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The other night, we watched The Sea Hawk (1940) for the first time. We watched this for several reasons, among them because Grace loves the old swashbuckling novels like the one this picture was adapted from. Books by folks like Rafael Sabatini (who wrote this one), Alexandre Dumas, Frank Yerby, and a variety of others, especially Samuel Shellabarger, who wrote one of Grace’s favorite books of all time, Prince of Foxes, itself adapted into a movie in 1949 starring Tyrone Power, Orson Welles, et al.

While I also like these old Hollywood movies, I was excited about this one for a particular reason. Like The Adventures of Robin Hood (1938), another all-timer that we watched for the first time last year, this was directed by Michael Curtiz. While Curtiz is probably best known for Casablanca, and perhaps only slightly less well-known for swashbuckling fare like this, when I think of him, the first two movies that spring to mind are two of his only horror pictures – and two of my favorite horror films of all time: Doctor X (1932) and Mystery of the Wax Museum (1933).

I’ve written about those two films at some length various other places, but for those who are just hearing about them for the first time, know that I recommend them, especially Doctor X, as heartily as I possibly can. Not only are they two of the only surviving films shot in what’s known as “two-strip Technicolor,” lending them a lurid and unmistakable palette, they are also just dynamite examples of the horror films of Hollywood’s golden age – and horror films in general.

On those two films, and several others, Curtiz worked with Polish art director and production designer Anton Grot, who, for my money, may have been one of the best who ever plied that trade. The incredible look of both Doctor X and Mystery of the Wax Museum owes at least as much to Grot’s work behind the scenes as to Curtiz’s work behind the camera.

Grot and Curtiz are working together again on The Sea Hawk, and while the sets here are not as filled with expressionistic horror or pulpish shadows and angles as those of Doctor X, they are no less impressive, or integral to the mood and function of the piece. From possibly the most impressive ship-to-ship battle I have ever seen, which opens the film in dramatic fashion and for which Warner Bros. had to build a larger sound stage to accommodate the full-scale ships, to minor touches in quiet scenes, the production design and art direction here is always top of the line.

In fact, there’s very little in The Sea Hawk that isn’t a shining example of Golden Age Hollywood operating at the peak of its powers. The actors, including Errol Flynn, Claude Rains, Brenda Marshall, Alan Hale, Una O’Connor, and many others, all acquit themselves nicely, while Flora Robson as Queen Elizabeth is an absolute force of nature. But the human elements may be the film’s weakest links. Everything from the score (by swashbuckler stalwart Erich Wolfgang Korngold) to the costumes (by the prolific Orry-Kelly) to the scope and scale of the film itself is absolutely top-drawer Hollywood, as they only did back in those days.

Earlier on, though, I was talking about horror, and I want to address the horror bonafides in The Sea Hawk, which absolutely has them, even if we discount the involvement of Curtiz and Grot. One of the things that really sets The Sea Hawk apart from a number of the other cutlass-and-tights flicks of the era is the way in which it deftly handles a variety of disparate moods, from swashbuckling adventure to throne-room intrigue to romance to tragedy to tension and, yes, horror.

Each of these transitions is handled at once dramatically and dynamically, with touches that are often both small and ingenious. Take, for instance, the sequence of the film which takes place in the New World, where the standard “silver screen” black-and-white of the rest of the picture is replaced with a sepia tone that captures perfectly the changed feel of the setting.

This extends to the film’s few moments of genuine horror. The galleys of the Spanish ships, where slaves are whipped into pulling heavy oars, are rendered in an expressionistic scale that calls to mind the great German silent films, while an attempt at escape late in the movie is suffused with more genuine tension than most entire thrillers can ever manage. The desperation of a slog through the swamps of the New World is rendered suitably oppressive, but the real star of the horror show comes when the escaped crew of the Albatross attempt to return to their ship after an ambush.

Worn down and desperate, they row toward what should be their salvation, but even before they reach the ship, it is clear that something is very wrong. As they climb aboard a ship that should be bustling with the rest of their crew, all is silence and the grim creaking of the rigging, a setting as haunting as any ghost ship ever put on film. The real bravura touch, however, comes as they move to explore the deck, and the camera suddenly switches to a top-down shot from high in the rigging, one that expertly conveys the isolation and the unknown danger of the situation in which they find themselves.

