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Tuesday 31 October 2023

Memetic Madness

Impossible Landscapes is a campaign like no other. It is a campaign of cosmic horror investigative roleplaying rather than Lovecraftian horror investigative roleplaying that forgoes much of what we expect to see in other campaigns for Call of Cthulhu or other Lovecraftian horror investigative roleplaying games. It does involve an uncaring threat to humanity, but this is not a threat whose presence on Earth can be merely forestalled until such times as the Stars are Right. This is a threat that seeps into our world, spreading like a meme before the concept was defined, infecting and altering reality over and over, changing our perceptions, making us vectors, its influence spiralling and twisting until everything we see is connected by it. Mankind cannot stop it. At best we can curtail it—temporarily, for it always finds other vectors. At the very least, we can survive it, but we will not be the same as before, for we will have seen the Yellow Sign. The threat is the Yellow King, whose influence spreads via The King in the Yellow, the story collection by Robert Chambers, from the ur-city that is Carcosa, standing on Lake Hali, out through the surrealist region that lies between Carcosa and our world and into our minds. It is in this surrealist region, this ‘Carcosa Country’ where much of the events of Impossible Landscapes take place.

Impossible Landscapes – A Pursuit of the Terrors of Carcosa and the King in Yellow is a campaign for Delta Green: The Role-Playing Game, published by Arc Dream Publishing. Its origins lie not just in Robert W. Chambers’ King in Yellow Mythos, but also in the writings of two Delta Green stalwarts. First in John Scott Tynes’ own attempts to write a campaign focused on the King in Yellow that would lead to both short stories and his lengthy exploration of ‘The Hastur Mythos’ in Delta Green: Countdown. Second, in Dennis Detwiller’s ‘Night Floors’, a highly regarded scenario for Call of Cthulhu, also found in Delta Green: Countdown in which the Agents investigate the disappearance of a tenant from the Macallistar Building in New York and discover how easy it is to get lost in the building and its new floors at night. It is ‘Night Floors’ that forms the basis of the opening part of Impossible Landscapes, greatly expanded and connected to the rest of the campaign. In terms of scope, Impossible Landscapes is both a small campaign, encompassing just New York and Boston as its key locations, and a huge campaign, taking in as it does, the whole of unreality.

The campaign opens in 1995 with the reiteration of ‘The Night Floors’. Abigail Wright has gone missing from her New York apartment in the Macallister Building. As part of Operation ALICE, the Agents are to assist the FBI in collecting evidence from her apartment connected to her disappearance and determine whether or not there is something unnatural behind it. Almost from the start, the collection of evidence will appear strange, a random assortment of oddities glued to the wall in layers, but the building itself is stranger still. The other residents are initially recalcitrant and self-absorbed, but they seem to change at night, as does the building itself. There are new floors to the building, which seems to go up and up, yet never changes from the outside. ‘The Night Floors’ lays the foundations for the campaign, showcasing a duality between night and day, between reality and unreality, between rationality and irrationality, all of which runs throughout the initial parts of the campaign until they all begin to blur into one another. ‘The Night Floors’ is creepy and weird—and whilst the rest of the campaign is also creepy and weird, here it seems constrained and containable. Of course, it is far from that, but it does not seem to sprawl as it does in the rest of the campaign. The scenario also shows the Agents for the first time, that survival is their best and only hope.

‘The Night Floors’ is likely to end without a sense of any real achievement. It is not intended to, but this is not helped by the radical shift as the campaign jumps forward two decades for the second part, ‘A Volume of Secret Faces’. The options here are the Agents to have been deactivated during the intervening twenty years or the Handler to run some cases set during that period. The jump in timeframe has another effect though. It enforces the sense of unreality as connections begin to be spotted between the encounters in the here and now of 2015 and the past investigation of 1995,and that the Agents are being called back to that sense of unreality, and for them, that it truly never went away. In the second part of the campaign, the Agents are asked to investigate Dorchester House, a Boston psychiatric facility dealing in trauma where other Delta Green agents have been committed and disappeared. What the Agents will discover is a similar, but worse duality to that of the Macallister Building that will draw them deeper into the Impossible Landscapes. Here the campaign seems to pulsate with its unreality, expanding out to some utterly bizarre and frightening encounters, before contracting again to focus solely on the corridors and rooms—and beyond—of Dorchester House. Ultimately, the Agents will find themselves trapped in Dorchester House and its duality, but they will be able to escape.

