Showing posts sorted by date for query Larina. Sort by relevance Show all posts
Showing posts sorted by date for query Larina. Sort by relevance Show all posts

Monday, October 19, 2026

Mirror Monday: Why Witches?

John William Waterhouse - Magic Circle
 I have been writing about witches for a very long time. Anyone who has followed this blog for more than a few weeks probably knows that. Between Advanced Witches & Warlocks, NIGHT SHIFT, and my Jackson, Illinois, setting, witches occupy a considerable amount of my creative time. They have been part of my gaming life for nearly forty years, and I don't expect that to change anytime soon.

But why witches?

It is a fair question, and one I have asked myself (and have been asked) more than once over the years. Why have I devoted so much time to creating a Witch class for *D&D? Why do witches feature so prominently in my horror games? And why, when I decided to return to the Illinois of my teenage years and create a fictional town filled with supernatural mysteries, did I place a teenage witch named Larina Nichols at its center?

I think the answer goes back further than my games.

The Witch in the Library

My local public library was a second home of sorts when I was younger. I would make my way from one shelf to the next, book in hand, driven by a fascination with the supernatural: mythology, folklore, monsters, vampires, and ghosts. I read anything that put itself in front of me if it held out the promise of some kind of mystery.

Witches in particular held my attention. They had a way of occupying several worlds at once. You had the ones from folklore who were objects of fear and persecution; you had the literary variety, ranging from fairy tale villains to the great sorceresses of myth. And then there were those who actually made witchcraft part of their spiritual practice. Not to mention the ones I wanted to portray in a game of Dungeons & Dragons.

I found myself trying to reconcile these disparate notions. Some were at odds with one another or with my own beliefs, while others appeared to be different takes on the same fundamental ideas of power, nature, and knowledge. Reading and making sense of all this was how I came to think about witches. The notion arose in me that would later give birth to an in-game quote:

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

Larina, in my Jackson setting, is fond of the same reading material, poring over works on religion and magic to better understand her Wiccan faith and her own gifts. We put that knowledge to different uses. I was putting together an AD&D character and a magic system; she was forming an idea of where she stood in the world. Yet for all that, our methods were much the same. You will see why I have dubbed these Mirror Mondays.

The Witch Is Not the Wizard

I have long been of the opinion that a D&D witch should not be a distaff Magic-User or a cleric with better eyeliner. The Magic-User is concerned with the arcane; the Cleric has his divine power. But the Witch, as I have come to see her, is engaged in something else entirely. Her's is an occult art, one that is tied to spirits and hidden things and the relationships between them.

A Magic-User may know the right formula for an effect, and a Cleric can make his petitions to a higher authority. A Witch has to know what she is up against and what might be required of her in return. It is a more complicated business, and it has to be if she is to stand apart from the rest of the established classes in AD&D. Those distinctions are what allow for good storytelling. After all, magic ought to have its consequences. It is not merely a set of convenient skills on a character sheet. The risk is not always in a failed spell. Sometimes the problem is that something answers you.

The Witches of Jackson

With the development of Jackson, Illinois, and a return to Larina Nichols, I put the Witch in a new light.

In *Advanced Witches & Warlocks*, the questions were of an AD&D nature: what are her abilities, how does she advance? In Jackson, I was after the meaning of being a witch. What is it like to be sixteen in 1986 in a small Midwestern town and find out the supernatural is real? To see what others cannot? To have the monsters at your school or down the street rather than in some dungeon or a haunted castle in the Carpathians? Or to be the object of fear for being different?

Larina, Stephanie, and Faye are all witches, but they are not cut from the same cloth. Larina wants to understand. Stephanie is ambitious and confident in her power. Faye has older, stranger ties to the occult. I find their differences far more compelling than any common ground.

The same holds for the older set in Jackson. Sylvia, Kiera, and Natasha may have the power and knowledge to spare, but it has not made them happy or wise, nor has it made them particularly adept at getting along. You will find a past between them that is littered with unchangeable decisions.

Then there is Nida, and she has no desire to have anything to do with magic. And Vera who has been forbidden by her family to practice it.

