Until recently, I had never read any of H. P. Lovecraft’s work. I knew the name, naturally, and had a passing familiarity with Cthulhu, ancient cults, forbidden books and a variety of unpleasant creatures equipped with more tentacles than any respectable animal should require. Like many people, I knew Lovecraft largely through the things that had been built from his ideas rather than through the stories themselves.
Strangely enough, it was the Dracula’s America series of wargaming rules books that finally sent me back towards the original source material. Those books mix Gothic horror, supernatural creatures and nineteenth century adventure into a setting designed for the tabletop, and they reminded me how much modern gaming owes to older horror fiction. Lovecraft is not the direct source for everything found in Dracula’s America, of course, but the books encouraged me to investigate the writers whose monsters, cults and supernatural conspiracies have become such a familiar part of gaming.

I read the Kindl3 Unlimited version available on Amazon.
I therefore approached The Complete Works of H. P. Lovecraft as someone who knew the scenery but had never visited the original location. I recognised the ancient ruins, sinister villages, suspicious locals and unfortunate scholars, but I had not previously encountered them as Lovecraft first presented them.
Reading the complete works was both more interesting and more difficult than I expected.
Lovecraft is also one of those writers who seems to leave very little room for a middle position. There are readers who absolutely love his work and regard every swollen sentence as part of the atmosphere, while others find his writing almost unbearable. His prose, ideas and prejudices make him a deeply polarising figure, and after reading the complete collection I can understand both reactions. At his best, he is original, unsettling and enormously influential. At his worst, he is repetitive, overwritten and difficult to defend.
At his best, Lovecraft is capable of creating an atmosphere that remains genuinely disturbing. His horror does not usually depend upon a monster jumping from behind a curtain and eating somebody. It develops slowly, often through letters, journals, newspaper reports, local rumours and the discoveries of narrators who would have been much happier had they remained at home and taken up gardening.

H. P. Lovecraft
The characters gradually discover that humanity is neither important nor secure. The universe is ancient, enormous and entirely indifferent to whether people survive in it. The creatures are not necessarily evil in the conventional sense because they barely recognise humanity as something worth hating. People are simply in the way, much as insects might be in the way of a road being built.
This remains Lovecraft’s strongest idea. The horror comes from knowledge rather than violence. His characters discover something about the universe, history or their own ancestry and immediately wish they had not. Survival is rarely the same thing as victory. At best, the narrator escapes with enough sanity remaining to write a warning that nobody else will believe.
Stories such as The Call of Cthulhu, The Colour Out of Space, The Dunwich Horror, The Shadow Over Innsmouth and At the Mountains of Madness make it easy to understand why Lovecraft’s reputation has endured. They have memorable settings, powerful ideas and a steadily increasing sense that something is very wrong. The reader is given fragments of information and invited to assemble them, although the finished picture is rarely one that improves anybody’s day.
For anyone who does not feel the need to read every surviving piece, the stories most worth the effort are:
- The Call of Cthulhu
- The Colour Out of Space
- The Shadow Over Innsmouth
- The Dunwich Horror
- At the Mountains of Madness
- The Whisperer in Darkness
- The Case of Charles Dexter Ward
- The Shadow Out of Time
- The Rats in the Walls
- The Music of Erich Zann
That selection contains most of Lovecraft’s strongest ideas and enough ancient horror, suspicious ancestry and doomed scholarship to satisfy anyone without requiring them to read the entire collection.
Unfortunately, reading the complete works also makes Lovecraft’s weaknesses impossible to ignore.
Lovecraft was not consistently brilliant, and a complete collection naturally includes stories, fragments and experiments that would probably receive far less attention had they been written by somebody without his reputation. Some pieces are excellent, several are interesting, and others feel like preliminary attempts at ideas that were handled much better elsewhere.
The plots can also become repetitive. Another educated narrator discovers another ancient document before travelling to another isolated location where the locals are plainly behaving suspiciously. There are hidden tunnels, unpleasant family histories and warnings that are ignored because no character in horror fiction has ever benefited from listening to the person who tells them not to open the locked door.
After reading enough Lovecraft, it becomes advisable to avoid old houses, remote fishing villages, archaeological expeditions and relatives who refuse to discuss the family tree.
His prose can be equally exhausting. Lovecraft was clearly a man who distrusted the idea that one adjective might be sufficient. Buildings are not merely old. They are ancient, decaying, unnatural, oppressive and architecturally offensive to the entire structure of reality.
He also spends a great deal of time describing things as impossible to describe, usually immediately before describing them at considerable length. After several hundred pages, this begins to lose some of its impact. If everything is beyond human understanding, the reader might reasonably wonder how the narrator managed to fill three pages explaining its shape, colour, smell and probable ancestry.
