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D&D and the Cthulhu mythos: Adventure ideas?
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<blockquote data-quote="rounser" data-source="post: 3512913" data-attributes="member: 1106"><p>Hmm, they're probably all going to be variations on someone (the PCs or cultists) freeing or summoning a Great Old One, and you could use something native to D&D like the Tarrasque or the Far Realm for that.</p><p></p><p>In a fantastic D&D world, much of the alien horror of Cthulhu has it's wind taken out of it's sails. PCs use magic, it doesn't drive them insane. PCs fight monsters, they don't drive them insane. The planes are wacky, and they don't drive the PCs insane either. Differentiating a Great Old One from being just another supermonster like the Tarrasque, or Mephistopheles trying to bring about Hell On Prime is also going to be tricky.</p><p></p><p>Age of Worms also proves somewhat that the CoC research model for finding forbidden secrets is dubiously useful in a D&D context; PCs go to expert for no intuitive reason except that the module designer wants them to, expert tells them not much because forbidden knowledge needs to stay kinda secret, PCs go to next dungeon and thump some more monsters anyway (because monsters are a big deal in the 1930s, but just another thing to slay in D&D). It lacks a certain something. </p><p></p><p>CoC tropes in D&D have been trendy since forever, dating back to 1st edition, and continues to get reinvented as if it were something new, but I'm not sure people have really thought it through very much. Oh well, it gave us mind flayers and the Elder Elemental God.</p><p></p><p>I know that doesn't really offer much useful, except pointing out some hurdles.</p></blockquote><p></p>
[QUOTE="rounser, post: 3512913, member: 1106"] Hmm, they're probably all going to be variations on someone (the PCs or cultists) freeing or summoning a Great Old One, and you could use something native to D&D like the Tarrasque or the Far Realm for that. In a fantastic D&D world, much of the alien horror of Cthulhu has it's wind taken out of it's sails. PCs use magic, it doesn't drive them insane. PCs fight monsters, they don't drive them insane. The planes are wacky, and they don't drive the PCs insane either. Differentiating a Great Old One from being just another supermonster like the Tarrasque, or Mephistopheles trying to bring about Hell On Prime is also going to be tricky. Age of Worms also proves somewhat that the CoC research model for finding forbidden secrets is dubiously useful in a D&D context; PCs go to expert for no intuitive reason except that the module designer wants them to, expert tells them not much because forbidden knowledge needs to stay kinda secret, PCs go to next dungeon and thump some more monsters anyway (because monsters are a big deal in the 1930s, but just another thing to slay in D&D). It lacks a certain something. CoC tropes in D&D have been trendy since forever, dating back to 1st edition, and continues to get reinvented as if it were something new, but I'm not sure people have really thought it through very much. Oh well, it gave us mind flayers and the Elder Elemental God. I know that doesn't really offer much useful, except pointing out some hurdles. [/QUOTE]
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