In these characters, I can get at things a class description on its own never could. To say one has power is not to say what they will make of it. It does not indicate whether they will be kind or cruel, brave or frightened, generous or selfish. That is a question of character, not of the class they belong to.

Witches, Women, and Power

Witches have an aspect to them that has long held my interest. In fiction and in folklore, they are an odd mix of power, independence, knowledge, and femininity. They can be villains or heroes. Or they can be frightening for the simple reason that they will not behave as others expect of them.

I have never been one to think a woman of power has to shed her femininity to be taken seriously, nor do I see femininity as a synonym for weakness or passivity. Larina might be romantic and compassionate, or stubborn and terrifying. Stephanie is quite happy to be the center of attention in fine clothes and still be a formidable witch. Faye can be dangerous and vulnerable at once. None of them are, by any definition, "weak."

They can be wrong too, which is something I consider vital. I am not interested in characters who are put there to show how admirable or just how powerful they are. I want ones with flaws, who disagree and occasionally make a mess of things. The men in my stories are no different; a strong female doesn’t need a weak male counterpart any more than he needs the women around him to be helpless. There is room for all of them in fantasy and horror. Rowan, for example, is quite powerful in her own right, and she adores Andy. He is her rock, her bit of reality.  Valentino is also very capable. In one of his first adventures, he body-slams a zombie, and he also loves and protects Ami, even though she is every bit as capable as he is. These two complement each other.  Masculinity and femininity aren't competing resources.

One of the things I enjoy most about writing witches is that I don't have to limit them to any single definition of femininity. My witches can be beautiful, glamorous, romantic, sexual, maternal, ambitious, independent, or frightening. Often they are several of those things at once. They can wear elegant dresses and high heels, carry swords, summon demons, fall in love, raise families, and occasionally make decisions that shake the foundations of reality.

I have never understood why any of those qualities should be mutually exclusive. A woman doesn't become less feminine because she is powerful, nor does she become less powerful because she enjoys traditionally feminine things. Larina, Stephanie, and Faye are very different women, and I wouldn't want them any other way. They have their own personalities, interests, ambitions, and faults. Most importantly, they have their own choices to make.

Of course, not all my witches are good people, and even the good ones can do terrible things. Natasha Wilcox is one of the most intelligent and accomplished witches in Jackson, but that doesn't make her compassionate. Sylvia has paid dearly for some of her choices. Larina herself is perfectly capable of allowing her convictions to get in the way of understanding someone else's suffering. I don't need these women to be perfect, and I certainly don't need them all to agree with one another. Their disagreements, failures, and contradictions are part of what makes them interesting. Being a witch grants them access to power, not a monopoly on wisdom.

To me, that is what makes a character interesting. Not whether she conforms to someone else's expectations of what a woman should be, but whether she feels like a person who exists beyond the pages of the character sheet.

The Witch and the Monster

Horror has always had an interesting relationship with witches, often casting them as monsters. The charge of witchcraft was historically ruinous. In our stories, they have been cast as evil’s servants or wise healers, embodying generations of fear of the forbidden and of those who don’t fit in.

But being a witch doesn’t make my characters into monsters of their own accord. They might become so by what they do, by making a bad bargain or seeking power at too high a price. Or they may come across something in themselves they don’t like. But that is about action, not nature.

For Jackson, the distinction is key. The town has its share of the supernatural, but also plenty of human prejudice and anxiety. Those ordinary failings can be just as harmful as the monsters, and the witches have to deal with both.

There is also something wonderfully transgressive about the witch as a character. Witches are frequently associated with forbidden knowledge, dangerous bargains, ancient powers, and things that polite society would prefer not to acknowledge. Their stories can be bloody, violent, grotesque, sexually charged, and deeply disturbing. I don't shy away from any of that in my games. These elements are part of the long traditions of fantasy and horror that I love.

And I don't believe the presence of blood, gore, sex, or monsters automatically makes a story better. Those things are tools, and like any tools, their effectiveness depends on how they are used. A witch bargaining with a demon can be frightening because of the demon's appearance, but the real horror might lie in what she has promised in return. A monster can tear someone apart, but sometimes the more interesting question is why it chose that particular victim.

