Showing posts with label Sunny Valley OH. Show all posts
Showing posts with label Sunny Valley OH. Show all posts

Monday, November 9, 2026

Mirror Mondays: Afterimage

Edited from Photo by ellocofish: https://www.pexels.com/photo/artistic-portrait-with-reflective-shattered-mirror-34267491/
 I didn't plan this post today. In fact, I wasn't planning a post at all today. I have some projects I have to finish up, and posting will take a back seat for a bit.

But today I wanted to talk a little about my "Carbon Vale" campaign. Though it is less of a campaign and more of a collection of ideas I have had for my Jackson, IL game that I later rejected.

There is a Doctor Who episode from the Matt Smith-era, "The Almost People," that deals with these created doppelgängers, or just Gangers, who are discarded but may or may not be real. In one scene, all the discarded Ganger flesh is left in a refuse pile, yet it/they are somehow still alive. 

That has been Carbon Vale's relationship with Jackson. All the leftover, rejected ideas thrown in a pile, yet somehow still have a life of their own.

I have spoken about the nearly symbiotic relationships all my campaigns have, and they all exist in a loosely collected multiverse. A good example is how I have yet to figure out how vampires would operate in Jackson, yet it has given me a good idea of how I will do them in Sunny Valley. Though to fit that square peg into the round hole of Sunny Valley, I had to trim off the sides, as it were. Those shavings went to the Carbon Vale pile. Some West Haven ideas have been taken from my Chicago 1992 game, and both can be considered sequels (even if West Haven saw print first) to the Jackson game. 

Carbon Vale doesn't suffer from a lack of ideas. It suffers from a lack of focused vision. Sunny Valley, Valhalla Alaska, Jackson, Chicago 1992, and West Haven all have very clear, very focused visions. All can live in the same universe.

They all share something else in common. While the horror elements of each one are different (on purpose), NIGHT SHIFT can handle each one very well. In fact, Valhalla, Jackson, and West Haven all get mentions in published NIGHT SHIFT books. West Haven gets its own Night World write-up. 

Now. I do like using Sunny Valley as a Dark Places & Demogorgons setting. It is where it began, but in truth, much of Sunny Valley's foundation was laid with ideas while we were working on NIGHT SHIFT. West Haven began with D&D; Chicago is, well, Chicago. Valhalla in its current form is pure NIGHT SHIFT. Jackson grew out of ideas I was working on in the late 1980s. So those ideas and ideas for NIGHT SHIFT were all bundled up together. 

Carbon Vale is different. 

Its only identity right now is "Not Jackson."

"Best of Both Worlds" when Creepy met Nix
The idea began with "What if Larina never moved to Jackson? What if she had foreknowledge of the fire that would burn down her mother's spice shop?"  That is a good enough idea. Especially for an episode/adventue where I have a crossover. But is it enough for a campaign? 

I don't know.

I am of two minds here. 

Do I continue with the idea of Carbon Vale as I have been using it, as a collection of ideas that don't fit elsewhere and just use it as my own personal "junkyard"? That is rather derogatory to the setting, to be honest, and not really fair. Plus, things that don't work in, say, Valhalla, might not work there either. 

OR. Do I find Carbon Vale's own voice, vision, and direction?

And regardless of what I figure out, do I keep it as a parallel world to the Jackson Universe or fold it in with two other NPCs to take the place of the Jackson-alternates there?

AND THEN...do I stick with NIGHT SHIFT or find another system for those adventures?

Lots of questions for a setting I barely think about in comparison to all the others. 

I suppose there is one other thing I could consider. 

Sitting in the dark recesses of hard drives and on a shelf in my game room are notes I have for a Horror/Sci-fi setting called "Völlig Losgelöst." The title comes from the Peter Schilling song of the same name, which in America was translated to "Major Tom (Coming Home)." The line is "Völlig losgelöst von der Erde." Meaning "completely detached from the Earth." MY Völlig Losgelöst was going to be 1980s sci-fi through a horror lens. Much of what I did for that setting ended up in "Thirteen Parsecs." This is why I use the German version of the song. It is much darker. 

Maybe my Carbon Vale is a Sci-Fi setting. Sci-fi with a horror element. 

I think I'll spend some time in 2027 figuring this one out. 

I have a bunch of "Universal RPGs" here. Some I recently picked up at the last Games Plus Auction, and a few more I am giving a second shot. I think I'll explore some of these and figure out a good vision for Carbon Vale. 

In any case I have some ideas. Not full ideas. But some ideas all the same.

Wednesday, October 21, 2026

Witchcraft Wednesday: Coven 13, Issue #3

Coven  13, Issue #3
We are back with my October exploration of Coven 13. The first issue established Arthur H. Landis' vision of a modern successor to Weird Tales and Unknown Worlds, while the second made his editorial philosophy even clearer. The supernatural should not simply be dropped into a story because the author needs a monster. It should be part of the world around it, with its own history, rules, and consequences.

Now we get to Issue #3, dated January 1970, and are now into the decade that would see the 70's Occult Revival, "The Exorcist" and "The Wicker Man", not to mention "Kolchak: The Night Stalker" and Dungeons & Dragons, and all the other material I return to in these pages.

Coven 13, Issue #3, January 1970

The contents page actually labels this "Vol. 1, No. 2," even though the November issue was already #2 and the following March issue is #4. I am going to chalk that up to a simple production error. More importantly, this issue gives us Alan Caillou, Ron Goulart, Robert E. Howard, Dennis Quinn, Pauline Smith, James Benton Carr, and Part Three of James R. Keaveny's "Let There Be Magick!" We also get another installment of Bell, Book and Tarot, two poems by Wade Wellman (son of Manly Wade Wellman), and an essay on Henry James' The Turn of the Screw.

Landis' editorial is once again worth reading because he continues to define what he thinks Coven 13 should be. This time he complains about the number of manuscripts arriving that simply recycle vampires, werewolves, pacts with the Devil, and familiar monsters. He isn't rejecting those subjects. What he wants is originality. He again insists that writers should look at the world around them rather than simply copying the "mouldering pages" of earlier writers, pointing specifically to Rosemary's Baby, Bell, Book and Candle, and Psycho as examples of stories that combine the strange with contemporary life.  

The rest of the editorial concerns the less glamorous problem of magazine distribution. Landis explains how printing tens of thousands of copies means little if large numbers never make it onto newsstands, and how long publishers can wait before actually getting paid. His declaration that "COVEN 13 WILL MAKE IT!" reads a little sadly in hindsight. There is only one more issue of Coven 13 in this form before the magazine changes hands and eventually becomes Witchcraft & Sorcery.

It is a supply-and-demand issue we still see today in the RPG publishing industry. 

Let's get to the stories that did make his cut.

The lead novelette is "Leona!" by Alan Caillou, again illustrated by William Stout. Christian Althing has lost his daughter Leona and refuses to accept her death. He has an old magical book, an altar, ritual tools, sacrifices, a cauldron, and a growing belief that he can use all of this to bring her back. His grief gradually consumes every other moral consideration.  

This one gets at something I have been thinking about quite a bit in my own games. Death should matter. Witches can speak with ghosts, summon spirits, learn secrets from the dead, and get into all sorts of trouble with necromancy, but actually restoring the dead to life is another matter entirely. "Leona!" is essentially about what happens when someone refuses to accept that boundary. Christian does not want to understand death. He wants to force death to return something it has taken from him, and the results are appropriately (and predictably) horrific.

In my Advanced Witches & Warlocks book, I specifically keep spells like Raise Dead and Resurrection out of witches' hands. It violates their moral and ethical systems. If a witch gets to the point where she wants to bring someone back from the dead like that, she either needs to get a cleric or be satisfied with necromancy.

We also get two poems, "Song of the Undead" and "Nightmare," by Wade Wellman. An important distinction here is that this is Wade Wellman, the son of Appendix N author Manly Wade Wellman. The poems themselves fit comfortably into Coven 13: graves, undead things, banshees, haunted houses, moonlight, and the dead walking where they shouldn't.    