These are only a few brief moments of horror in a film that otherwise moves effortlessly across a variety of other tones and moods, but they are no less deftly deployed for all that and for me, at least, they served to heighten what was already a most enjoyable experience with a classic film of yesteryear.

As of this writing, I am the author of some seven full-length books with my name on the spine. I have contributed to plenty of others, edited one more, and published a handful of chapbooks and zines. But these seven books are all me, from start to finish, minus the occasional introduction by an esteemed colleague.

Four of them are short story collections, because short stories are my primary raison d’etre. Never Bet the Devil & Other Warnings, my first collection and first full-length book, has actually been published twice. First back in 2012, in softcover, and then reprinted in a (gorgeous, frankly) deluxe hardcover in 2017 by Strix Publishing. The latter adds new illustrations by Mike Corley and a couple of new stories not collected in the previous edition.

The other three collections are all out from Word Horde, who has been my most reliable and frequent publishing partner. These include Painted Monsters, Guignol, and, most recently, How to See Ghosts. I’m proud of all of them, and all three boast phenomenal cover art by Nick Gucker, who has probably been responsible for selling more copies of any of them than my name ever has.

My other full-length books include two collections of short, informal essays on vintage horror films – Monsters from the Vault, reprinting a column that I used to write for Innsmouth Free Press on the subject, and Revenge of Monsters from the Vault, which continues the theme.

Rounding out the list is Godless, my only published novel to date, written for Privateer Press as work-for-hire, and intended as the first book in a proposed series that never came to pass for various reasons.

Recently, I got royalty statements for most of these books from the publishers, and I thought it might be a good time to talk somewhat transparently about royalties and the writing life and what it means when you buy one of my books. I believe in transparency, in general, and I’ve only gotten where I am thanks in part to the generosity of my fellow writers in this regard.

I am a full-time writer, which most people assume means that I make a living writing novels or even – absurd as the proposition actually is – short stories. This is far, far from the truth. There are writers who make a living writing novels, but I’m not one of them. (I don’t think there have been any writers who made a living writing short stories for… many years.) Instead, my income comes, primarily, from writing “content,” which means any number of things. I write marketing copy of all sorts, from the words on websites and corporate blogs to social media posts to “white papers” and press releases.

I also write for a number of what are sometimes derogatorily called “content mills,” websites that busy themselves with generating a never-ending stream of listicles, articles, and other odds-and-ends. Of these, I am probably most closely associated with Ranker and The Lineup. Ultimately, though, all of this is my “day job,” the work I do to bring in the money to write my goofy little short stories about monsters and ghosts.

Besides all that, I currently produce four regular columns: one on folk horror, one on old horror TV shows, one on board games, and one about… pretty much whatever I want to write about, ranging from muck monsters to Ultra Q and beyond. And I continue to regularly write for Privateer Press, including putting together a large swath of their new Iron Kingdoms: Requiem 5e-compatible RPG.

All of that (with the exception of the columns) is work-for-hire stuff, meaning that, once it is published, I no longer own it. I get paid my fee, and that’s the last recompense I will ever get for the work. Fiction and such is, however, a different beast. When I sell a short story, I am likely to sell it again, at least into a collection down the road. Then, when I publish said collection, I will get a small advance.

Short stories do not pay well, nor have they for many, many years. Short story collections do not pay any better. While advances on novels may vary considerably, one can still potentially expect a few thousand dollars, maybe even five figures, if one is publishing through a larger press. Publishing a short story collection through a larger press is mostly unheard of unless one is already a best-selling author. So, you’ll be going through smaller presses, and your advance is more likely to be in the neighborhood of a few hundred to a thousand dollars, at least in my experience.

The advance is an “advance against royalties,” which means that you have to “earn out” that advance before you start making any royalties. Royalties on a collection are a fraction of the total price of the book. This fraction varies depending on your contract and the form of the book, but let’s say around 5-10% for physical copies, around 25% for ebooks. So, to make the math easy, if you sell a physical book for $1, you’ll make a shiny nickel. If you sell an ebook for the same amount, you’ll get a quarter.

Once you’ve accrued enough nickels and quarters, you will eventually have gotten enough money to pay back your advance, at which time those nickels and quarters start coming to you as royalties. At this point, most of my books (that pay royalties) have earned out, with the exception of How to See Ghosts, which literally just got published at the tail end of last year.