I don't see these darker elements as belonging to men or women. They belong to horror. And horror, like fantasy, has always benefited from writers and characters who bring different experiences and perspectives to it.

Tabletop Witches Don't Have to Be One Thing

Another thing I love about tabletop roleplaying games is the extraordinary freedom they give us to create. There is room for dark fantasy, heroic adventure, Gothic horror, cosmic terror, sword-and-sorcery, and just about anything else we can imagine. Not every game needs to appeal to everyone, and I certainly don't expect everyone to share my particular fascination with witches. But if you do, I'd love to hear from you!

I have always been fascinated by the assumption that fantasy gaming belongs to a particular kind of person or that there is only one proper way to approach it. I came to D&D through a lot of the same books, rules, and traditions that inspired so many other gamers of my generation. I loved the combat, the monsters, the dangerous dungeons, and the strange worlds waiting to be explored. But I was just as fascinated by the magic, mythology, folklore, and characters who didn't fit neatly into the traditional heroic mold. The old wizard, the wise cleric, the heroic paladin, and the mysterious witch were all on equal footing to me.

For me, none of these things were contradictory. They were all part of the same wonderful hobby. I didn't have to choose between Conan and Circe, between fighting monsters and studying magic, or between writing about powerful warriors and powerful sorceresses. Those interests complemented one another, and they still do. 

My love of witches didn't take me away from old-school gaming. It took me deeper into it.

But I have never believed that someone else's enjoyment of the hobby diminishes my own. There is nothing preventing me from playing AD&D the way I played it in the 1980s, or from creating something new that draws upon those same traditions. The fact that other people might prefer different characters, stories, or playstyles doesn't make my games any less meaningful.

I want more people to discover these old games and the literature that inspired them. I want them to read Appendix N, explore the old rules, and find something that excites their imaginations. They might discover the same things I did, or they might see possibilities I never considered. Either way, the hobby is richer for their participation.

I've spent far too many years exploring fantastic worlds to believe there is only one correct way to enjoy them.

Photo by cottonbro studio: https://www.pexels.com/photo/woman-in-black-long-sleeves-dress-holding-a-mirror-and-a-lighted-candle-5435264/
The Two Sides of the Mirror

Working on Advanced Witches & Warlocks and on Jackson, I have come to see how much the two feed off each other. A rule I put down for AW&W clarifies what Larina and the rest are up to. An adventure from Jackson makes me re-examine what an ability means to the one who has it. A character will point out a flaw in the rules, or a new rule will introduce a role-playing element I hadn’t considered.

I will be the first to admit that, even after forty years, I can look at one of my own creations and learn something new from her that I didn’t know before. And I don’t see that ending soon.

I don't write about witches because I want to change what fantasy gaming is supposed to be. I write about witches because they have always been part of the fantasy, horror, and folklore I love. I don't see them as alternatives to the warriors, wizards, clerics, and rogues who have populated my games for decades. I see them as part of the same rich tradition. There is room in my games for Conan and Circe, for Bram Stoker and Mary Shelley, for ancient sorceresses and teenage witches trying to survive high school. 

There always has been.

There are mysteries out there beyond the familiar world, and more to be said about what people do when they find them. I suppose that is why I am drawn back to witches' time and again. They let me get at the unknown, the very things that pulled me into gaming and mythology in the first place.

In some ways, I am still that boy in the library hunting for a book on witches. Only now am I the one writing the books, and I am still finding new ones.

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

Tales of Jackson: Land of Confusion

 You know how it is. You want to run NIGHT SHIFT. Your players want to play Dungeons & Dragons. Well, my last Jackson, IL adventure shows you can do both!

Dungeons & Dragons with NIGHT SHIFT

Hey Look, A Dungeons & Dragons Ride!

This adventure idea began innocently enough back in September. It was September 17, and I noticed that it was the anniversary of the Dungeons & Dragons animated series. I didn't watch it a lot back then; I had a job on Saturdays, but when my kids were growing up, I rediscovered it. We picked up the DVD set when the 3rd edition was popular, and I later got the Spanish-language DVD version to help with my Spanish.  I got to thinking. What if my Jackson kids found a "Dungeons & Dragons ride!"