The latest "Bell, Book and Tarot" by Jean Cirrito turns to the Evil Eye, and this is probably my favorite nonfiction installment so far. We get the Italian mal'occhio, protective gestures, amulets, serpents, horns, crescent moons, horseshoes, rue, animal charms, and other ways people have tried to protect themselves against an envious or dangerous gaze. The piece ranges from classical mythology to European folk practice and customs still familiar to the writer in the twentieth century.

This is exactly the kind of material I want for Sunny Valley. Folk magic works best for me when it consists of small things people have always done: a sprig of rue, a hand gesture, a charm over a doorway, something your grandmother insists you carry even though she also insists she does not believe in such nonsense. That feels much more convincing than everybody knowing elaborate ceremonial magic.

"The Strawhouse Pavilion" by Ron Goulart brings us back to Landis' idea of the contemporary supernatural. A modern couple is being haunted by Wendy's dead father, but he does not simply appear as a transparent ghost. He was a bandleader, so he brings an entire 1940s dance pavilion with him, complete with music, cars, dancers, and the atmosphere of another era. Eventually Wendy realizes that her father has essentially brought back the whole ballroom because merely appearing as a ghost would not have been impressive enough.   

I love this idea! It feels like something that could happen in Jackson without changing the setting at all. A haunting does not have to be a figure walking down a hallway. Maybe an entire building comes back. Maybe music plays from a ballroom demolished thirty years ago. Maybe a street looks exactly as it did in 1947 for ten minutes and then snaps back to normal. That is a much more interesting supernatural event than another chain-rattling ghost.

In fact. Jacksonville has a rather famous band stand/gazebo. It was supposed to have been dismantled and shipped to the Smithsonian Institution. I can't recall if it was or not. BUT I have very distinct memories of it, especially sitting on it and reading "The Best of Dragon vol 2." Also, when the infamous "I attack the Gazebo" rumor was floating around in the early days of the internet, that was the image I had. So thank you, Ron Goulart. Jackson now has a ghost gazebo. 

little person, epic mustache
Next comes the biggest literary name in the issue, Robert E. Howard, with "The Little People." Howard died in 1936, making this a very posthumous publication, and this January 1970 appearance was the story's first publication. The story explicitly invokes Arthur Machen's "The Shining Pyramid" and plays with the idea that stories of elves, trolls, fairies, and other "little people" might preserve distorted memories of an older population driven into caves and remote places by later peoples.     

There is plenty here that has not aged well, particularly Howard's racial and pseudo-anthropological assumptions, and I have no interest in importing those into my games. But there are some very solid ideas as well. What does interest me is the underlying weird-fiction idea that folklore may remember something real without remembering it correctly. That comes close to ideas I have been developing for Jackson and Sunny Valley, where an old legend might describe something genuine while completely misunderstanding what that thing actually was.

That does not make Howard's Little People my Ur-humans, nor do I want to collapse either of them into Faerie or the Sidhe or even the Sr. Wellman's Shonokins. What interests me is the older literary tradition of asking what might exist behind the folklore. Howard also gives us the direct Appendix N connection in this issue. I am still not suggesting that Coven 13 influenced D&D, but once again we can see these literary circles overlapping just a few years before D&D appears. It would have certainly influenced me had I been in Gygax's shoes. In January 1970, at just six months of age, I am not even sure I owned shoes yet. ETA: Asked my mom, I had a little pair I wore in an "Olan Mills" photo portrait. I was a chunky monkey back then, and my little fat fingers weren't well suited for typing.

This issue does solidify the connection to the earlier pulps that Landis loved so much. Securing the first run rights to this tale must have been a wonderful feeling for him. 

There is a reader's letters column that is a fun read. 

The issue also includes Arthur Jean Cox's essay on Henry James' "The Turn of the Screw." Cox digs into the famous question of whether the ghosts are actually present or whether everything is being generated by the governess herself. The essay is valuable less because I need another interpretation of James and more because it demonstrates what Coven 13 wanted to be. This was not simply a magazine printing spooky stories. It wanted readers to think and argue about supernatural fiction as well.

Then we get "Witch Fish" by Dennis Quinn, which may be my favorite story in this issue. Abat is a witch who transforms himself into an enormous brook trout as part of a revenge scheme against the warlock Marag. That is strange enough, but the real fun for me is the background Quinn casually establishes.

The New England countryside has places known by one set of names to ordinary people and another set known only to witches and warlocks. There is a Federation, a Grand Council, magical territories, familiars, regulations on the use of magic, and punishments for breaking those rules. Abat has only recently finished serving a twenty-year ban on practicing witchcraft.      

That immediately gives me ideas for Jackson and West Haven. There is the map everyone sees, and then there is the map witches know. Same roads, same rivers, same cemetery, but with completely different meanings and boundaries. The mundane map tells you where a place is. The witches' map tells you what happened there and why you should not cross a particular boundary after dark.

"Last Rites" by Pauline Smith is another very 1969/1970 occult story. It even comments on witchcraft, necromancy, divination, parapsychology, and "Cosmic Consciousness" entering colleges and universities. From there we get young people experimenting with the Key of Solomon, the Atharva Veda, ritual circles, lunar timing, a photograph, and a cat. Really captures what I feel was going on in the early 1970s.  

One little detail really captures the entire Coven 13 approach. The old magical texts recommend isolated crossroads, forests, caves, abandoned houses, and other secluded places for ritual work. The characters note that in the age of automobiles and subdivisions, finding such places has become increasingly difficult.

Ancient magic has to deal with modern zoning.

That may be the most Coven 13 idea in the entire issue! 

"Don't Open 'til Xmas!" by James Benton Carr takes us into contemporary urban occult horror. Paul Benton is planning to spend Christmas with his younger girlfriend when a mysterious package arrives. He initially thinks it is from her, but it actually comes from his estranged wife Helen, who has recently been to Haiti. Inside is a doll, and Paul eventually realizes that Helen has used magic to transfer him into it.    

Some of the treatment of Haiti as shorthand for sinister magic is very much of its period, but the basic concept fits perfectly with Landis' editorial philosophy. The occult doesn't require a ruined castle. It can arrive by special delivery at a modern apartment. Sometimes the witch just needs your mailing address.

It also fits well with the themes I have been exploring all month of "Horror comes Home."

Finally, we return to Part Three of "Let There Be Magick!" by James R. Keaveny. By now the story has become increasingly recognizable as the sort of fantasy environment an RPG player could enter without much explanation. We have knights, sorcerers, strange animals, magical wards, hostile creatures, reanimated dead, castles, wilderness travel, and a wizard's stronghold.

What continues to interest me is how the protagonist approaches magic. He sees something everyone else accepts as supernatural folklore and immediately starts asking how it actually works. The "dead-alives," for example, are terrifying to the inhabitants of Camelot, but he begins testing assumptions about them, separating what they actually do from what people believe they do. That is exactly the sort of thing players do in an RPG.

Again, this is not evidence that Coven 13 influenced D&D. What it shows is how many of the ingredients were already circulating together before 1974. Sword & Sorcery, Science Fantasy, occultism, weird fiction, ghosts, witches, monsters, magical societies, necromancy, and ancient forgotten peoples were all part of the same imaginative landscape.

Final Thoughts

Of the three issues I have covered so far, I think this one brings the various pieces together the best. We have a warlock trying to defeat death, a ghost who brings an entire ballroom with him, folk protections against the Evil Eye, a hidden society of witches, young people experimenting with grimoires, Robert E. Howard reaching back into the older Weird tradition, and a Science Fantasy serial becoming increasingly recognizable as the sort of world fantasy gamers will soon inhabit.

Coven 13 still doesn't seem particularly concerned about whether something belongs to horror, fantasy, Sword & Sorcery, folk horror, occult fiction, or Science Fantasy. It is all part of the same supernatural landscape. And frankly, that is fine with me. 