And yet, part of the reason why short story collections don’t pay as well as other books is that they also don’t tend to sell as well. I have been very fortunate, but even then, the number of copies of all my collections that are in circulation – including ebooks – still numbers only a few thousand, less than the print run of the average single novel. This is not a cry for pity or any such thing, but a bid toward transparency. I knew the marketplace of the short story when I got into this business, and I make a nice living with my writing, despite that it isn’t in the form of story sales.

What’s more, as I promised at the beginning of this surprisingly lengthy essay, I want to talk about what happens when you buy one of my books, in any form: I get some money. One way or another, sooner or later. Maybe it’s those nickels and quarters, but they add up. Every three months or so, I get a check from my publishers for enough money that I can buy a couple of nice Blu-rays, or pay part of one of my utility bills. It’s appreciated, and it helps, and that only happens when you buy my books.

And if you’ve already bought my books (thank you), it helps further to blog about them, review them, ask your library to order them. Little books like mine only do well thanks to word of mouth. That’s just the nature of this business. Without people talking about them, posting about them, leaving reviews, and telling their friends, they sink out of existence and into oblivion.

Perhaps even more important, those books selling as well as they do – the numbers might be relatively modest compared to a novel, but they’re pretty nice for short story collections – helps ensure that I’ll have the opportunity for more down the road. I look forward to a nice, long career writing various other stuff on the side so I can keep publishing books filled with stories about ghosts and monsters. And if you look forward to reading more of them, then I hope you keep buying! And for all those who have bought my books so far – I literally couldn’t keep doing this without you!

How much do you know about the chupacabra? Did you know that it might actually just be the alien from the 1995 movie Species? It seems that Madelyne Tolentino, the first eye witness to describe the chupacabra, had recently seen the film and may have just been describing the alien that she saw on the screen.*

It’s not even the first time something like that has happened, either. In 1972, two teenage boys in Victoria, British Columbia claimed to have seen a monster come up out of nearby Thetis Lake. The story was reported in newspapers, though the two teens eventually admitted to making it up, basing their monster description on the creature from The Beach Girls and the Monster (1965), which had recently shown on TV.

As a freelance writer, I write a lot of stuff. From corporate marketing and social media updates to true crime reporting to movie reviews and beyond. In that capacity, I often get hired to write about oddities of various kinds, from UFO sightings to cryptids to creepypastas and so on. In so doing, I learn frequently weird stuff, some of it true and some of it not. Some of it pretending to be true when it isn’t, some of it pretending not to be true when it is.

Some of what I stumble across makes it into whatever work I’m doing that day. Some of it is quickly forgotten. Some gets stored in the back of my brain and trotted out for something later, or repurposed into something like this blog post. Frankly, the world is filled with fascinating factoids and perhaps even more filled still with things that we believe even though they aren’t true.

Then again, many things are mixture of true and false. Take Project Sanguine, for instance. A real (and obviously extremely practical) government project originating during the Cold War, Project Sanguine would have turned literally 40% of Wisconsin into a giant radio antenna by embedding cables into the bedrock. Perhaps unsurprisingly, it was never carried out. But I learned about Project Sanguine while researching Doveland, Wisconsin, an urban legend or creepypasta about a town that supposedly disappeared – and whose disappearance some people blamed on Project Sanguine.

Of course, for every Project Sanguine that turns out to be legit, there’s something that has been accepted as legit even though it’s just emphatically made-up. Take, for example, the story of the Brazilian village of Hoer Verde, which allegedly disappeared back in the 1920s. The story caught on enough to make its way into the 2019 video game Control – but its origin was almost certainly the 1983 Dean Koontz novel Phantoms.

(The Russian newspaper article that originally spread the Hoer Verde story also, and I am getting this secondhand via translation, so grain of salt, blames the Roanoke disappearance on “protoplasm coming from deep in the ocean and eating people,” which it does every thousand years. So maybe we should have been skeptical from the start, is all I’m saying.)

None of this is intended to make fun of the credulity of anyone, though. While we should all be careful about believing what we read on the internet, this is far from a phenomenon that is unique to our modern age. Take H. L. Mencken’s notorious fake history of the bathtub from 1917, which was circulated as true for decades.

