Melzenger Stein by Albert H. Leindecker (c.1935)
I've been listening to the Complete Fiction of H.P. Lovecraft Audiobook by the HPLHS--excellent performances from the narrators, by the way--and I have noticed that there were several stories spliced throughout with a very different tone from the expected "cosmic horrors beyond our mortal comprehension." Several of them revolve around a kind of lush, decadent dreamscape otherworld which I have come to find out is actually recognized as an official cycle, and it has even received an official series of modules for Call of Cthulhu.
I haven't read very much of either, but I had an epiphany listening to Celephaïs by HPL that this cycle of stories is remarkably similar to some of the writings of Dunsany and Poe. Lovecraft and his critics regard these romantic, dreamlike stories as more of an apprentice venture compared to his later writings, but I do think the ennui and longing evident in these tales and their inspirations are the necessary stepping stones for the creation of the types of game worlds we play in today.
The mythic, romantic approach to a fantastic dream world is all well and good to observe passively, but they are inspiring enough to make others want to know more. Writers of sword & sorcery like Robert E. Howard and Clark Ashton Smith take the surreal circumstances and ethereal strangeness of these kinds stories and reimagine them with a protagonist that, for lack of a better reduction, isn't a coward and carries something sharp. Even Dunsany dabbles in this this kind of reflection with The Fortress Unvanquishable, Save for Sacnoth wherein the hero just kind of cuts through a wizard's dream castle with a cool sword.
Much like I don't like listening to other people talk about their dreams, I think the audience wants to experience wonder and fantasy while also feeling like they have a choice in the matter, especially when they stand to gain something from prodding at it. When we stop fully understanding the high-minded conceptual framework of layered meanings and metaphors that these visuals represent, seeing as it is presented as a physical place, we start experimenting.
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GM: "You enter the gilded hall of the Elf-king, the high arches of the ceiling bleeding into a haze of twinkling stars that illuminates the long chamber with a delicate twilight. The table is set with every morsel imaginable: sumptuous meats, fruit glistening with dew, and rivers of rainbow wine flowing from gem-studded pitchers. The living wood of the furniture perches beneath the revelers sat around the feast seems like it had been grown for the forms now sat upon them with perfect intention, and the beaming smiles of the fey lords and ladies are gracefully enraptured in the wonderous merriment of a never-ending banquet."
Player: "You said the hall was gilded? Like gold? I have a pickaxe; when no one is looking, I wanna kinda start, like, chipping away at the walls with it."
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The romantic stories of these writers, as far as I can tell, were the inspiration for later fiction that forms the throughline of the requisite otherworld that we utilize as settings of our adventures, but we've rejected the focus on interpreting fatalistic and sublime beauty in favor of poking things to see what happens. When it comes to OSR TTRPGs, these ephemeral places are not beyond our reach; we are supposed to touch and speak and fight through them, imposing our will to the extent that we feel like we are most benefitted. We tow the line between escapism and cutthroat roguishness with our characters as a medium, not as a rejection of meaning, but because it's fun.
Likely a topic for another time, but hard worldbuilding seems like its the natural outgrowth of not simply experiencing a story about a place, but feeling like you can actually visit it and achieve consistent, expected results from interactions. I should take a look at the less logical programming, more vibe-based inspirations of games like Mythic Bastionland to see how games outside of the OSR are able to achieve an interactive otherworld that doesn't revolve around a gritty, rules-oriented play space.