In fact, that is probably what I like most about it.

Sadly, only one more issue to go.

Monday, September 28, 2026

Mirror Monday: Local Legends Make Better Monsters

The Crimson Cougar returns
Sometimes the real world hands you a story at exactly the right time.

A little over a week ago, ABC7 Chicago reported multiple mountain lion sightings in southern Illinois. The Illinois Department of Natural Resources received reports from both Union and Jackson counties and believes they are likely sightings of the same animal.

Mountain lions are rare in Illinois. According to the report, this is only the twelfth confirmed mountain lion sighting in the state since 2002. But we (Illinoisans) have always known about cougars, mountain lions, and even panthers in Illinois. 

Naturally, one particular detail caught my attention.

Jackson County.

Sometimes the universe really isn't particularly subtle.

There is another connection here too. Carbondale, Illinois, the real-world inspiration for my fictional Carbon Vale, is in Jackson County. Official Jackson County sources identify Carbondale as one of the county's two largest cities. But I don't need the news to tell me this. I lived in Carbondale and Jackson County for seven years.

So we have Jackson County, Carbon Vale, and my fictional Jackson, Illinois, all suddenly connected by a mountain lion wandering into an area where mountain lions are not particularly common.

That immediately got me thinking about monsters. Especially with October on the very near horizon and my desire to get back to Monstrous Mondays.

More specifically, it got me thinking about why local legends make better monsters.

There's Something Out There

There is something wonderfully useful about a monster that occupies the space between "that doesn't live here" and "except sometimes it actually does."

That is where stories grow. There aren't mountain lions around here. Except my uncle saw one. Or my cousin's friend said his dad did.

There aren't supposed to be any. Then what did he see?

And now we have a local legend, or at the very least a fun rumor.

For Jackson, this gets even better because I am increasingly trying to look at the setting through the eyes of 1986. 

Today, when someone sees an unusual animal, everybody immediately reaches for their phone. There are photographs. Video. Social media. Trail cameras. GPS locations. Within hours, people are arguing online over whether the thing in the picture is a cougar, a bobcat, somebody's dog, or three blurry pixels and wishful thinking.

In 1986?

Your friend tells you that her older brother saw something behind the school.

That's it.

That's your evidence.

And tomorrow? The story will be even better.

The Crimson Cougar

The mascot of Jackson Public High School is the Crimson Cougar.

When I first came up with that, it was mostly because it sounded right. Plenty of high schools use big cats for mascots. Plus, there are the whole courgar/moutain lion/panther rumors I grew up hearing.

But once I started developing Jackson's local folklore, the Crimson Cougar became something else.

In Jackson, stories of the animal go back long before the high school adopted the name. Farmers and hunters told stories about a great red cat seen near fence lines, creeks, and fields. Some claimed it appeared before disasters. There were stories connecting it to a train wreck, a cholera outbreak, and the burning of Holmwood Hall at MacAlister College.

Eventually the town did what towns sometimes do. It took something people once feared and made it a mascot. Now it is painted on the gym walls. It is on football and marching band uniforms. It's on the cover of the yearbook.

Crimson Cougars logo

That history was already part of my Crimson Cougar write-up earlier this year. The actual mountain lion sightings this month make me like the idea even more.

  • Was the thing somebody saw outside Jackson really the Crimson Cougar?
  • Was it just a mountain lion passing through?
  • Was it a big bobcat seen under bad lighting?
  • Was it something else? 
  • It was seen when the old High School bell rang.

Excellent. I don't want to answer that question too quickly. Uncertainty is doing most of the work for me.

This Is Where 1986 Becomes My Mirror

One of the things I keep coming back to with Jackson is that 1986 can't simply be decoration. It can't just mean cassette tapes, Members Only jackets, malls, Reagan on TV, Duran Duran, and cars with terrible gas mileage.

The year has to affect how the characters experience the world. 

Information moved differently.

If someone tells Larina there is a cougar behind the football field, she can't pull up the Illinois Department of Natural Resources website. Stephanie can't check Facebook to see if anyone else reported it. Faye can't search Reddit. Vera can't ask whether somebody's Ring camera caught it.

They have to talk to people.

  • Who saw it?
  • Who told you?
  • Do you trust them?
  • Who did *they* hear it from?
  • Why is their version different from the version we heard yesterday?

Rumors have geography. They have social groups. The cheerleaders know one version. The football team knows another. The teachers have heard something else. The police aren't saying anything. Some old guy at Jones' Diner on Morgan remembers somebody seeing the same thing in 1956. The college kids hanging out at Big John's say it was just some bad LSD going around.

And Larina is suddenly asking questions. That is how I want mysteries in Jackson to develop.

Before there is a monster, there is a story.

The Monster Before the Monster

If I were running a Crimson Cougar adventure, I would resist showing the creature for as long as possible. First there are stories. Somebody sees eyes reflecting in their headlights. A dog refuses to go outside. Someone finds scratches on a tree. A freshman swears something followed him home. A mutilated deer or cow carcass turns up. Then someone says his grandfather saw the Crimson Cougar forty years ago.

Now we've moved beyond zoology.

Maybe there really is a mountain lion around Jackson. In fact, I think that makes the whole thing better. Every piece of evidence now has two explanations.

  • Those look like cougar tracks. Probably.
  • That sound could have been a cougar. Sure.
  • Something killed that deer. Cougars do that.
  • But why did it leave the heart behind? ...

Ah, now we have something. That little mystery that pushes Jackson out of the pages of National Geographic and into the pages of the National Inquirer. Or Weirdly World News, to be more specific. 

Jackson Has Its Own Monsters

The Crimson Cougar also helped me understand something about Jackson itself.  Jackson already has monsters. More importantly, they are Jackson's monsters.

That does not mean every one of them comes from documented Jacksonville folklore. They don't. What they have in common is that they grow out of the place. The Crimson Cougar begins with real Illinois wildlife and the uncertainty surrounding big-cat sightings.

Then there is MoChem.

MoChem goes back much farther for me.

I created the original version when I was ten years old, after reading Daniel Cohen's monster books and deciding that my hometown needed a monster of its own. The Jackson version connects childhood campfire stories from my time in the Boy Scouts to the real chemical plant outside of town. That became the fictional Morgan Chemical. Yes, the same Morgan Chemical where Candy's mom worked, and the same Morgan as Roderick Morgan.

Nobody agrees on what MoChem is.

  • Maybe it was created by chemical waste.
  • Maybe it was once a worker.
  • Maybe it was a deformed child.
  • Maybe it was a reporter who came to investigate Morgan Chemical and discovered something he wasn't supposed to know.

Those contradictory stories are important. In fact, they are vital. 

MoChem isn't just a monster living in an abandoned chemical plant.  MoChem is what happens when generations of kids are told not to go near the abandoned chemical plant.

Then there is Old Annie.

Old Annie is entirely my invention. I created her whole cloth, but she is built out of things that belong to Jackson and things I remember from Jacksonville.

Part of the inspiration comes from Jacksonville's inordinately large homeless population. Part comes from the old state hospital. Part comes from the waterways and low ground around the Mauvaisterre, the "bad land" that has become increasingly important to my fictional Jackson.

So everyone knows an Old Annie story.

  • She was a homeless woman.
  • She escaped from the state hospital.
  • She drowned her children.
  • She drowned herself.
  • College kids made her up as a prank.
  • There never was an "Annie."

Everybody knows somebody who knows somebody who saw her.

The truth, at least in my game, is stranger. Old Annie is the Mauvaisterre Hag, an ancient corrupted spirit associated with the land and water around Jackson.

Three monsters. Three different origins.

One begins with real wildlife.

One begins with childhood campfire stories and industrial anxiety.

One I invented completely.

But all three belong to Jackson. That distinction is becoming increasingly important to me.  A local monster does not have to be an authentic piece of documented folklore. It needs **roots**.  It should feel like something people in this particular place would tell stories about.