Suddenly I had a very, very evil idea. Or a very silly one.

I loaded some movies into my queue for the October Horror Movie Marathon, knowing they would give me some good ideas. Largely because I had seen so many of them before. And I spent the month in between coming up with the ideas.

So I watched the movies last week and took the early shift in our Sunday game to run my adventure.

Enter the Dungeon

 Essentially, I had three basic problems in front of me. I knew the characters from Jackson were going to be transported to a "Dungeons & Dragons" world. But I needed to figure out who did it (which tells me why), how they did it, and what classes the characters would become in the new world.

I went with the last problem first. My three witches, Stephanie, Faye, and Larina, were easy. Too easy, as it turns out. Since I was using D&D 5.5 Rules-as-Written, I opted for Sorceress, Warlock, and Wizard, respectively. It was perfect. But I kept thinking these three were already powerful enough. So I set them aside and worked on all the other major NPCs/Characters. I didn't know who would take what, so I did everyone.

Here is how it shook out, and the surprises. One thing to keep in mind: I have also been considering a "Class Reunion" Adventure, so I have jotted down some ideas of where everyone is in 1992, 2007, and 2027. That is, if my players don't kill them.

Ami Reed: Ami was easy; she is based on Amiri from Pathfinder. If you recall Jackson's first game, I had a bunch of Pathfinder Iconics minis I was using. Amiri the Barbarian became Ami, the tough girl on the girls' softball team. Turning her back into a barbarian made sense.

Valentino Moreno: Likewise, Val is based on Valeros, the iconic fighter. So, fighter he remains.

Andy Thompson: Anderson is a Sage in the Jackson game, but he takes on his true role here as Bard. He has his trumpet, and when they later go fight the "Dragon Master," he belts out Asia's "Only Time Will Tell." At least that is the player's plan. They love the 80s and queueing up songs on Spotify. Andy is an original character, but from West Haven. 

Rowan McGowan: Rowan has been many things in my games before Jackson. Witch Knight, Protector, Paladin. But Rowan in Jackson has become something different. All those things still describe her, but a surprise later on made me re-evaluate her role. Here, she became a Gloom Stalker Ranger. Why? Because Rowan is all about making sure the creatures of the night have something to fear.

Kyra Bellamy: Kyra was also lifted from Pathfinder minis. She was Kyra, the iconic cleric. Here she is Kyra, the Preacher's Kid, who discovers her own true faith. So she is my Cleric of Light.

Meriko Hayashida: Meriko, Kyra's secret girlfriend, is also taken from Pathfinder's Merisiel, the iconic thief. Honestly, I took Kyra, and Meriko insisted on coming along. She is my thief. 

Tetsuya "Tetsu" Hayashida: Meriko's 12-year-old young brother. NPC at the moment, because I wanted her annoying younger brother to tag along (her mom made her take him to the movies). He is the comic relief and plays the annoying little-sibling trope. He is also a thief.

Benjamin Brown: "Benny" is a new character I haven't talked about much, but I wanted to bring him to the table here. Benny is a lot of things. He works with Faye at "Strawberry Fields." He is friends with Meriko and Kyra. He is the kid who wants to do everyone's star chart and horoscope. He is also the local pot dealer (he doesn't look the part at all, and only his friends know), and he is also my "Gay Kid" from the 80s. I like Ben. He is a complex character and much, much more than a stereotype. In the D&D world, he becomes a Druid of the Circle of Stars. And he has key information. And drugs.  

Note: this should also be the first clue that Darren is not 100% in control here. If Ben were to be transported to a D&D fantasy world, Darren would have been much crueler. Ben comes over not just largely intact, but key elements of his personality are enhanced.

Finally, we get to the two who should have been easy, but let me be honest: these two surprise me all freaking the time.

Candy and Denise are, rather obviously, based on Candella and Duchess from the classic D&D adventure B3: Palace of the Silver Princess. So they should be thieves, right?

Wrong. 

Candy and Denise have grown a lot as characters. I know who they will become when they get older (back to my proposed 2007 or 2013 Class Reunion idea): Candy becomes a nurse because she knows how to help people in times of crisis. Denise becomes a social worker because she stands up for kids and mothers who need someone. The magic of the land sees this. And this becomes the another clue as to what is going on, and not all of it is Darren.