The third part, ‘Like a Map Made of Skin’ turns the Agents’ paranoia back on themselves and sees them hunted, any trust issues they have fully justified now. The Agents will find themselves pushed and pulled, and though there are chances to revisit previous locations, ultimately, they have one choice and one destination, from where they can push on through to the other side—perhaps in pursuit of answers or even Abigail Wright still. This location, the Hotel Broadalbin, is one of many places in the campaign where it possible to transition between times and places in the campaign itself. Many of these are optional, and may or may not be discovered by the Agents. Hotel Broadalbin is not. Transitioning here will enable the Agents to make the final crossing into the Impossible Landscapes in the campaign’s last part, ‘The End of the World of the End’, and onwards towards Carcosa itself. Here the Agents will find war and despair as they search for a way to attend the court of the King in Yellow.

In terms of what the players and their Agents will confront—or is it what will confront the players and their Agents?—it is primarily a sense of the ineffable, of uncertainty, of never knowing quite what is going on and who to trust. That lack of trust has always been present in Delta Green and in Delta Green, but here the author winds this up so that it is not just a case of the Agents barely being able to trust who they work for as operatives of Delta Green, but they can no longer trust reality. Once exposed to the influence of the Yellow King, the surrealism never lets up, the motifs of Carcosa and The King in Yellow seeping in everywhere. Nowhere does this show more than in the clues the Agents will discover and the cascade of connections between persons and places in the campaign that never once seems to let up. There is moment at the beginning of Masks of Nyarlathotep in which having confronted the killers of Jackson Elias, the Investigators are presented with a thick wodge of clues that connect from New York to the rest of the campaign and in its opening moments threatens to overwhelm the Investigators with too much information. Impossible Landscapes is like that moment, but it never seems to end.

As a consequence, Impossible Landscapes all too often actually feels impossible in terms of an investigation. Although the campaign is quite linear in structure, determining where and what to investigate, what clues to follow up, can be daunting for the players. At other times, the campaign funnels down to one choice, and whilst the Keeper is provided with suggestions and tools with which to push the players and their Agents forward, this does undermine the agency of the players. To an extent this fits the campaign and its intentional uncertainty, but at the same time, it feels as if the author is writing the Agents and their players into a labyrinth, thus getting them lost, and then having to force them out again via a deus ex machina and into the next…

The campaign is also deadly. There are scenes and moments where it is physically deadly, but these seem almost inconsequential to the way in which the various encounters, discoveries, and more importantly, the realisations about the connectivity of one clue or fact or encounter to another constantly threatens to scour away at each Agent’s Sanity. Actual Sanity losses are individually low throughout the bulk of the campaign, but they are ever present and they mount up over the course of the Agents’ investigation. In addition, the influence of the Yellow King and each Agent’s susceptibility is measured by a separate track—Corruption. As this increases, invariably through actions and decisions upon the part of the player and his Agent, each Agent has the chance to learn more and access other locations, thus encountering ever greater moments of surrealist uncertainty. There are moments—few and far between—when an Agent can regain Sanity and lose Corruption, but once gained, Corruption can never be truly lost. Any Agent who actually survives Impossible Landscapes will be both scarred and corrupted by his experiences in the Impossible Landscapes, but to be clear, when the Handler decides to run this campaign, there is no play beyond it.

Physically, it is clear that Impossible Landscapes is not just a roleplaying campaign or a roleplaying book. It is a tome in and of itself, subtly recursive as if trying to infect the Handler as she reads and prepares the campaign. Images are not placed in the book, they taped in place haphazardly with masking tape, as if some unknown Delta Green agent is attempting to put together a file on the investigation for the archives. The influence of the Yellow King seeps into the pages with every mention of him marked and appended with the question, “Have you seen it?” There are subtle changes throughout the volume that startle both Handler and reader, just further adding to its atmosphere and tone of uncertainty. Throughout, the book is annotated by different voices whose identities can only be guessed at, throwing in weird anagrams and comments that suggest further connections, and suggesting that somehow, these annotations have been made post publication to the copy in the Handler’s hands. And then there are the handouts. There have never been handouts like this before. They are used to enforce the campaign’s surrealist uncertainty for much like the campaign itself, they are layered, they cannot be taken at face value, and they hide their ‘true’ information. In essence, the handouts have to be investigated in themselves in order to become useful clues to the investigation. For all this, as well as the fantastically accessible, but layered graphic design and the excellent artwork, it is no wonder that Impossible Landscapes won the 2022 Gold ENnie Award for Best Graphic Design and Layout. (It is also a travesty that Impossible Landscapes only won the 2022 Gold ENnie Award for Best Graphic Design and Layout. It deserved more.)

As to the writing, Impossible Landscapes is well written and easy to grasp. This does not mean that the campaign is far from challenging to prepare and run, given the complexity of the connections that snake back and forth across its length—though there is good advice given to both ends. What it does mean is that the writing does not complicate the process of either preparing to run or actually running the campaign.