No Sasquatches in Jackson

This brings me to something else. I would love to put Sasquatches in the woods outside Jackson. Seriously.

Small Illinois town. Wooded roads. Cornfields. Creeks. Something large moving between the trees. Honestly, it practically writes itself. 

But there is only one problem. They don't seem to belong there.  I went looking.

The North American Wood Ape Conservancy maintains a searchable database of reported Bigfoot, Sasquatch, or "wood ape" encounters. It even classifies reports based on factors such as corroboration, physical evidence, and witness reliability.

I checked the years that matter most to my Jackson. 1980 through 1987. I could not find anything in that database that gives me an Illinois Bigfoot tradition during those Jackson years. In fact, it is not until the 2000s that there is even one sighting in Peoria. 

That doesn't mean nobody in Illinois ever told a Bigfoot story, and it certainly doesn't prove anything one way or another about Bigfoot.  

It just means I went looking for a local tradition I could use, and I didn't find one where I needed it.

So, there are no Sasquatches in Jackson.

In fact, that has become something of a running joke among the kids who know about the supernatural.

Val: "My dad used to be a big-time Bigfoot hunter in the 1970s."
Larina: "There has never been a credible Bigfoot sighting in Illinois."
Val, smiling: "Yeah. My dad did a great job."
Candy: "Gods, Val, you are an idiot."

Honestly, I like the joke much better than simply putting Bigfoot in the woods. It tells me something important about Val. That he is not just the dumb jock of the group, despite Candy's assurances. It tells me something alittle about his dad. Does the senior Moreno know about the supernatural or was he just amused by the bigfoot craze of the late 1970? It tells me something about Larina. Because of course she already looked it up in newspaper archives. It definitely tells me something about Candy. 

But most of all, it tells me something about Jackson.  Jackson has its own monsters.

Not Every Monster Belongs Everywhere

That might be the larger lesson. If local legends make better monsters, then the monsters a place doesn't have are important too.

It would be very easy to turn Jackson into Cryptid Disneyland. Bigfoot in the woods. Mothman on the bridge. Chupacabra eating livestock. UFOs overhead. Jersey Devil flying over the football field.

Eventually the setting stops feeling like Illinois and starts feeling like somebody dumped a cryptozoology encyclopedia onto the map. I know. I guilty of that exact problem.

I don't want that again.

That doesn't mean I can't invent monsters. Old Annie proves that. MoChem proves it too. The difference is that when I invent something, I want it to grow out of the setting. Why is this monster here?

  • What does it have to do with this road, this river, this factory, this cemetery, this school, or this town?
  • Who has been telling stories about it?
  • Who doesn't believe those stories?
  • Who remembers an older version?

If I can't answer those questions, maybe the monster belongs somewhere else. And maybe I should go there instead.

Go to Where the Monsters Are

I think I finally have an axiom for this.

Go to where the monsters are. Don't bring them to you.

Jackson already has enough problems. I don't need to import any. If I want a different sort of monster, I can go to Carbon Vale or Sunny Valley. For example, I have also decided that while there are not a lot of vampires in Jackson, both Carbon Vale and Sunny Valley are sick with them. I actually can't wait to show my new Sunny Valley vampires, but they will need to wait for another post.

This lesson has also been following me through another project.

When I started working seriously on my new Advanced Witches & Warlocks, I naturally began adding monsters. It made sense. A book about witches and warlocks is going to have creatures associated with witchcraft and the occult.  Familiars. Spirits. Demons. Hags. Things summoned in rituals. Things witches bargain with. Things witches fight. Things witches accidentally wake up. 

So I added monsters. Then I added more monsters. And then some more.

Eventually something became obvious. The monsters didn't belong in Advanced Witches & Warlocks.

Not because they were bad material. Quite the opposite. There were enough of them, with enough ideas attached to them, that treating them as supporting material for the Witch and Warlock classes was making them smaller than they should be.

They needed their own place. That realization eventually helped push those ideas toward Codex Qliphothica and my other monster work.

The monsters stopped being accessories for witches. They became inhabitants of their world. 

That feels like the same lesson I am learning from Jackson.

A Witch book should tell me how witches work. A monster book should tell me about the monsters. And a setting should tell me **where those monsters belong**.

Then the characters can go find them.

Let the Place Tell You What Lives There

Maybe that is the real trick. Start with the place. Look at its history.  Look at its geography. Look at its animals. Look at its abandoned buildings. Look at its industries. Look at the stories people actually tell. Look at the stories they *could* have told.

Then listen.

Maybe you find a real local legend. Great.

Maybe you find a mountain lion wandering through a part of Illinois where mountain lions are rare. Even better.

Maybe you remember an old Boy Scout campfire story and realize it belongs beside an abandoned chemical plant.

Maybe you look at a river, an old hospital, and people living at the margins of town, and eventually Old Annie crawls out of the mud.

The monster doesn't need to be real. The folklore doesn't even need to be real. But the connection to the place should feel real.

That is what makes the monster feel like it was there before the player characters arrived.

And that matters. Because the Crimson Cougar isn't waiting around for Larina Nichols to have an adventure. People were seeing it before Larina was born. MoChem doesn't exist because the kids need something to fight. People were warning children away from Morgan Chemical before they started asking questions.  Old Annie doesn't haunt the Mauvaisterre because I needed a hag encounter. People have been telling each other not to go down by the water after dark for longer than anyone remembers.

The characters didn't bring the monsters with them. The monsters were already there.They just made the mistake of going looking.

And really, isn't that how the best horror stories begin?

It is 1986. Someone saw something in the woods. There aren't supposed to be cougars in Illinois. There definitely aren't any Sasquatches around Jackson. And somewhere, Larina Nichols just heard a story she absolutely should leave alone.

So naturally, she is going to investigate. So will the PCs.

Now, get out there and go where the monsters are.

Thursday, September 24, 2026

Manly Wade Wellman, Jackson, Sunny Valley and Appalachian Gothic

 What started as an exercise for my Witches of Appendix N project has become a rather thorough immersion in the works of Manly Wade Wellman. I have spent more than a couple of months reading his works and listening to his books.  

I went in looking for witches and any number of useful ideas about magic, and to add another piece to the puzzle: the literary landscape behind Dungeons & Dragons.

I did not expect Wellman to start reaching backward into things I had already written.

But here we are.

Appalachians

The more I read Wellman, the more I could see bits of him reflected in two of my own settings, Jackson and Sunny Valley. Some of those similarities are pure coincidence. Others are the result of the same folklore and traditions influencing us from very different directions.

And in at least one case, Wellman handed me an idea that was simply too good not to use.

On the Matter of "Thorne"

Those who have been reading here for a while know Faye Thorne. You might also be aware that this is not, in fact, her real name. She is really "Fiona Voss."

As a child, she was stolen by the Blackthorne Hags and renamed Faye Thorne, to be remade into what I have been calling the "Thorn Child." The Blackthorn Hags took a witch child and tried to turn into a hag.

When I first put together Faye’s character sheet, "Thorne" was just part of the package. But then I came across some Manly Wade Wellman and made the acquaintance of his Rowley Thorne. It was too hard to ignore.

Now, I am inclined to write such things off as happenstance; after all, I had no intention of lifting from Wellman, and there were decades between us when it came to creating these characters. More to the point, when I created Faye Thorne, I had not yet read Wellman. But Faye has a history. The Blackthorne Hags were in the habit of taking children from two families in particular: the Vosses and the Thornes. The Blackthornes were related to the Thornes.

That gave the coincidence some weight. What if the two human families were related?

It led me to do some speculative genealogy. Let us say that Rowley Thorne at some point became involved with a Teutonic witch named Elsa Voss, and they had a son, Arthur Voss. Arthur would have his mother’s name but Rowley’s blood. Fast forward a few years and you have Fiona Voss, who is in every way a Thorne as well as a Voss. 

