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<blockquote data-quote="Nagol" data-source="post: 7091983" data-attributes="member: 23935"><p>I often include Lovecraftian elements in different game systems just because. Who doesn't like the odd encounter with a shoggoth? </p><p></p><p>In many ways, you are correct, the terror effect is lost somewhat in D&D (and most other game systems) because the base expectation is the PCs are capable of confronting and vanquishing pretty much anything and the characters are given the tools to do so unlike the source material and games more closely aligned with its premise. The primary response from most player groups is "Attack!",</p><p></p><p>I tend to play up the strangeness -- both of the creatures themselves and their motivations. The adventures typically start off as mysteries as the PCs need to figure out who/what is committing heinous acts. The atrocities committed are odd and seem to be without rationale (though typically have one that can be divined after the fact if the players bother looking for the appropriate lens).</p></blockquote><p></p>
[QUOTE="Nagol, post: 7091983, member: 23935"] I often include Lovecraftian elements in different game systems just because. Who doesn't like the odd encounter with a shoggoth? In many ways, you are correct, the terror effect is lost somewhat in D&D (and most other game systems) because the base expectation is the PCs are capable of confronting and vanquishing pretty much anything and the characters are given the tools to do so unlike the source material and games more closely aligned with its premise. The primary response from most player groups is "Attack!", I tend to play up the strangeness -- both of the creatures themselves and their motivations. The adventures typically start off as mysteries as the PCs need to figure out who/what is committing heinous acts. The atrocities committed are odd and seem to be without rationale (though typically have one that can be divined after the fact if the players bother looking for the appropriate lens). [/QUOTE]
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