Rather, I’m just posting this here because my work occasionally fills my head with lots of weird information, and I don’t always have the luxury of sharing it. (Such as the phenomenon of invisible fire and the low-tech solution NASA worked out to deal with it, or Taku-He, a South Dakota cryptid who is basically Bigfoot but wearing a fancy coat and top hat.) Today, things like Project Sanguine and that information about the chupacabra were buzzing around in my brain, and I thought my readers might also enjoy them. That’s all.

* Of course, reports of similar phenomena go back as far as 1975, where they were simply attributed to Satanic cults or to “the vampire of Moca,” named for the place they were first reported. But both the name and the general description of the chupacabra as we know it today date from 1995, the latter from Tolentino’s eye witness testimony, the former coined by comedian and radio DJ Silverio Perez.

I feel like I probably don’t need to explain why I was excited about Guillermo del Toro’s Cabinet of Curiosities (it’s always weird to me that his name is part of the title). Del Toro is one of my favorite contemporary directors and, more to the point, one whose sensibilities very often line up with my own. I love ambitious anthology horror series. This was a big deal for me.

And like any horror anthology series, it was hit and miss. I’d say the eight episodes that dropped on Netflix across four days were about 50/50 for me, but the good half were quite good, and even the ones I didn’t like as much were generally interesting. Of the eight episodes, I was most excited about “Graveyard Rats” going in, just because I love the story and think it would translate really well to film in the short form. And maybe it would, done another way, but this wasn’t it… at least for me. (I’m told there’s a black-and-white version available, and I’m very curious to check that out.)

A lot of other people seem to have loved it, so maybe my high hopes contributed to my disappointment. It’s certainly got a lot of critters in it, anyway. And that’s part of the thing with Cabinet of Curiosities; with the exception of Jennifer Kent’s “The Murmuring,” every episode has at least one or two monsters of some sort. And they’re usually quite good. “The Viewing” is another one I didn’t care for (not a Panos Cosmatos fan), but the monster in it was great.

So, which ones did I like? Well, I liked the first episode, “Lot 36,” and thought it started the series off on a strong footing, even if its lore was a little muddled and its monster relied perhaps too much on CGI. And I loved “Pickman’s Model” (that ghoul!), even though it doesn’t seem like most other folks dug it as much as me. Chalk that up to me liking the story, I guess, and also thinking it adapts well. But also, I mean, there are a lot of monsters and grotesques and such in this take on “Pickman’s Model,” and for striking imagery, it wins the show hands down, IMO. And I could listen to Crispin Glover’s Boston-ish accent all day long.

This is also reflective of something about this show, as a whole. In a lot of ways, it reminded me of Masters of Horror. For some obvious reasons: both were pure anthology shows with each segment roughly an hour long and helmed by a different, generally well-established horror director. But there’s more to it than that. Like Masters of Horror, Cabinet of Curiosities has a certain amount of shared aesthetic from one episode to the next, even as the stories (and the directors) pull them in different directions.

In Cabinet of Curiosities you can lay that at least partly at the feet of showrunner Del Toro, most likely, but it also highlights some of the stars of the show, which are the people working behind the scenes. Guy Davis was a concept artist for pretty much the whole series, as I understand it, while Kevin McTurk puppeteered many of the monsters. And those are just two of the ones whose work I was already familiar with. For “Pickman’s Model,” for instance, you need examples of Pickman’s paintings, and in this case many of those were provided by Vincent Proce.

Besides the Masters of Horror of it all, there are some interesting decisions made in Cabinet of Curiosities. Of course, I am thrilled that GDT decided to go full Rod Serling and host the series himself. There’s also the fact that literally every episode is a period piece. Not all of them are the turn-of-the-century Victoriana of “Graveyard Rats” or “Pickman’s Model.” The first episode is set Stateside during the Gulf War. Panos Cosmatos’ segment is set in the ’70s. “The Murmuring” in the ’50s. And so on. But not one is set in the present, with the weird, indefinite period of Ana Lily Amirpour’s “The Outside” coming closest.

There are probably lots of reasons for this – I’ve already seen at least one person online trot out the “no cellphones” cliche – but what I find interesting about it is that it taps (perhaps accidentally) into the antiquarian bent that informs so many classic ghost stories but also the cabinets of curiosities for which the show is named. These episodes, then, become artifacts from another time; capturing, in at least some cases, perhaps an older style of horror.