All of a sudden, the Hags’ fixation on both families is less random. They have been tracking a single bloodline. And the moniker they put on Fiona takes on a different meaning. "Faye Thorne" was never a legal formality. One might say the hags were not giving her a new surname so much as putting an old one back where it belonged. Knowing who she was, they made sure of it. There is something wonderfully unsettling about that.

It gives the whole Thorn Child concept more weight. The hags were not content to simply abduct; they were tending a bloodline like a gardener tends generations of roses, waiting for the right traits to show before they made their claim.

As for whether Rowley Thorne is truly in Fiona’s past, I would rather she (and us) remain in the dark.

There may be a scrawled note from John Thunstone who once looked into the matter of Elsa Voss and Rowley, or an entry in an occult journal, or a family Bible in poor repair. Plausible, certainly. Proof, no. It is very Wellman of it, and suits Fiona.

For Fiona has spent her life spurning the notion that your blood writes your future. The Hags did their worst; gave her a name, taught her the art, ripped out bits of her soul to make her the Thorn Child. She put up with it and lived to tell of it. So even if she were to find Rowley Thorne in her family tree, it would not alter who she is.

Blood will tell you why the monsters want you. It does not account for the person you are. I can see Faye in the mid-90s seeking out an elderly John Thunstone and handling, and not being burned by, his famous silver sword blessed by St. Dunstan. Equally, I can hear Thunstone saying: "The silver knows nothing of surnames."

There is merit in that. Faye is not the sum of her biology. 

There feels something very Wellman about all this. All I needed was a book covered in human flesh and written in blood-red ink telling the Blackthorns what to do and how to do it.

Jackson, IL
Jackson and Wellman

Jackson is not Appalachia. That needs to be made clear first.

Jackson is a Midwestern town, and the particular flavor of its supernatural landscape developed out of very different sources.

But Jackson and Wellman's fiction share something important: the supernatural has been there all along.

The characters do not discover that magic has suddenly entered their world. They discover that the world they thought they knew was never quite the whole world.

Old stories turn out to have some truth behind them. Things dismissed as superstition prove to have practical value. The person who was considered eccentric because she hung something strange above her door may have had an excellent reason for doing so.

Where Jackson differs is in the reaction.

When the kids in Jackson find out there is something horrible living in the abandoned building, their first instinct is usually to find a flashlight, grab their friends, and go see what it is.

There is an almost heroic recklessness to Jackson. They run toward the darkness.

That is not how Sunny Valley works.

John Thunstone Comes to Jackson

The case can be made that Jackson is precisely the kind of town John Thunstone or Judge Pursuivant would put on their itinerary. I have no trouble imagining an invitation from Illinois Beecher College for John Thunstone to deliver a lecture. On paper it is all very respectable and academic, with a title like “Survivals of European Folk Belief in the American Midwest” or perhaps “Ceremonial Magic and the Persistence of Folklore in Modern America.” To the faculty he is a well-heeled independent scholar with a command of religion and the occult, spending his retirement years on a speaking tour.

But anyone who has read Wellman will know there is more to it than that. Thunstone does not concern himself with these matters as quaint holdovers from a less enlightened time; he studies them because some of them are true. Some of those truths need to be confronted. And that is what makes Jackson such a good fit. 

John Thunstone at Illinois Beecher College
John Thunstone at Illinois Beecher College

Put him at a lectern in Beecher and he will be talking of witches and old gods and ritual objects and the like. The majority of his audience will think they are in for an entertaining bit of folklore. A few will understand he is being quite literal. Young Larina Nichols will be among them.

I can see her sitting there, this large and urbane man with an air of intimidation describing things she already knows to be fact. She will be listening intently and put in a word here and there. Not your run-of-the-mill questions on symbolism or history. Hers will be a little too precise for comfort.

Thunstone will pick up on it. He may well pause after one of her remarks and fix his gaze on the red-haired girl in the crowd to see that her curiosity is not of the academic sort.

This is Jackson. It is where the supernatural can be put under a microscope. There are the college archives and the libraries, the hospital records and the old newspapers with their forgotten scandals and family histories, and enough people around to spot the impossible when it happens. Judge Pursuivant or Thunstone could come to town and have no end of work.

Of course the local kids would tend to complicate matters. Thunstone might want to spend three days doing his homework on an abandoned house before he so much as steps on the property. By then Candy has already picked the lock, and Larina and her group will have been inside for some time. 

Wellman and Sunny Valley

I can’t help but wonder what bits of synchronicity led me to be listening to Wellman on audiobook while driving through the Appalachian Mountains recently. But even if I hadn’t, the connections abound. Indeed, I found myself driving through some of the very mountains Wellman had talked about and driving to the area of the county Wellman called home.

Sunny Valley has several attributes that are very much in the Wellman Universe.  There is an isolation to this Appalachian community, old mountains all around it, and its own brand of local lore with a tinge of the cosmic at the edges. It leaves you with the sense that those who have put down roots here know things an outsider never will.

The kind of horror one encounters is not some import from a gothic chateau; it is of the land itself.

In that respect, Wellman’s touch is what sets Sunny Valley apart from Jackson. With Jackson, you have a propensity to head straight for trouble. In Sunny Valley, there is an awareness of the things in the hills that are not to be trifled with, and a need to abide by traditions that may seem irrational until they do not, if one is to survive.

Silver John Comes to Sunny Valley

 Silver John would arrive in Sunny Valley very differently.

Nobody invites him. He just comes walking down the road.

Maybe he is looking for a meal and somewhere to sleep. Maybe he plays his guitar at a church social or on somebody's porch. Maybe someone offers him supper because that is what you do when a traveler comes through.

He is there to listen, which is the point of it. Someone will bring up the lights on the ridge, or the cow that has gone dry, or the sound of knocking from under the old bridge once the clock strikes twelve. John does not scoff when an old woman says nobody is foolish enough to take the northern trail after dark. He makes no assumptions that a rule is without meaning just because no one can say why it was made. He asks about it.

Perhaps the old woman can recite the words to a song her grandmother put in her head but has long since lost the melody for. John has the melody. This is how things would work for Sunny Valley.

He is not like Thunstone, who brings his scholarship to bear. John is armed with memory. He does not come with some answer from the outside world; the answer has been here all along, living on in a bit of custom or a rhyme that has eluded everyone else. John is the one to recognize it.

What he does with that knowledge varies. He may fight, or make use of silver, or sing the right song. At times he is wise enough to keep off the mountain.

In time, the folk of Sunny Valley will have only a hazy notion of him. "That fellow with the silver strings," they will say. "Nice enough man. Put up with the Carters for three nights." They might note he was gone the morning the lights on Buckhorn Ridge went out. But then they will be on to other things. The valley has had its share of oddities.

Sunny Valley becomes one more tale in John the Balladeer's story. John is one more strange visitor in Sunny Valley's strange history.

Wellman has given me cause to think again on how music keeps folklore alive. I have come to like this idea from Silver John. Explanations get lost and books burn, but a song endures. A hymn in a hollow will have a verse you won’t find elsewhere; an old fiddle tune can chart a safe way through where one ought not to go at night. The ones singing them don’t know they are holding onto occult knowledge, nor do they need to. The song has preserved it.

People forget. The song remembers.

The Shonokins

Take Wellman's own Shonokins. These "near-human" people are described as descended from another prehistoric hominid lineage, not Homo sapiens. They were in America before the native Americans, likely before homo sapien left Africa. Maybe something that explains the "Uncanny Valley" phenomenon. 

I don’t need to transplant the Shonokins into Sunny Valley, but I do want their effect. It is a world of difference between "there is a monster in that cave" and "something has been living in that cave since before we came along." The first is an encounter. The second is history. And for Sunny Valley, that is a vital distinction. 

Not just a "monster," something that thinks, reasons, and maybe even feels like we do. But they are not a part of the "we." Even a hillbilly with generations of inbreeding is still human. There should be things in the Appalachians that are not even that.