This overwriting does sometimes work. In the strongest stories, the language contributes to a feverish and dreamlike atmosphere. The narrators sound like men struggling to explain something they barely understand, and the excessive descriptions help create a sense of panic and instability.
In the weaker stories, however, it feels as though Lovecraft is standing behind the reader repeatedly announcing that everything is extremely horrible in case the point has been missed.
There are also stories that can be safely avoided unless the reader is determined to see everything Lovecraft wrote. Among the least rewarding are:
- The Street
- The Horror at Red Hook
- The Moon Bog
- The Beast in the Cave
- The Alchemist
- The Tomb
- The Transition of Juan Romero
- The Very Old Folk
- The Festival
- He
Some of these contain interesting ideas or flashes of atmosphere, but most are weakened by repetition, crude characterisation, excessive prose or attitudes that have aged very badly. They are more useful for watching Lovecraft develop as a writer than for providing much pleasure on their own.
There is also no sensible way to discuss Lovecraft without addressing his racism. It is not limited to one unfortunate passage that can be quietly stepped around. Fear of foreigners, immigration, racial mixing and supposed human degeneration appears repeatedly in his work. These attitudes sometimes form part of the basic structure of the horror rather than merely appearing in the background.
His cultists, outsiders and supposedly corrupted communities are often described through prejudices that were Lovecraft’s own. These passages are uncomfortable, and they should be. Literary influence does not require us to pretend that offensive material is harmless simply because the author has been dead for a long time.
Lovecraft was undoubtedly a product of his period, but he was also extreme even by the standards of that period. Recognising the importance of his work does not require excusing everything within it. A reader can admire the imagination behind the stories while remaining critical of the fears and prejudices that helped shape them.
In some respects, reading the complete collection is probably the worst possible introduction to Lovecraft. A carefully selected anthology would provide the strongest stories while avoiding much of the repetition and many of the weaker pieces. The complete works provide everything, including material that demonstrates why editors normally select.
On the other hand, the collection allows the reader to watch Lovecraft’s ideas develop. The recurring themes become clearer, as do the connections between ancient civilisations, forbidden knowledge, inherited corruption and humanity’s insignificance. It also shows that the modern version of the Cthulhu Mythos is often more organised than Lovecraft’s original fiction.
Games and later writers have turned the Mythos into something resembling a catalogue. Creatures are given names, categories, powers and relationships. In wargaming terms, they acquire movement rates, combat values and points costs.
Lovecraft’s own stories are far less tidy. His universe is vague, contradictory and only partly explained. This uncertainty is one of its strengths. The reader is never given a reliable field guide explaining which creature belongs to which faction and what weapon is required to defeat it.
This creates a problem when adapting Lovecraft to the tabletop. Games require rules, measurements and outcomes. A creature that is supposed to exist beyond human understanding must eventually be given a profile and placed on a table. Once an ancient cosmic horror has a points value and a clearly defined saving throw, some of the mystery has inevitably wandered away.
Even so, Lovecraft provides excellent material for gaming. Isolated towns, secret cults, archaeological expeditions, ruined cities, nervous academics and sailors who have seen too much all offer possibilities for scenarios. The most successful games would not necessarily involve defeating the monster. They might instead require players to discover what is happening, prevent a ritual, recover a document or escape before the entire expedition becomes a footnote in somebody else’s investigation.
This is where the influence of games such as Dracula’s America becomes particularly interesting. The rules translate Gothic and supernatural horror into something that can be played, fought over and resolved on the tabletop. Returning to Lovecraft demonstrates how difficult that process can be. The game requires answers, while the fiction works best when the reader is denied them.
Having completed the collection, I cannot claim to have become a devoted Lovecraft enthusiast. There is too much repetition, too much inflated prose and too much objectionable material for me to accept the whole body of work without criticism.
I can, however, understand why the best stories have survived. Lovecraft created images and ideas that have escaped their original setting and spread across fiction, film, roleplaying and wargaming. Most people now encounter his influence long before they encounter his writing.
That was certainly true in my case. The Dracula’s America books encouraged me to go back to the older horror traditions that helped shape modern supernatural gaming. Lovecraft was only part of that tradition, but he was an important part, and reading the original stories has made me look differently at the games that borrowed from them.
The complete works contain moments of genuine brilliance, stretches of frustrating repetition and enough adjectives to supply several ordinary writers for life. It is an uneven, difficult and frequently uncomfortable collection, but it is also the foundation for a remarkable amount of modern horror.
I am glad that I finally read it.
I am equally glad that I have now finished it.












