Candance "Candy" Mercer: Candy is still that girl who can climb to the third story of a building to break in, but she is also the girl who stitches people up and gets them back into the fight. She is a Way of Mercy Monk. Her touch can heal or harm. Mercy is even in her name.

Denise "Duchess" Carver: When the kids were pulled into the world the "Dragon Master" wanted to Denise to be a simple serving wench or better (for him) a slave. That didn't happen. Something (someone) saw into Denise's soul, and when she got here, her true self was revealed. 

Denise Carver, Paladin. Oath of Devotion.

She shows up in shining (literally) armor, wielding a sword. I justify this by stating the obvious (well, obvious to the other players and me). Denise wears "armor" all the time. In Jackson, her armor is sarcasm and attitude. When Candy was hurt, she picked up a crowbar and challenged the monster (a zombie) to "fucking come get some!" I don't care if she was a "thief" in another life. Denise is a protector. Denise gets in between her friends and danger. Or as I have said repeatedly, "Denise Carver fucking shows up."

I honestly can't explain how well they all fit their new roles. So now to figure out my other (many) problems.

I have guidelines for all the other major and minor NPCs as well.

The Dragon Master Summons

When putting together my list of movies, it became obvious that I needed a Big Bad, and this was the guy who pulls everyone into his realm. The answer was obvious before I finished my thoughts on it. 

Darren Vale AKA "The Dragon Master"

At the end of Am I Evil? Darren was in a coma. Well, somehow this little asshole managed to create an entire fantasy world in his mind. I cheated and just used a "cartoon" version of Yog. He wanted revenge against all the people who wronged him. So he first traps Stephanie, Faye, and Larina. How? No freaking idea; I am going to use horror-movie logic here and say they were performing some ritual, and Darren had already laid a trap for them. They are trapped in his Realm, and he thought he would get the other characters into his world as well, where he could torment them at his leisure while siphoning off the magic of my three witches.

This solved a lot of problems for me. It kept the witches out of the picture so my other characters (jokingly referred to as "The B Team") could shine. It gave Darren the magic power he needed to power his realm and draw others in.  AND it gave me the key to Darren's defeat.

The adventure in Jackson begins when all the characters receive an invitation to see a new fantasy movie at the Illinois Times theatre at midnight (Yes, cribbed from "Demons"). They are the only ones there. The movie is cheesy but looks realistic, and then a group of orcs jump out of the screen and drag the characters into the movie.

The Realms of Spellcraft & Swordplay

The characters come through, and many of them are much more powerful than I think Darren intended them to be. Candy, Denise, and Ben in particular. There are "copies" of all the other NPCs from Jackson, but they are all caricatures of who they really are. Coach Kurt is portrayed as a dumb jock, despite also teaching AP Calculus and serving as the Honor Society sponsor. Kerri is depicted as an alluring nymph (ok that is not too far from the truth), and Valerie as an old hag, because that is how Darren categorizes women. Thomas Avery is stereotypically gay and predatory. It is all an awful version of Jackson. That's Darren's vision. But there are other tells. 

First, there is no one here who showed up after Darren's coma. Renee is still here, for example, and she left to return to Finland at the end of the 1986 school year. BUT. Moria is here. And more to the point, she is here as a demon-girl. Moria was introduced after Darren, and only four people knew Moria was really a demon: the three witches and Candy. Something Darren would not have known.

Also, the characters are on a quest. To find and free the Three Witches from the dungeons of the Dragon Master. (again, obvious) BUT the names of the witches are The Sorceress (Stephanie), The Ash Witch (Larina), and The Thorn Child (Faye). Again, only four people know that "Thorn Child" was what Faye's aunts were trying to turn her into: the three witches and Ben. Faye works with Ben at Strawberry Fields.

I drop other little clues that only the characters know, but not Darren. 

Somehow Stephanie, Faye, and Larina's thoughts are getting into Darren's world. 