Maybe something like a human-troglodyte, or a grimlock or aglæca. Something really old, living up in those mountains. It looks human, mostly, but isn't.  

Maybe I can dip into that other Appendix N mainstay, the near-human. Not an "ape-man" or even a "sub-human," but an "other-human" or "ur-human." Something that would serve the same ecological niche as the Shonokin or even "the old man of the mountains." But make him less Hillbilly, and more Woodwose or Lovecraftian. Like the fishmen of Innsmouth.

Appalachian Gothic

It brings me back to the notion of Appalachian Gothic. These are geologically old mountains, having seen worlds unrecognizable to us, seas come and go, continents collide. Life has come and gone while they have stood there. A decaying manor or ruined abbey might preserve the sins of the past in traditional Gothic, but here the landscape does the job. The mountain and the woods remember. The creek by your house has likely been on its course since before any human walked the Earth.

That lends the supernatural a quality that is at once folkloric and cosmic. An old woman will tell you not to cross a stream after dark. She may not be able to put a cosmological significance to it, but her grandmother told her and her grandmother’s grandmother knew better. Someone in the line learned the reason. That suffices.

I have taken much from Wellman in this regard. Local horror need not be small. One can be tied to a single valley or family and still be made aware of forces that predate us. Grounding the cosmic in the local only makes it more potent. You cannot leave it behind by heading somewhere far off. This is home.

The Old Rules

There is a particular relationship with tradition in Sunny Valley because of it. You follow rules without question. Don’t whistle in the woods when it is dark. Don’t answer a call from the ridge. Leave the stone. Don’t take the left fork after sunset. An outsider may hear superstition, but a local hears instruction.

Not every one of them is true, and that is more interesting. Some are nonsense, some have been warped by time. But enough of them hold up.

You don’t require an occult order or a secret Vatican library to make sense of it all. No global conspiracy or team of hunters with ledgers on every species is necessary. The fact that the folks in a valley have been doing something odd for two centuries is record enough. Perhaps they had their reasons.

They likely have very good reasons.

Sunday Morning and the Old Ways

There is another Wellman quality I want Sunny Valley to retain: nobody feels obligated to sort every supernatural belief into a neat theological system.

Take the old woman in the front pew come Sunday morning at church. She is as likely to be there as she is to be the one cautioning you against answering if your name is called from the ridge.

She has her faith in Christ and wears a silver cross. You will find iron over the door, and she can rattle off three or four of the charms her grandmother put in her head. At the same time, she harbors no conflict in believing there are things under the mountain that predate man.

An outsider may have a go at putting labels on it: Christian, pagan, superstition, folk magic, Pow-wow. But she would consider such an exercise a waste of time. She knows what is needed for the safety of her family, and that is sufficient.

Jackson Runs Toward It. Sunny Valley Knows Better.

I have said it before.  If I were to put a fine point on the difference between the two settings, it is this: in Jackson the supernatural is a challenge to be met. In Sunny Valley it is simply part of the environment.

The kids in Jackson see an abandoned house and are curious as to what is within. The people in Sunny Valley already know something is in there. They may not be precise about it, but they know enough.

One setting breeds monster hunters, the other survivors. Both have their witches and their old secrets and things that ought not to be. But the approach is fundamentally different. After spending time with Manly Wade Wellman, I am in no doubt as to the nature of that difference. The trip through Appendix N was well worth it for that alone.

The Land Remembers

Wellman has put a finer point on the difference between Jackson and Sunny Valley for me.

In Jackson, it is the events that tend to haunt you. A crime was done, or a bargain struck. Someone died or went missing. The past has a way of intruding on the present when there is unfinished business.

Sunny Valley is haunted in another way, by its very places. No one can tell you what transpired at the old hollow; for all anyone knows, nothing did. Or perhaps it was just always wrong. There are stones left by the creek and an unspoken rule not to climb the western face of the mountain after dark, yet nobody can say who first made that decision or why. The origin is gone, but the custom endures. It is what lends Sunny Valley a particular kind of age. One might say Jackson has history while Sunny Valley has memory, and memory is older than history.

Bringing Wellman Back Around

It would be wrong to think I came up with Jackson or Sunny Valley because I had been reading Manly Wade Wellman. The oddity of it is that both were already in existence before I was even acquainted with his work. What he provided was a vocabulary for my own endeavors.

Plus, I have been talking about both settings for a long time now.

Consider the questions. In Jackson, one wants to know: who did this? What is it, and how do we put a stop to it? Sunny Valley poses entirely different ones: what rules have been left for us here? What will come of it if we are forgetful?

That distinction was there to begin with. Wellman merely helped me to see it. Which is as good an influence as any. Not the kind of writer one sets out to imitate, but the sort who causes you to examine your own work and come to an understanding of why it is the way it is.

And if nothing else? He gave me plenty of good ideas to make these two "80s teen horror" settings more distinct from each other. 

Monday, September 7, 2026

Mirror Mondays: Jackson as a Mirror

Jackson, OH
 I just got back from a long trip to visit my in-laws, and I got to go to Jackson. Not Jackson, IL, but Jackson, OH. The real town. 

We were driving south to see my in-laws, and this was along the way. Of course, I had to stop. The town was just like I thought it would be...just not for Jackson, IL 

For Sunny Valley, OH.

It is the right size, in the right location, and certainly has the right feel. It is set near enough to the Appalachian Mountains to get the right feel.

Driving through the Appalachians also gave me many ideas for both of my fictional towns for NIGHT SHIFT.

Jackson, OH, and Jacksonville, IL

These two towns are about 760 miles apart and don't have a lot in common.  

My fictional Jackson, IL, owes a debt to the real Jacksonville, Illinois. It is not a copy of it. Yet it provides the sense of place that I need. From Jacksonville, I get a Midwestern town of the proper proportions and the right kind of civic life: the streets, the neighborhoods, the schools, the churches, and businesses that serve as my point of reference. Jackson, IL and Jacksonville, IL are not exactly the same, but but walking around either during the daylight hours should feel the same.

With a population of 20,000 or so, Jackson is a small but substantial town. There are enough people for characters to lose themselves in the crowd now and then, and one does not know everyone. You have your different social circles, your hospital, your clubs and rivalries, and local institutions. Still, it is small enough to be recognized.

Sunny Valley is another matter. With only about 5,000 residents, the difference is considerable. Here, people will tell you where you were last night.

There may be a single high school and a grocery store that everyone patronizes. A modest downtown with a diner where certain families have been coming for generations, a few churches, a funeral home, a clinic, a library, and perhaps a hardware store older than anyone’s memory. And then the town just stops. The streetlights run out, and the houses give way to trees.

That is how Jackson, Ohio, began to make an impression on me. It had less to do with the town and more with the drive through the Appalachian hills of southeastern Ohio. Mile upon mile of ridges and valleys, of roads that wind into the woods where visibility is poor.

I found myself thinking that something could be out there. Not in the flippant sense of "the monster lives here," but because the landscape made it seem entirely plausible. The forest can put things out of sight; the hills have their secrets. In that moment, it occurred to me what Sunny Valley had been lacking.

Not so Sunny Valley
Sunny Valley 1.0

Sunny Valley came before Jackson.

In the beginning, Sunny Valley was an exercise in putting together a supernatural teen milieu of the early 80s. I put it most simply by asking: what would Buffy be like if she were in Ohio in 1983-4?

It was a sound approach, and I had a blast with it. You had your share of kids and monsters, oddities in the woods, the kind of supernatural conundrums that make for a good teenage horror game. There was even a Hellmouth-ish sort of thing in Sunny Valley.

But when I put my mind to Jackson, things changed.

Jackson took on a life of its own. It put down roots in the form of history and old families, adults with more to say than they let on, and teachers looking out for their students. Witches, ghosts, conspiracies, and long-held grudges all came to the fore, building a whole community of the supernatural on top of the ordinary one.

Jackson was no longer just a venue for an adventure; it was a place.