I haven’t yet mentioned “The Autopsy,” which was, for a lot of viewers, their favorite episode. It was my second-favorite. But if I’m being entirely honest, the first half of “The Autopsy” is my favorite episode of the entire series. It’s only in its second half that it falters. And that’s not really a condemnation of the episode itself. I’m just less interested in where the story goes than in the journey it takes to get there. That was true of the original short story by Michael Shea, as well, if memory serves. That journey, though? So good.

So, all in all, was Cabinet of Curiosities a triumph? Yes and no. It was not a perfect series. Few series are. It had episodes that landed with resounding thuds for me, but I almost always found them interesting, even then. But it was an absolute triumph in at least one sense. We need more well-funded anthology horror in the world, especially when it brings in the talents of some of the best in the business, both in front of and behind the scenes.

And if anyone wants my opinions, I’ve got some suggestions for stories to adapt for season two…

Starting last night, I began playing a game of the Alien RPG from Free League with Stu Horvath and the folks at Team Unwinnable. The game, a pre-gen “cinematic” scenario called “Destroyer of Worlds,” is a subscriber reward unlocked during the mag’s last subscription drive – and, incidentally, the next one is coming up soon.

We’ll be playing every Thursday night for at least the next couple of weeks and live-streaming the results, so feel free to tune in to Unwinnable’s Twitch channel, if you’re into that kind of thing. You can also watch not-live recordings of the previous game sessions, such as last night’s.

This is my first experience with live-streaming a roleplaying game – or anything else, really, although we did some live-streamed episodes of the Horror Pod Class for a while. It’s also my first experience with the Alien RPG, which is more what I’m here to talk about.

Longtime readers will know that the Alien franchise – and Aliens, in particular – holds a special place in my heart, so playing a game based around it, and specifically one in which we play marines, feeds back into a lot of things from my early life.

The Alien RPG is one of those roleplaying games that presents a much narrower field of possibilities than something like D&D. You would think this limitation, combined with an extensive knowledge of the source material, might make for games that felt stagnant or free from tension. Last night, at least, we found the opposite to be true.

There’s a very famous quote, from an interview with Hitchcock by Francois Truffaut, in which Hitchcock explains the difference between suspense and surprise. “Let’s suppose that there is a bomb underneath this table between us,” Hitchcock begins. If the audience doesn’t know it’s there, everyone is surprised when it goes off. However, if the audience does know that it’s there, but the characters do not, that creates suspense.

(That’s a very shortened version. The full conversation is in Hitchcock/Truffaut.)

Something that is easy to forget in a roleplaying game is that you are both the audience and the protagonists. If you’re playing it right, there will be things that you, the players, know that your characters do not.

In some ways, narrative-focused games like Alien are better at exposing and exploiting this tension between character and player than a game like D&D could ever be – and there are other games, more narrative-driven yet, that are better at it still, and that even make it their central mechanism.

In the case of last night’s Alien game, our previous familiarity with the subject matter acted as the audience’s knowledge of the bomb beneath the table, forcing us, as players, to push our characters into situations that we knew (or thought we knew) were going to be disastrous, because they had no way of knowing what we knew. It also allowed us (the players) to be taken in by red herrings – misdirects for the audience that are largely meaningless to the characters.

It’s a reminder that RPGs are capable of more than we often remember to give them credit for, and a very sharp demonstration of Hitchcock’s bomb-under-the-table theory of suspense, and I’m looking forward to more surprises, more tension, more comedy, and more carnage in future installments of this Alien RPG live-stream!

Pretty much the first anime I ever bought with my own money was Record of Lodoss War on VHS. I’ve since picked it up again on Blu-ray, for nostalgia’s sake, if nothing else, though I haven’t watched it in decades.

Probably my favorite video game of all time is Castlevania: Symphony of the Night. Over the years since, I’ve played a lot of games that have tried to recapture that particular magic, but I’ve never played another one that hit quite the same way and, given that I mostly don’t play video games anymore, I probably never will.

But recently, I discovered that there was a 2021 game that, unlikely as it sounds, combines these two early loves of mine – and it turns out that they’re two great tastes that taste great together! The game is Deedlit in Wonder Labyrinth and, as you might expect, you play as the eponymous elf from Record of Lodoss War.