What follows is a really, really stereotypical D&D adventure. I wanted it that way. In fact, I wanted it to almost feel like a parody that was so earnest it became an homage. The Dragon Master's lair was just Module B1: In Search of the Unknown and B2: Keep on the Borderlands.

The party finds the witches and rescues them. Each witch is a separate quest. Doing so breaks the magical hold. So freeing Stephanie, the Red Sorceress, causes social interactions to loosen their magical bonds; all the NPCs remember who they really were/are, and Darren loses control of them. Freeing Faye, the Thorn Child, causes the land to begin to revert to normal. Finally freeing Larina, the Ash Witch, breaks the magical hold. Now the PCs have to confront the Dragon Master directly. Everyone wakes up in the theatre. The janitor wants to know why they are all still there at 3 in the morning. ("Those damn kids!")

BUT I haven't gotten to that in-game yet. My real-world players are just now finding clues.And this is looking like it will be a lot longer than the one-shot I had intended it to be.

What is good about this adventure? The witches are completely sidelined. They didn't have to do anything and gave me a chance to see how the other characters do without them.

Spoilers?

Given the influence of Nightmare on Elm Street 3: The Dream Warriors, not just on this adventure, but on the genesis of AD&D Larina's daughter Taryn, I did add Taryn (in her Half-elf incarnation) here. She appears to know things and even understands that this is a trap. The players picked up right away that she was different, but I didn't tell them why. My oldest got it right away. In fact, his comment was, "What the hell is she doing here?"

Sorry, Liam, I don't really have a good answer for that other than "fan service." Now I need to figure out how/why she was there.

This game is going to go on much longer than expected, and it is already shaping up to be my proper "Season 2" of Jackson, just not in the way I expected. I had planned to bring in Taryn as a time traveler to return to the 1986-87 school year, but I never figured out why she was there. Other than a 21-year-old Taryn trying to deal with her mom when she was 17.

It will be fun to see where this one goes.

Tuesday, October 13, 2026

Games Plus Fall 2026 Auction Haul

 Went to the Games Plus Auction this past week. I was not expecting to pick up much, which naturally means I bought a lot.

Auction Haul

Auction Haul

Some of that belongs to my oldest kid. He grabbed the Dune games, the magnetic tiles, the cookbook (natch), and the monster books. I am going to give Savage Worlds another try. 

I picked up Dark Age Vampire for us both, he has been wanting to try it out more.

But the real surprise in the lot was the game Fledge Witch. 

Described as a non-combative, cozy Japanese RPG, it is about creating apprentice witches who try to impress their teacher, an older witch. Already, I am thinking of Elown, Ainsling, and the rest of my West Haven coven with Larina as the teacher. 

I ended up with what can only be described as the "deluxe set," possibly a Kickstarter exclusive. ETA: It looks like this is the $80 version. 

It came in s very sturdy box, with dice, a nice-looking rulebook, a notebook to put spells in, a collapsible dice tray, and some signed art.

Fledge Witch

Fledge Witch

It is on DriveThruRPG for the PDFs, but that is about how much I got if for at the auction. So yeah, it was a steal. I did grab some character sheets. I printed two pages per page in landscape, and they fit into the box. I can have multiple apprentices and multiple teacher witches.

Fledge Witch Character Sheets

Though, knowing the group I have here on Sundays, they will decide the best way to impress their teacher is by sabotaging the other students. 

Still, it looks like it could be fun!

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

Mirror Mondays: When the Mirror Becomes a Door

 Back in May, when I put out the first of my Mirror Monday pieces, I was preoccupied with two projects: Advanced Witches & Warlocks and Jackson, IL. I called that first post "Two Books, One Spell," and it was highly appropriate. I still think it is a pretty good description of what I was doing. One book was about what the Witch should look like in AD&D. The other was about what it would actually be like to be a witch, particularly a teenage witch, in 1986.

I made the case then that the two were informing each other. If anything, the case is stronger today.

Mirrors. AD&D and NIGHT SHIFT

The fundamental question for each remains unchanged: what does a witch look like through a 1986 lens? With Advanced Witches & Warlocks, I am after the kind of Witch class and occult mechanics that would have been at home with the AD&D books I was running back then. With Jackson, I take Larina, Stephanie, Faye, and company, and consider their type of witchcraft: the old school building is your dungeon, the road out of town is the wilderness, and a curious volume from the library is all the occult knowledge you have.