I was of the mind for some time that Sunny Valley had run its course. It had provided the 80s campaign I needed to figure out what Jackson should be.

Until I made the trip to Jackson, Ohio, and drove through the Appalachian Mountains. 

Sunny Valley 2.0

I used to say Sunny Valley had a Hellmouth and Jackson had history. But I have come to see that as not entirely true.

Jackson has the history, certainly. Sunny Valley is defined by its geology.

It is a minor distinction, yet one that means everything to me. There is no need for a magical hole in the ground to account for the awful things that go on in Sunny Valley; the mountains will do just fine.

Take the Appalachians. Their story reaches back hundreds of millions of years, through mountain-building events older than anything in human experience. The Rockies were still in their infancy when these ranges were already ancient. They have been eroded and reformed over eons that put our recorded history to shame. 

The people of Sunny Valley like to think of themselves as an old town. The mountains have other ideas.

Sure, you can find a house or two in the valley that is close on two hundred years, or a family name from the first settlers, an abandoned mine, some pre-Civil War churches and old cemeteries. But to the mountains, all of that is from this morning, geologically speaking.

And with that, the nature of the horror is altered.

In Jackson, the supernatural is steeped in history. In Sunny Valley, it is prehistory.

Jackson asks: What if the weird kids were right?

Sunny Valley asks: What if your grandparents were right when they told you not to go up there?

That is the difference in a nutshell. Or perhaps there is an even more straightforward way to tell them apart: look at which way the characters are running. In Jackson, they tend to run to the trouble. In Sunny Valley, those with any sense put distance between themselves and it.

When you drive for a few hours in the mountains, you get a lot of ideas.

Sunny Valley 2.0 is not scarier because the monsters have more hit points. It is scarier because some things were never meant to be fought in the first place.

Sunny Valley

Two Different Kinds of Horror

Jackson is dangerous, but Jackson allows heroism.

That is the town where Rowan can ride Tempest into the final battle against the Hollow King while Andy announces her arrival by playing an 80s hair-metal song on his trumpet.

It is ridiculous. It is glorious. And it belongs in Jackson.

Jackson is a place where the kids eventually discover that they are not alone. Teachers protect them. Older witches know things. Friends show up. People choose sides. The supernatural can be terrible, but it can also be opposed.

Sunny Valley should not work that way.

If someone tried that sort of heroic entrance against one of the older things in the mountains, it might not even understand what the child was trying to accomplish.

At best, it might say, "Hush, child."

That is the kind of horror I have in mind for Sunny Valley. I am not after stronger monsters, but older ones. The sort who do not hate us because, to them, we are not worth hating. They predate the town and its first settlers, and likely predate any name we have given these mountains. Most should predate the concept of names.

You will find the folk stories here are less by way of explanation than survival instructions: don’t whistle in the dark; don’t answer a call from the woods if you can’t put a face to it; avoid the old road over the ridge once the snow comes; if there is knocking under the floor, you leave. Nobody can tell you why. They will only point out which families were the ones who didn’t heed the rules.

Sunny Valley is no longer "Buffy in Ohio." It is edging toward an Appalachian cosmic horror.

The numbers make a difference. Jackson is a place of 20,000 people with its layers; it has the critical mass for a supernatural community. Sunny Valley has 5,000 souls and an expanse of empty land around it.

There is a distinction here. Jackson is home to its share of old monsters, some of which predate the human race. Yet for all that they are comprehensible to humans in some measure, they have a history and motives, hungers and grudges, names and bargains. Even demons are tied to us in some way. They can hate us. Tempt us. Love us. Hunt us. Make deals with us. We matter to them.

Sunny Valley is not like that.

What one finds in the Appalachians is something else entirely. Those are things that were old in the time of the dinosaurs. To call them demons, gods, or ghosts is to apply a word humans have invented. They are of an older order.

Where Jackson’s monsters have a past, Sunny Valley’s have geology. And that makes for a different kind of coexistence. The town’s founders did not so much subdue the wilderness as come to terms with what was already there, learning the rules necessary to put down roots. Or it could be said the humans were merely put up with.

Jackson's oldest monsters remember humanity.

Sunny Valley's oldest monsters remember a world without us.

Jackson
The Mirrors

Then there is the matter of the real towns in the mirror. I have no desire for my fictional Jackson or Sunny Valley to be stand-ins for Jacksonville, Illinois, or Jackson, Ohio. They are mirrors.

Jacksonville provides the texture and scale for my Midwestern setting. But Jackson, Ohio offered something else entirely to my Sunny Valley. Not in population, but geologically. One can walk those small-town streets and then drive out to the wooded hills and get a sense of the other half of the picture.

In a way I didn’t foresee, the process has come full circle. 

Sunny Valley was instrumental in making Jackson, and Jackson has shown me that a town must be more than scenery. Now a real Jackson has sent me back to Sunny Valley. Not to make it more like Jackson, but less so.

Take the places outside Sunny Valley that are well known, yet not in the manner of a tourist spot or a famous haunts. The old mine road, the logging trail abandoned for thirty years, the hollow where no house has been built, the fire tower visible from town but unclimbed by memory. A grandfather won’t bother with explanations about bad roads or bears, as an adult might to a teenager. He will be direct: "Don’t go up there." In Jackson, that is an open door to adventure. In Sunny Valley, it is sound counsel.

I think this covers the four comparisons without the need for separate essays.

Jacksonville to Jackson, IL is inspiration made into a community. Jackson, OH to Sunny Valley is inspiration turned to atmosphere. The evolution from Sunny Valley 1.0 to 2.0 is the shift from fighting the supernatural to surviving something very, very old. And between Jackson and Sunny Valley lies the question of what each can sustain as a horror story.

There is a line I want to keep: "Jacksonville helped me imagine where people live. Jackson, Ohio made me wonder what lives beyond them." 

Thursday, May 7, 2026

Running NIGHT SHIFT and Dark Places & Demogorgons: What I've Learned from Two 80s Campaigns

I’ve explored the world of 1980s supernatural gaming before.

I have done it with two OSR-adjacent rule systems, NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons.  This is not a post about which game is better than the other; I am not doing that. Both games are fantastic, and live very happily next to each other on my shelves and my gaming table. 

This is about what I learned from running two similar-style campaigns using rule systems drawn from the same ecology. 

And what you can learn from all of that.

NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons

Road to Nowhere: From Sunny Valley to Jackson

A few years ago, I played SURVIVE THIS!! Dark Places & Demogorgons from Bloat Games to revisit my love for Buffy the Vampire Slayer, but with a twist. Instead of Sunnydale, California in the late 1990s, I set the story in Sunny Valley, Ohio, in 1984. The characters were still Buffy, Willow, Tara, Faith, vampires, high school drama, and a Hellmouth. But the setting felt different; colder, more Midwestern, and even more 1980s. It was like a 'kids on bikes' story, except one kid had a stake and an epic destiny.

That experiment worked out really great. Dark Places & Demogorgons was the perfect game for this idea. It’s designed for stories about kids in the 1980s facing strange things that adults ignore or don’t believe. In Sunny Valley, the supernatural crept into childhood and early adolescence. The game was all about weekly monsters, school rumors, odd teachers, creepy houses, bad weather, and that feeling of being young and sensing something is wrong, even if you can’t explain it yet.

In short, it did exactly what I wanted. 

Once in a Lifetime

Now I’m working on something similar, but it’s not the same.

Jackson, IL, is another retro-80s supernatural setting. It’s a small Midwestern town with teenagers, high school drama, monsters, ghosts, witches, and things hiding just out of sight. At first glance, you might think, “Oh, this is just like Sunny Valley.”

But it’s not.

Sunny Valley was my way of taking the Buffy mythos and setting and shifting it into a different decade, state, and game system. It was a familiar story in an alternate reality. Jackson is different. It’s not just Sunnydale with a new name, or a copy of Jeffersontown from Dark Places & Demogorgons. Still, I’ll admit Jeffersontown ("J-town" to locals) reminded me of my hometown, Jacksonville ("J-ville" to locals), which inspired me to create Jackson. 