The gameplay itself is basically identical to Symphony of the Night, from how Deedlit controls to how levels are explored and unlocked by gaining new abilities to the way different weapons subtly alter the trajectory of your attacks. There are also little adjustments, such as the spirit system whereby you are constantly accompanied by a spirit of either wind or fire, and can switch between them to various effects. And I especially appreciate not having to knock out candles constantly.

The graphics look similar, complete with the little shadows of yourself that follow as you move. And, of course, Deedlit and Alucard could be twins, separated at birth. One of the main differences is in the enemies.

Naturally, there are skeletons and mummies and such that you would definitely find in Castlevania, but there are also plenty of fantasy RPG mainstays such as goblins, trolls, adorable kobolds that look a bit like hedgehog people, dragons, gnomes, dope-looking basilisks, and maybe the best take on a mimic that I have ever seen – here called a “chest imitator.”

Like Symphony of the Night, the game is filled with little touches that help to make it special. My favorite is that each of the levels (1-6) is represented by a d6, as are the resources that you draw from enemies to power up your spirit abilities. Even the various strengths and weaknesses of the enemies are d6s, with the face showing how strong or weak against a particular element the enemy is.

As of this writing, I haven’t quite beaten the game, after about 12 hours of play, but I’m a minute away from doing so. More or less standing outside the front door of the final boss(es). Beating a game or not is immaterial for me, though. I’ve loved playing it. To me, it’s the closest a game has ever come to recapturing the magic of Symphony of the Night – and the fact that it does so while also reimagining familiar Record of Lodoss War characters and classic RPG fantasy tropes is icing on the cake.

On August 2, Kansans will be voting on what many are considering the first major referendum on abortion rights since the overturning of Roe v. Wade, as Kansas Republicans force the misleadingly-named (and worded) “Value Them Both” amendment onto the ballot in an attempt to strip Kansans of their most fundamental rights. If you live in Kansas, I hope that you vote your conscience on August 2, but if your conscience is anything other than “no” to this grotesque and inhuman amendment, I hope you take a long, hard look at why that is.

Abortion is a human right. And yet, for decades, there has been a heavily-funded, highly-organized, and often overtly violent right-wing effort to strip this fundamental right from all Americans. It has led to numerous bombings and several outright murders, not to mention the deaths caused by limiting access to vital healthcare, and the constant, targeted harassment. All culminating in a corrupt and extremely partisan Supreme Court overturning Roe v. Wade, leading many states to ban abortions altogether, while Kansas Republicans seek the ability to do so here through this new amendment.

Whenever the question of abortion access comes up, the bad faith arguments are sure to follow. We are distracted by questions of when life begins, of whether or not a fetus has “personhood.” These questions, however, are actually immaterial. There are, of course, reasons to argue that a fetus does not have “personhood” until viability, and that life does not begin until birth. However, those arguments are distractions.

In the United States, it is illegal to take an organ from a person, even after they are dead, without their express permission. Even though those organs would directly and concretely save lives. This is the purpose of registering as an organ donor. In fact, organs donated from a single person can save as many as eight lives, while seventeen people die every day awaiting transplants. Despite this, organ donation after death is not mandatory in the United States and barely more than half of all Americans are organ donors.

What’s more, we can donate kidneys and part of our livers while we’re still alive, yet no one is (or can be, or should be) forced to do so, even when it would save a life. You can also donate blood every 8 weeks or so, and just a pint of donated blood can potentially save three lives. Yet blood donation is not mandatory, even in cases of severe shortages, like those that we experienced during the pandemic.

Most of these are things that inflict absolutely zero harm and virtually no inconvenience, having little or no impact on a person’s life or health. As opposed to pregnancy and carrying a child to term, which can and indeed inevitably do have severe impacts on both, including a maternal mortality rate in the U.S. that hovers around 20 per 100,000 live births – the highest in the so-called “developed world.” In the case of organ donation after death, the harm and inconvenience are nonexistent as you are, after all, already dead.

Despite this, the right for people to decide what happens to their bodies is recognized as eclipsing the importance of saving a life, even when those people are already dead. Corpses in the United States maintain bodily autonomy greater than that which the government seeks to grant to a pregnant individual.