Those sound like very different questions and lines of inquiry. They are not.

Two Books, One Spell, Again

My job on Advanced Witches & Warlocks is to put on my old-school game designer hat. What sets the Witch apart from a Druid or an Illusionist? What are her spells and her limitations? How do you handle covens, pacts, rituals, and familiars? AD&D demands answers, if not always perfectly drawn ones. But *I* need to be able to say how something works or why the witch can’t do it. The distinction between her magic and the Arcane or Divine must be more than just something in my notes.

Jackson allows for some ambiguity, which is often preferable in horror. Larina has no use for the percentage odds of a ritual’s success. There is no spell list on Stephanie’s character sheet when she steps in front of a friend to shield them from danger. And Faye doesn’t care to know which page of the rulebook details what the Blackthorne Hags have done to her soul.

But I do need to know. Or have some idea of it, at any rate.

In that respect, Advanced Witches & Warlocks has been of great service to me in writing Jackson. It compels me to get under the hood of the supernatural. Where is the power coming from? Why can one witch do what another can't? Is it inherited or given? What are the terms of a bargain with something beyond her? Jackson can let the characters wonder about such things while the other project makes me think about what is going on behind the curtain.

Then again, the dynamic is not one way.

What Jackson Has Taught My Witches

This has been a big one. I am not sure I can adequately capture what I have learned over the last few months. 

I have been at this long enough to have written witches for most of my life, longer than some of my readers have been around. Over the years, I have put pen to paper (or, more to the point, fingers to keyboards) for Basic-era games, AD&D, d20, Unisystem, NIGHT SHIFT, and many others in between. In the course of that work, I have produced Witch classes, traditions, spells, and monsters; I have written Witch Queens and more than my share of demons, enough to last a few lifetimes.

Jackson keeps reminding me that witches are people.

It is a painfully obvious statement, but one game design has a habit of making you overlook. It is all too simple to view a Witch as a collection of class abilities: at this level she has this spell, at that one she has those restrictions on her magic items, and so on. When I am crafting an AD&D-compatible class, these details are vital, yet they say little about who she is.

Jackson makes me deal with the questions in a different order.

Who was her teacher? Who can she trust? And when things go horribly wrong, who does she call? What does she make of her own magic? What is her friends' reaction when they are afraid of what she is capable of, or, worse, how does she handle being afraid of it herself?

I have let some of those considerations seep back into Advanced Witches & Warlocks. A coven is no longer just an organization bestowing abilities; I think about what it means for a witch to have a place to belong. Pacts have real consequences rather than simply being a way to "gain power X." And a familiar is a relationship, not a list of bonuses with fur.

Jackson has been adept at getting me to consider why a Witch would act a certain way, not merely if the rules permit it. The reverse is true as well. Putting together the AD&D Witch has made me examine Jackson with a critical eye. Larina, Stephanie and the rest cannot do as they please because "witchcraft" demands it. If anything can happen at any moment, magic ceases to be magical and is little more than an excuse. There is value in limits and costs; they give weight to a choice.

The two projects end up correcting one another.

And so to Land of Confusion.

Welcome to the Land of Confusion

I have mentioned the Land of Confusion adventure before; if somewhat obliquely. The basic idea is exactly the sort of thing that happens when I am left unsupervised with my own characters for too long. With my villain Darren's help, the folks from Jackson have been transplanted into a proper Dungeons & Dragons world.

Yes. As in "Hey, look, A Dungeons & Dragons ride!"

Not some D&D-ified version of Jackson with orcs out by Sal’s Pizza. An actual fantasy world.

In that sense, Land of Confusion is the most straightforward crossover I have done between Jackson and Advanced Witches & Warlocks. I have taken people built to confront supernatural horror in 1986 small-town Illinois and put them where the assumptions of AD&D are fact.

This creates a problem I find absolutely irresistible.

Strip away Jackson Public High School, Paula’s Book Store, Strawberry Fields, the telephones, and the cassette tapes, and what is left of Larina Nichols? Or Stephanie, for that matter? Rowan? Vera? Candy?

