda wish I still had an Ouija board around; I'd pull it out as a prop for the game night.

October Horror Movie Challenge 2026
Viewed: 19
First Time Views: 10

October Horror Movie Marathon 2026


Monday, October 12, 2026

October Movie Challenge: The Stuff (1985)

The Stuff (1985)
It tastes great.

It has no calories.

Everyone loves it.

It is also alive.

This is an odd one. It's an obvious dig on 80s consumerism. Its commentary is spot on really. I can't fault it for that. Not quite as good as "Robocop," but still good. But is it good horror?

The Stuff (1985)

Larry Cohen’s 1985 horror-comedy, The Stuff, concerns a new dessert that has become the talk of the nation. It is irresistible. No calories, great taste, and everyone is fond of it. There is only one catch: it is alive.

We start the film with some workers who come across an odd white matter oozing from the ground. One of them, being a man of reason in the face of an unknown substance, decides to put it in his mouth. Because that is what you do. 

Before you know it, the material is on shelves across the country under the name "The Stuff." As a kind of miracle confection, it is putting ice cream makers out of work, leaving other food companies in a tizzy. Instead of looking into what their rival is up to, they put money in the pocket of David "Mo" Rutherford a former FBI agent, now an industrial spy, to see how the product is made.

Mo gets to the bottom of it. The Stuff is not something you should be eating. In fact, it is eating us.

Cohen has written and directed a film that is as much a conspiracy thriller and body horror as it is a sci-fi monster piece. It is an unapologetic satire of the way we in America will consume anything if it is well packaged and marketed. Roger Ebert saw the ambition in it, though he felt the satire had more impact than the scares. It was even reviewed in White Dwarf #77. 

You could not ask for a better fit than Michael Moriarty for this role. His Mo Rutherford is an odd one, with a certain relaxed strangeness about him. When he tells you he goes by Mo because he is always after "Mo'" whenever someone hands him cash, that is explanation enough. Contrast this with his turn in Dark Tower. 

 "No one is as dumb as I appear to be." - David "Mo" Rutherford

He is no hero set on saving the world. He is an employee of competing interests who stumbles into an apocalypse because he was paid to check out a dessert. In fact, he is kind of a jerk. 

He ends up with Nicole, an ad exec, and a boy named Jason. Jason has seen The Stuff moving in the fridge and knows there is trouble. But then again, his family is very partial to it and has been putting away large amounts of late, acting rather peculiar. Jason can tell people are being changed by it, but the adults will have none of it. They never do in these films. Par for the course in the 1980s really.

As for the Stuff itself, think of it as an alien take on marshmallow creme or yogurt. It has a mind of its own, will crawl up a wall, and pour from its container to finish off its host. Some of the effects are fine; at times, it looks like shaving cream forced through a hole in the plaster. I mean, what can you expect?

The body-horror is where the movie excels. You watch as The Stuff pours out of people who split open, leaving nothing but an empty shell. It does not merely have control over you; it replaces you.

The Stuff is somewhere between "The Blob" and "Invasion of the Body Snatchers," with catchy television commercials playing continuously in the background.  In a way those are the best joke in the film. Cohen knew he did not need the monster in pursuit if he could get advertising that made you want to put it in your mouth. There is a marketing department for the monster, one with a colorful logo to put on The Stuff. You will see celebrity endorsements, health claims, product placement, and some rather catchy commercials. Competitors are even at work trying to ape its success. It is all extraordinarily 1985. 

One can almost see parallels to New Coke here. 

The satire is not in the least bit subtle. Cohen is plainly enjoying himself as he takes on the excesses of consumer culture and corporate America. Not only that, he gets the "Where's the Beef" woman, Clara Peller, to ask none other than Abe Vigoda, "Where's the Stuff?"

Then the heroes realize that The Stuff is making its way across the country at a speed no one can contain. Who is left to save America? Paul Sorvino and his private militia, because why not. Sorvino is in fine form as Colonel Malcolm Grommett Spears, a right-wing military type who hears Mo’s tall tale and figures this is the kind of problem he has been waiting for his whole life.

As Cohen transitions from consumer satire to paramilitary action in the final act, things get more and more ridiculous. But they should. This is a film where killer yogurt is in charge of America; restraint would be uncalled for, really.