Yet, while there are certainly those who work to educate the public on the value and utility of organ donation, there is no organized movement to make organ donation mandatory, even after death. Certainly, there is nothing anywhere nearly as well-funded as the anti-abortion movement has been for the past 50 years. You will never find picketers outside a funeral home, calling the families of a deceased person murderers because their loved one was not an organ donor.

This is because the anti-abortion movement has no interest in being “pro-life,” as they claim, any more than this amendment in Kansas “values” either parents or children. The anti-abortion movement may be about many things: control, misogyny, racism, keeping poor people poor, and so on. But for many of its most ardent supporters, it is really about one thing: punishing “whores.” And if you press them even a little, they will usually tell you so, in just about so many words.

So, even if you believe that abortion ends a human life, and that preventing access to abortion would save it, ask yourself why you’re so concerned only with this specific instance of saving a life. Ask yourself why you’re not, instead, working to ensure that they pass legislation to increase (or even mandate) organ donation or blood donation that would save vastly more lives while doing less harm. Ask yourself why you’re not pushing for measures to reduce maternal mortality rates in the U.S. Ask yourself why bodily autonomy applies to corpses, but not to those who are pregnant.

I don’t think you’ll come up with any very good answers.

I never actually owned a copy of HeroQuest, the 1989 game that introduced a generation of young nerds (myself included) to the idea of the dungeon crawl and TTRPGs. A neighbor owned one, instead, and it entrhalled me. Still does, a bit. I now have the board and box cover hanging on my office wall.

A few years later, after I had already gotten into Warhammer, Games Workshop (who had worked on the original HeroQuest) released the very first version of Warhammer Quest in 1995 and I did have that. It had many problems, but for a long time it was my favorite game. And it remains, in some ways, my ideal of the dungeon crawl board game.

There are plenty of aspects I could point to that are, for me, elements that have never really been surpassed, at least when it comes to how such a game is designed, played, and sold. The variety of floor tiles. The dramatic, clip-on plastic doors. The way the dungeon was randomly generated (and populated) by turning over cards in a deck. Even the expansions, which offered new adventurers who could be purchased individually, each with their own little rule books and miniatures.

Of course, the game itself was only part of it. I was already in love with the idea of the dungeon crawl, and the fact that it took place in Warhammer’s Old World, the first fantasy setting with which I was ever obsessed, made it irresistible.

Like any well-loved game, my copy grew decidedly worn over the years. Gradually, I lost bits of it piecemeal – selling or trading or breaking them over time and moves and life changes. Finally, I parted with the last remaining bits justĀ  few years ago. I almost regret it, but by then there was not really enough left to play, and I had acquired newer versions of Warhammer Quest, all of which boast their own charms, even while none are quite what the original was.

Recently, a stack of old White Dwarf magazines made me nostalgic for the game that meant so much to me, so I did a cursory search to see what it would cost to collect the original game again in, um, less-loved condition.

The answer was exorbitant. Just… beyond the pale, even as these old games go. I’ll give you an example: One person was trying to sell the box – not any of the contents, mind, just the box – on eBay, and not in pristine condition, either. They were asking $80 for it.

So, collecting that old game again is probably never going to be within reach. Which may be okay. Delightful as it was, it had its problems, too, as I mentioned, and some things are better left in the past.

Still, a skeleton can dream…

Twenty years ago, I did something that remains the best thing I have ever done: I married the love of my life, my spouse and partner, Grace. We celebrated our anniversary over the last few days, during which time we stayed in an adorable cabin next to a mountain stream, where we were greeted by a rare sight of a heron eating a fish (a good omen, as it turned out). It was a wonderful trip.

The time away from the online world was good for me, but it also means I was away from the computer when a lot of things happened, so let’s tackle a few of those. My new column on folk horror launched at Signal Horizon. I’ll be discussing the subject every month, through the lens (at least for the first year or so) of the All the Haunts Be Ours Blu-ray set from Severin Films.

For this first installment (and the next one; the doc is long) we’ll be going over Woodlands Dark and Days Bewitched, the extensive folk horror documentary from Kier-La Janisse that opens the Blu-ray set.

Speaking of columns, my others are still moving along, and the latest installment of my board game column dropped at Unwinnable, where I’m writing about Tiny Epic Dungeons this month, a recent Kickstarter acquisition. Meanwhile, in proper “me writing for Unwinnable” fashion, I also recently covered some… very disparate films over there, writing reviews of a pair of kung fu pictures and a “classic” erotic thriller from the late ’90s.