The easy answer is to convert their character sheets. I mean, many of these characters began as D&D characters. Give them classes, assign some ability scores, figure out their equipment, and move on. I am doing all of that, naturally. I am a game designer. Stat blocks are one of the ways I amuse myself. But the easy answer is not the interesting one.

What I want to know is what makes the journey through the mirror.

When the Reality of Magic Is Common Knowledge

I find there is a certain distinction that is worth noting. In Jackson, magic is kept under wraps. You could say it is not the best-kept secret in some quarters, but for the most part people live their lives with the firm belief that witches and demons and the like are figments of the imagination. Should something odd occur, social mores will see to it that an alternative explanation is found. It is, in every sense of the word, Occult.

This is what gives Jackson its character; the inhabitants are privy to truths the rest of the world is not.

Put those same characters in an AD&D setting and the dynamic changes. Everyone is aware of magic. The fellow at the tavern table next to you could be a bona fide Magic-User. The priest in his temple has the power to heal with a touch. An old woman on the edge of the village might curse you if she is so inclined. There are monsters in the woods, and the local lord would have no qualms about publically putting a price on their heads for any adventurer willing to do the job.

Which raises the question: what is it that makes Larina stand out?

It is a good question, and one that brings to mind Advanced Witches & Warlocks. If my Witch is just another spellcaster she will be indistinguishable in a fantasy world teeming with them. She needs to be different, not more potent, not more knowledgeable, but certainly different. One finds that in the pacts, the rituals, the traditions, and the kind of old magic that does not belong in a Cleric’s church or a Magic-User’s tome.

In Jackson, these things set her apart from the common world. In D&D, they set her apart from her peers.

The witch is the same, only the mirror is different.

Consequently, Land of Confusion is evolving into something of a stress test for both endeavors, rather than simply an opportunity to put fantasy versions of my Jackson NPCs. I have to be able to explain what makes her a Witch in an AD&D context, as well as in Jackson. Or if an ability in Advanced Witches & Warlocks works on paper but is not something Larina would ever put to use, then I need to re-examine it. The rules put the characters to the test and vice versa.

1986 Through the Looking Glass

Somehow this always leads me back to 1986.

There was a reason for choosing that year for both projects. It is an interesting juncture in D&D history and in my own. AD&D was well established yet in flux. Rules were being added. Some of the original designers were out. Locally, we call the post-Unearthed Arcana era AD&D 1.5 (note: Not then, but now). I was busy playing the game and making up characters, devouring any horror or fantasy I could find, taking in the movies and the music and all manner of ideas without any inkling which ones would be with me forty years down the line.

Larina herself is a product of that time. A character made for AD&D in the eighties (July 1986) became the teenage witch of Jackson, Illinois in 1986. Now I am sending that girl back into a D&D world. I could not have planned that in 1986 if I had tried.

Then again, Land of Confusion is not an exercise in determining which Larina is real. I have long since let go of such concerns. The one in AD&D and the one in Jackson are both Larina, shards of the same concept fashioned by different games and even different versions of myself. My characters were always a bit of a psychological experiment.

Placing the Jackson version in a D&D world does not make her the AD&D character.  It doesn't even make her the younger version of that character. That would be too simple. I want to see what happens when the girl from Jackson is forced to be an adventurer. That is where the fun is.

With all these "looking glass" metaphors, I can't help but think I need a character named Alice. Or Brandy. ETA: I figured out who Alice and Brandy are.

The Mirror Opens

Mirror Mondays began with the mirror as a metaphor. On one side was Advanced Witches & Warlocks, on the other Jackson. I could look at the Witch in one and see something of value reflected from the other.

Over the last few months, that has become less metaphorical than I expected.

My work on Jackson has altered how I view the witches in Advanced Witches & Warlocks, while the latter has provided a way to understand the behind-the-scenes workings of Jackson. Answer a question for one project, and I seem to spawn two for the other.

Land of Confusion is where they meet.

What started as a reflection between the fantasy witch and the teenager is now seeing one of them cross over.

The mirror was never just a mirror.

It's more of a door.