Jackson feels more personal to me.

With Jackson, I’m trying to blend the emotional feel of a real place, Central Illinois folklore, memories of growing up in the 1980s, and the supernatural style of NIGHT SHIFT: Veterans of the Supernatural Wars. I want it to feel like it’s always belonged there.

Don’t You (Forget About Me)

There is also a difference in what the systems want from the characters.

Dark Places & Demogorgons is about kids. That is one of its greatest strengths (if not its greatest strength). It understands the fears and freedoms of being young. The characters are not adults with jobs, mortgages, failed marriages, regrets, and long histories of supernatural trauma. They are kids trying to survive school, family, bullies, monsters, and the creeping suspicion that the world is stranger than anyone told them.

That made it perfect for Sunny Valley.

In that campaign, Buffy and her friends were younger. They were not the characters from the television show yet. They were versions of those characters caught earlier, rawer, and in some ways more vulnerable. Sunny Valley did not need the full emotional architecture of adulthood. It needed bicycles, lockers, cemeteries, malls, high school rivalries, and the occasional vampire getting dusted behind the gym.

I used those characters because there was very obvious "Buffy-DNA" in DP&D. I just let it come to the surface a little bit more.

NIGHT SHIFT, on the other hand, lets me broaden the frame.

Yes, Jackson has teenagers. In fact, teenagers are central to what I am doing with it. But Jackson also has adults who know things. Adults who failed. Adults who lied. Adults who fought the dark before and lost something. Adults trying to keep kids safe, even when they cannot tell them the truth.

That is important.

Jackson is not just a place where kids discover the supernatural. It is a place where the supernatural has always been and has a history. The Veil is thin here. The Bad Land, Mauvaisterre, is not just a monster factory. It is part of the town’s buried geography. The ghosts, witches, hags, psychics, cryptids, old families, school legends, and haunted buildings all connect to something deeper.

It feels like some of the adults are veterans of previous wars and can't do anything to stop the next one.

That feels like NIGHT SHIFT to me.

Jackson, IL, is "Veterans of the Supernatural Wars" as a thesis statement. 

And all to the music of John Mellencamp's "Scarecrow."

Three witches. Just doing the best that they can.

Everybody Wants to Rule the World

This is also why I do not see Dark Places & Demogorgons and NIGHT SHIFT as competing games.

Very much the opposite.

Dark Places & Demogorgons is created by Bloat Games, and I am happy to call them friends. I buy their books. They buy our NIGHT SHIFT books. We talk at the cons we are both at. We cheer on each other's successes. That is how this hobby should work. The world has plenty of room for both of us.

I have said before that a rising tide raises all ships, and I honestly believe that. Other designers are not my competition. They are my colleagues. They are my peers. Playing their games makes my games better. Reading their work makes me think harder about my own. Seeing how someone else handles 1980s supernatural horror gives me a better sense of what I want to do, what I want to avoid, and what I want to emphasize. What I want to do different. 

Dark Places & Demogorgons helped me think through Sunny Valley.

NIGHT SHIFT is helping me build Jackson.

Those are related acts of design, but not identical ones.

I Was Born in a Small Town

Sunny Valley was a Buffy-shaped experiment. It asked, "What if Buffy had happened in Ohio in 1984?" A simple question with a very satisfying answer. 

Jackson asks something else.

Jackson asks, "What if the town itself was haunted? What if the supernatural was not an interruption, but a pressure? What if every generation had its own monsters, its own secrets, and its own kids who had to deal with what the adults left behind?"

That is a different kind of game.

In Sunny Valley, the Hellmouth was there, but it was more indistinct. The characters knew something was wrong, but the exact nature of it was part of the joke and part of the mystery. Sunny Valley was ironic. Of course, the place called Sunny Valley was cold, rainy, and full of vampires. Ohio vampires, no less. 

Jackson is not ironic in the same way.

Jackson is a nice town. A real town, at least emotionally. It has high schools, colleges, pizza places, bookstores, old houses, churches, back roads, local legends, old money, bad memories, and teenagers who think they are the first generation to discover everything. It has a public face and a hidden one. That makes it ideal for NIGHT SHIFT, because NIGHT SHIFT is very good at letting the ordinary and the supernatural occupy the same space.

The horror in Jackson is not just "there is a monster."

The horror is "there always has been a monster, and someone knew."

That is a different tone altogether.

Home Sweet Home

The other major difference is ownership.

Sunny Valley was fun because it was a remix. I was taking characters and ideas I already loved and moving them into a different system (that I also loved) and a different decade (that I ... ok, you get it now). It was a creative exercise, and a very useful one. It let me explore Buffy, Willow, Tara, Faith, and the others through a different lens.

Jackson is worldbuilding from the ground up.

It owes something to Jacksonville, Illinois. It owes something to Jeffersontown. It owes something to every small Midwestern town with a haunted school, a local ghost story, a weird patch of woods, and one bookstore owner who knows more than they should. 

But Jackson is becoming its own thing. Sunny Valley allowed me to do a lot of cheating. Jackson is less forgiving. I don't get to crib notes from someone else's creative efforts; I have to do it all on my own.

That matters because Jackson needs to support more than a single campaign idea. It needs to hold high school drama, occult mystery, monster hunting, local history, family secrets, psychic phenomena, witchcraft, cryptids, and the strange gravity of a place where the Veil is too thin.

That is bigger than Sunny Valley.

Not better. Bigger.

Sunny Valley was a great place to run a specific kind of game.

Jackson is a full-on Night World.

You are now entering Jackson, IL home of the Cougars!

We Built This City

Looking back, I can see a clear line from one project to the other.

Sunny Valley taught me that moving supernatural horror into the 1980s immediately changes the feel. No cell phones. No internet as we know it. Rumors move through notes in lockers, landlines, malls, classrooms, diners, and late-night phone calls. Research means libraries, newspapers, yearbooks, microfilm, local cranks, and that one teacher who knows too much.

Jackson takes all of that and pushes it further.

In Jackson, the 1980s are not just aesthetic. It is the structure. The period limits what characters can know, how quickly they can know it, and who they have to trust. The town becomes a network of secrets, and the kids are moving through it without a map. And it will be 15-20 years before anyone has GPS.

That is where the two projects really meet.

Sunny Valley was about taking a known supernatural teen drama and asking what it looked like through the lens of Dark Places & Demogorgons.

Jackson is about taking everything I know about 1980s horror, small towns, witches, ghosts, high school, and the supernatural, and asking what it looks like as a NIGHT SHIFT setting.

I guess a natural question is, could I play in Jackson, IL, using Dark Places & Demogorgons? Of course you could! I think if my "Plays Well with Others" posts (many linked below) are any indication, then yes, you could. Maybe I'll try it out one day. I already know Larina works well for both. But for now, I want to stick with NIGHT SHIFT since I have built so much more for it.

The Final Countdown

So no, Jackson is not Sunny Valley. But Sunny Valley helped make Jackson possible.

It gave me a place to test some ideas. It reminded me how well the 1980s work for supernatural gaming. It showed me how much fun there is in moving familiar horror tropes into Midwestern spaces. It also reminded me that the right system matters. Dark Places & Demogorgons served Sunny Valley well because it was about kids in the 1980s facing strange dangers.

NIGHT SHIFT serves Jackson because Jackson is about more than the kids.

It is about the town.

It is about the adults who remember too much, the teens who are just beginning to see, the monsters that never really left, and the old powers under the streets and fields. It is about what happens when the supernatural is not a visitor, but a resident.

Sunny Valley had a Hellmouth. Jackson has history.

That is the difference that makes each campaign unique.

Links

Plays Well With Others

Dark Places & Demogorgons

Sunny Valley, OH

NIGHT SHIFT Veterans of the Supernatural Wars