I’ve also been movies editor for Exploits, an Unwinnable publication, for a couple of months now, and my latest acquisition was actually the cover story this month, as David Busboom wrote an unmissable review of one of my favorite weirdo flicks, The Monster Club.

Finally, this one hasn’t happened quite yet, but later this month, Tyler Unsell and I will be hosting a live screening of The Mask (1961) at the Stray Cat Film Center, followed by a live episode of the Horror Pod Class. Will it be sssssssssmokin’? No, it will not. But it WILL be in 3D, complete with special stereoscopic 3D glasses at the door and giveaways, trivia, and vaguely academic discussion to follow.

If that sounds like a lot, think how I feel? I’m gradually getting back into the swing of things this week and there’s a lot more to come but, for now, why not have a drink at The Monster Club. I’m sure a member of the wait staff will be with you shortly…

Tonight, I watched Men, a movie that is more awkward to write/talk about than anything since Us (2019). I had a good time and liked it fine. I’m not here to write a review, though you may be able to extrapolate something of a review from what I’m about to say, if you want that.

As I was watching it, something clicked into place. Something I’ve been trying to get at in conversation and on episodes of the Horror Pod Class for a while now. There have been a lot of people complaining, lately, about horror movies being “too political,” or about there being metaphors in their horror movies, as if this is a new thing. We’ve talked about this several times on the pod.

For the most part, these people end up getting dragged (and often rightly so) on Twitter, at least in the circles where I hang around. Horror has always been political, obviously, and pretty much every story contains metaphors. Despite the oft-shared joke from Garth Marenghi, all writers, indeed, use subtext (whether they know it or not) because text without subtext is virtually impossible. And yet, for all that we may disparage these positions, they’re obviously complaining about something.

In many cases, that’s simply that they’re no longer the center of the universe – or that they’re realizing they never were. It’s people who could blissfully overlook the politics of films from yesteryear suddenly being confronted with things that no longer privilege them. But that’s not the whole of it.

There genuinely is a difference (perhaps many of them) between much of the horror of yesterday (classic or otherwise) and the so-called “elevated” or prestige horror films of today. There’s something there that people are seeing, but they’re misidentifying it, calling it by the wrong name. Watching Men, I think I finally figured out what it is.

Most horror films of the past can be read literally. No matter how rich they may be in metaphor, if you read them as a purely literal chain of events, without subtext or theme or added meaning, they still make sense. Psycho, Texas Chain Saw Massacre, Night of the Living Dead, The Shining, you name it – you can recite the particulars of those films as a literal chain of events that make sense, without taking into account whatever metaphorical weight they may also possess.

In Texas Chain Saw Massacre, a group of young people run afoul of a cannibal family in the sticks. This is true, regardless of what metaphorical reading you then apply to the narrative – but that isn’t to suggest that those metaphorical readings aren’t there. Indeed, they are, just as rich and robust and important to the functioning of the film as the literal reading. Merely that the film can be read without them.

Even ambiguous films like The Innocents or The Haunting are ambiguous only in the sense that they support a handful of competing literal readings. A literal reading is still possible, without delving into subtext or metaphor.

Many of this more modern crop of films, however, make almost no sense without their metaphors. Read as a series of literal events, they are gobbledygook. It is only once the metaphors are applied that the films can be read at all. If you simply attempt to read them literally, as a sequence of events, they are basically incomprehensible.

This is what people are complaining about, when they ask for movies that “aren’t about anything.” Because of course no one wants a movie that isn’t about anything. They would hate that. Just as they don’t actually want movies that can’t be read as metaphors. Rather, they want movies that can be read literally.

And, to head off some angry replies, I’m not advocating for either side here. I have my own personal preferences, but I think there’s room at the table for both kinds of stories. Call them poetry and prose, if you like. That’s not the point of this post. The point is that people are identifying a real phenomenon – good, bad, or indifferent – but they’re misidentifying it. And I think it leads to confusion and hurt feelings and strawman arguments on both sides.

This isn’t really here to sway anyone. Rather, it’s to have something that I can point back to when, inevitably, this comes up again and again in the future, as it has so many times in the past.