Released in U.S. theaters in June 1985 alongside a cast featuring Andrea Marcovicci, Garrett Morris, Danny Aiello, Patrick O’Neal, and a cameo from young Mira Sorvino, I find The Stuff to be better for its ideas than its execution. The story has a way of wandering (a lot); the tone constantly oscillates between broad comedy and real horror, and some of the effects are hit-or-miss. I also can't help but think that the version I am watching (on Tubi) has been hacked up. Or maybe it was really this disjointed. Hard to say.

Yet Cohen makes his point. The true monster is not The Stuff but the system that sees an unknown organism coming up from the ground and wants to know how to put a price on it and whether they can make a commercial for it.

It is the commentary that really saves this movie for me. I also love the idea that in the 1980s the horror comes to you in your home, and sometimes you invite it in.

I actually liked this one more than I expected. Mostly for how weird it is. 

Jackson, IL Connections

This is an easy one to put together.

Something new has taken hold in Jackson. A diet drink, frozen yogurt, or some protein snack is being given away for free at the public high school. It has everyone in town raving about it. Larina won’t touch it, finds the smell off. Faye will have none of it precisely because of the crowd. Stephanie has half of one before she gets a bad feeling about it. Andy puts down three. Val has eaten an entire box.

And then you notice people are not quite themselves.

Make sure the threat seems absurd at first. There is no haunted house or demon here, just an item on the grocery shelf. The characters may find out it is a parasitic ooze or an alchemical experiment, or something that has been under Illinois for eons. And the company behind it might be completely in the dark. Which is frankly worse. 

There is a line at the end of the movie where the execs talk about the new product "The Taste" tested in a "small Illinois town." Kinda writes itself, doesn't it. 

In an Occult D&D campaign, let us say it is an intelligent slime from the caverns below, marketed as a wonder food that cures fatigue and restores your hit points while tasting good. Every portion also allows the thing inside you to grow. In time, it will no longer need you and start wearing your body like a skin suit. Honestly, this might be the better idea. 

The Stuff is gross, funny, and messy, but far too clever in places for a movie about a dessert that kills, and in others not clever enough. It offers a nice 1980s horror lesson: the monster doesn't need to find its way into your home. It can simply wait for you to purchase it.

Ok. Not even halfway through and I am dragging. This was a lot easier 10 years ago. 

October Horror Movie Challenge 2026
Viewed: 18
First Time Views: 10

October Horror Movie Marathon 2026

Sunday, October 11, 2026

October Movie Challenge: Other Worlds

House II: The Second Story (1987)
 Ok, this weekend is a complete cheat. Of sorts. I have watched these movies over the last week or so but have not talked about them because I want to get them all together to talk about them today. I saved the only "new" one for tonight and will talk about it last. But the others are all rewatches. 

This mini-theme here is all about people from our world and time going to another place and time of sorts. These movies are the horror versions of the Dungeons & Dragons cartoon. Though with some, the only horror was having to sit through them all. 

House II: The Second Story (1987)

House was very much within my regular boundaries of movies, and I decided that House II would work as well. In truth, it was my rewatch of this that got me onto this idea. This one really doesn't have much to do with the first House movie, and that is fine. It has some fun lines ("Isn't Madonna the Madonna of the 80s?") and some good ideas. The basic premise is simple enough. Spooky house. Crystal skull (always fun!), and protals to other worlds/dimensions. What is not to love. This one, though, is less "horror" than House I.

Why I included it here: The portals to other lands/times/dimesions are absolute Jackson fodder. Plus I have not had a horror RPG where a crystal skull was not some sort of source of evil. I will admit, I own a couple of small ones myself. 

A Nightmare on Elm Street 3: Dream Warriors (1987)
A Nightmare on Elm Street 3: Dream Warriors (1987)

This one, and really all the Nightmare movies, deserve their own mini-marathon. I have seen all of them multiple times. But this one is one of my favorites. I have talked about this movie here many times before, but largely because of Jennifer Rubin and her portrayal of Taryn. I really loved the character. So much so that later I would have a character of my own named Taryn with questionable hair choices. She was so important to me that she is no less than Larina's own daughter. 

