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<blockquote data-quote="Ath-kethin" data-source="post: 7092125" data-attributes="member: 6798775"><p>A huge part of Lovecraftian flavor is an atmosphere of slowly increasing terror. You can write and run a perfectly Lovecraftian adventure using nothing but goblins, or hell - nothing but humans.</p><p></p><p>The campaign I run is set in Primeval Thule, which is even designed around Lovecraftian ideas such as hidden cults, lost secrets, and terrors just beyond sight. A party of characters going to to toe with a shoggoth is less Lovecraftian than a group of commoners descending into madness through the manipulations of a charismatic gnome who plans to use their life essences to create healing potions.</p><p></p><p>It does take a slightly different approach to running the game, and not all groups will dig it. Wolfgang Baur wrote an excellent article in Dragon Magazine back in the day in which he laid out a Lovecraftian horror interpretation of an Al-Qadim campaign, and that article is the foundation of my approach to D&D campaigns. If you can pull a Lovecraftian feel out of a setting based on flying carpets, genies, and high adventure, you can pull it out of anything.</p></blockquote><p></p>
[QUOTE="Ath-kethin, post: 7092125, member: 6798775"] A huge part of Lovecraftian flavor is an atmosphere of slowly increasing terror. You can write and run a perfectly Lovecraftian adventure using nothing but goblins, or hell - nothing but humans. The campaign I run is set in Primeval Thule, which is even designed around Lovecraftian ideas such as hidden cults, lost secrets, and terrors just beyond sight. A party of characters going to to toe with a shoggoth is less Lovecraftian than a group of commoners descending into madness through the manipulations of a charismatic gnome who plans to use their life essences to create healing potions. It does take a slightly different approach to running the game, and not all groups will dig it. Wolfgang Baur wrote an excellent article in Dragon Magazine back in the day in which he laid out a Lovecraftian horror interpretation of an Al-Qadim campaign, and that article is the foundation of my approach to D&D campaigns. If you can pull a Lovecraftian feel out of a setting based on flying carpets, genies, and high adventure, you can pull it out of anything. [/QUOTE]
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