Impossible Landscapes – A Pursuit of the Terrors of Carcosa and the King in Yellow begins with surrealism and uncertainty and never lets up on either, let alone the tension. This is superb creation, one which supplants the very way in which the King in Yellow is presented as a threat in other scenarios—typically as an attempt to stage a performance of The King in Yellow, with or without the Investigators’ involvement, to pull them or others into Carcosa. Impossible Landscapes does that to an extent, but always seems to be skirting the performance, instead focusing on the reality destabilising/unreality enforcing that takes place somewhere between our world and that of Carcosa. This is not an experience that any Agent can win nor does it involve a threat that any Agent can defeat. Rather it is an experience to understand and survive, a threat to be avoided, knowing that its infectious, reality warping surrealism is never going to be stopped. As a result, Impossible Landscapes elevates the Yellow King and his influence into an existential contamination that unbinds, rebinds, and connects reality and truly delivers a superlative cosmic horror campaign and playing experience.

Tell me, have you seen the Impossible Landscapes?

7 comments:

  1. Perfect review. You told what I've felt, page by page, running this awesome campaign for DG.
    I would add just one thing: characters involved in IL are lost, even if they survive. They will be forever part of the Red Book, and reality, as we think it, is only a possible act of the comedy!

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    1. That is true, but I wanted to avoid as many spoilers as I could and the balance between revealing not enough and revealing too much is not easy to achieve.

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  2. The book's artwork and graphic design are fantastic. Sadly, as far as my group goes, that is the only positive thing I can say about Impossible Landscapes. As soon as I read the synopsis, I was nearly certain that my group would not get on well with this adventure.

    I take some blame. As a GM, I've never liked settings where reality is distorted. It doesn't matter if it's Carcosa, the Dreamlands, or the Astral Plane. I don't like it and have trouble properly presenting the world to my players. They sense this and their enjoyment is lessened.

    I also knew that the members of my group intensely dislike loss of agency. Nothing turns them off a session more than when they feel they don't have control of their characters and the world they inhabit. Being railroaded drives them nuts. Being put in a world where reality is distorted is, as one described it, basically reducing them to puppets to be manipulated by the whims of the GM.

    I'm afraid the sunken cost fallacy got the better of me. I knew this adventure would not be something my players would enjoy but I decided to run it anyway as I'd spent so much on the book.

    Out of frustration, the player characters all committed suicide while stuck in the bookstore and the players themselves no longer wish to play Delta Green. Shame as it's one of my favourite RPGs to run and they has a great time playing other adventures such as Extremophilia, Final Equation, and Viscid.

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  3. I am really sorry to hear that you had a bad experience in running Impossible Landscapes. I think your players were expecting a normal campaign and this is not that. This is an experience, one of getting lost in the spiralling nature of the Yellow King and his influence, of survival and exploring the horror rather than defeating a quantifiable enemy. There are moments in the campaign where the Agents have reduced agency, where they are forced or funnelled to a particular location, but they never really lose agency. Rather, the Agents and their players are overwhelmed by information and possible choices. As your player saying that he was reduced to a puppet “…[T]o be manipulated by the whims of the GM.” I do not think that the campaign does that. What it does is give greater agency to the horror at the heart of heart of it and elevates the helplessness which is intrinsic to the genre.

    As to your players now refusing to play Delta Green? Tell your players that they are wrong. Tell them that you are sorry that they did not enjoy playing a genuinely unsettling and horrifying campaign. Tell them that not all Delta Green is like that, but that they missed on a truly great horror campaign. Tell them that you will run The Labyrinth which is more traditional. Or simply lend them a copy of the campaign to show them what they missed out on.

    Ultimately, thank you for taking the time to reply. I am sorry that you and your players had a bad reaction to what is an amazing piece of roleplaying writing.

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  4. "As a consequence, Impossible Landscapes all too often actually feels impossible in terms of an investigation."

    This unfortunately sums up my response to the book. It is a delight to read, and the annotations and art and layout choices really bring home the sense of it.

    I can't imagine running it, though. I don't see the Agents as having much agency: they walk through a maze with fascinating exhibits on the walls, but none of the interactions they have change anything that happens: they end up forced from section to section via a deus ex machina or three. For the right group, it must be a fun time. I just know it isn't anyone I play with at all.

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    1. The players and their Agents do have agency. It is just not as much agency as they might have in a more traditional Lovecraftian investigative horror campaign or scenario. It is not designed or meant to be experienced as that and it delivers a much more horrifying experience as a consequence of the loss of control and the greater uncertainty.

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    2. One reader's horrifying is another's frustrating, I suppose.

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