Why I included it here: In this movie, the kids are being plagued by Freddy, and they learn to fight him by taking on aspects of their Dream Warriors. Taryn becomes a knife-wielding badass who may have imprinted a little too deeply into my psyche. But the connective tissue here is also Will Stanton, who becomes the "Wizard Master" in his dreams. Stupid name, but the idea works for me and what I need.

The Nightmare on Elm Street movies became less and less about horror and more about Freddy's one-liners and gore.

Waxwork (1988)

Outside of my theme boundaries, but only by a little bit. This one has a group of teens stuck in a wax museum where every display is a pocket dimension. The trouble is that each display is an homage to the "eighteen most evil beings" in literature, with the always-great David Warner as the Wax museum owner. It's a fun little flick with Zach Galligan and Deborah Foreman as our two stars, and Patrick Macnee playing... well, Patrick Macnee, but that is fine. 

Why I included it here: Well, the pocket universe idea had a serious impact on how I played Ravenloft 2nd Edition. I would go so far as to say that this is one of the more influential movies on my Ravenloft games outside of Hammer Horror. Which is either cool or sad.  The movie is not great, but it has it's moments. Though I was (and still am) a little indignant about how Dracula was killed. 

Waxwork (1988)Prisoners of the Lost Universe (1983)

Prisoners of the Lost Universe (1983)

Is this one horror? It has some horror elements, to be sure, but I am not 100% sure I can call it horror. Anyway, this one was an attack of opportunity a couple of nights ago from American Horrors. It features Richard Hatch and John Saxon, so make of that what you will. 

Why I included it here: Time travel and dimension hopping were reason enough. I'll count it as a "watch" but not a first-time view for this since I am having a hard time justifying it as horror.

The Dungeonmaster (1984)
The Dungeonmaster (1984)

Ok. So the first shock is I have never seen this one. I think I was avoiding it due to the name. It obviously has Dungeons & Dragons and Tron as its main sources of influence. That is the nice way to say "ripped off shamelessly." Ok, "ripped-off" might be too strong. Borrowed heavily might be better, but still no worse than any other movie from the time with this sized budget.

Also known as Ragewar and Excalibrate, it is ambitious in one respect. The movie is built around seven sequences, each by a different director and writer, though often the same person. Representing seven different worlds/levels/challenges. 

They all focus on Paul Bradford (Jeffrey Byron), his supercomputer "Cal" (X-CalBR8), and his oft-ignored girlfriend Leslie Wing (Gwen Rogers). They get sucked into a fantasy world/computer world by Mestema, played to the hilt by Richard Moll (with hair).  And he really plays it up. 

So Paul and Cal (now in wrist-wear format) must fight through the seven different challenges.   

There is only about 8 minutes per challenge. I would say the challenges are uneven in writing and directing, but the same can be said about the Twilight Zone movie, which is generally pretty good.  

This movie does give us the immortal quote "I reject your reality and I substitute my own." Though I had no idea it was spoken by our hero to Richard Moll cosplaying as Satan in front of a demon puppet named Ratspit. And right before he summons a dragon that looks like Trogdor and WASP shows up...as WASP. 

Metal, gratuitous nudity, dragons, magic, a stop-motion giant monkey, and computers? This is the most early 80s movie ever. We are just missing some ninjas. 

It could have been more interesting, but it just kind of ends. Oh well. Still fun, but only minor horror trappings.

Jackson, IL Connections

Ok. This one is a little different. I have an adventure coming up that these movies are the foundation for. I am not ready to share it yet; I haven't finished it yet let alone played it. But the genesis of this adventure began with a snarky comment followed by "Look, A Dungeons & Dragons ride!"

In all of these movies, people from the 1980s get stuck in another world of horror or fantasy adventure. That is what I have planned.

These were also chosen because of how many of them influenced my actual D&D games back then, as I detailed above. Horror icons, crystal skulls, dreams, portals to other worlds. I think you all can still see some of that in these pages.

Ok. That is enough for one weekend. Work is going come very early and very rudely in the morning. 

But more on this idea tomorrow.

October Horror Movie Challenge 2026
Viewed: 17
First Time Views: 9


October Horror Movie Marathon 2026