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<blockquote data-quote="Stormborn" data-source="post: 2733019" data-attributes="member: 14041"><p>Building a DnD Campaign from the Ground Up using Lovecraft as the primary influence:</p><p>It can't be DnD. At least not as we think of it. </p><p></p><p>First issue: Magic and magic using classes. Grim Tales would be a far better starting place than the PHB for magic, and for all the classes in general, in such a world. Or If you want to use the PHB classes eliminate any of them that use magic. Replace the magic using classes with a beefed up Expert (say one that gets feats every other level) and employ a skill and feats based magic system (EOM:Mythic Earth) and employ a system of Sanity or Taint. Grant a small body of neutral untility magics that wouldn't be too dangerous, but anything that caused damage or altered the self or others in a significant way would have a heavy penalty. </p><p></p><p>Second issue: Gods. The Lovecraftian gods don't want your worship any more than you want the worship of ants. There are a few possibly exceptions to that, and they may be responcible for what passes as a DnD pantheon, all of why would just be masks for a single unknowable entity who is manipulating humanity for its own ends. Certainly none of these beings are going to go around giving humans powers.</p><p></p><p>Third Issue: Tone. A Lovecraft game isn't heroic. Humanity is doomed, and PCs are doomed a little more quickly than others.</p><p></p><p></p><p>Having said all of that, however, I am all in favor of using Lovecraft as ONE influence among many. In such a case I would have the normal DnD universe invaded, or infected, by a lovecraftian God of Aberrations. This God awoke due to the actions of some insane cultist,the PCs tried to stop them but they only stopped one group not all of them, and began corrupting or replacing vast portions of the world with a twisted version of reality ruled by Mindflayers and their thralls. Arcane magic has become tainted and is dangerous, a single fireball may spell the end of a Wizard's soul; and the normal pantheon of gods has been weakened by the incursion and don't have much energy to spend on their servants. Paladins loose spell casting and get an unsummonable 3.0 warhorse, all other half divine casters are now powerless, Clerics and Druids have to make rolls to see if they have gotten the gods attention and that their god has power to spare. As the campaign progresses these rolls should get harder, not easier. Throw in Chaositech from Malhavok to replace magic items, which are getting weaker day by day as magic is twisted by the Aberrant God. Give a sense of futility - BUT let the PCs think that there is way to save the world, however slim a chance there might be. Otherwise you are playing Dark Ages Cthulhu and not DnD.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2733019, member: 14041"] Building a DnD Campaign from the Ground Up using Lovecraft as the primary influence: It can't be DnD. At least not as we think of it. First issue: Magic and magic using classes. Grim Tales would be a far better starting place than the PHB for magic, and for all the classes in general, in such a world. Or If you want to use the PHB classes eliminate any of them that use magic. Replace the magic using classes with a beefed up Expert (say one that gets feats every other level) and employ a skill and feats based magic system (EOM:Mythic Earth) and employ a system of Sanity or Taint. Grant a small body of neutral untility magics that wouldn't be too dangerous, but anything that caused damage or altered the self or others in a significant way would have a heavy penalty. Second issue: Gods. The Lovecraftian gods don't want your worship any more than you want the worship of ants. There are a few possibly exceptions to that, and they may be responcible for what passes as a DnD pantheon, all of why would just be masks for a single unknowable entity who is manipulating humanity for its own ends. Certainly none of these beings are going to go around giving humans powers. Third Issue: Tone. A Lovecraft game isn't heroic. Humanity is doomed, and PCs are doomed a little more quickly than others. Having said all of that, however, I am all in favor of using Lovecraft as ONE influence among many. In such a case I would have the normal DnD universe invaded, or infected, by a lovecraftian God of Aberrations. This God awoke due to the actions of some insane cultist,the PCs tried to stop them but they only stopped one group not all of them, and began corrupting or replacing vast portions of the world with a twisted version of reality ruled by Mindflayers and their thralls. Arcane magic has become tainted and is dangerous, a single fireball may spell the end of a Wizard's soul; and the normal pantheon of gods has been weakened by the incursion and don't have much energy to spend on their servants. Paladins loose spell casting and get an unsummonable 3.0 warhorse, all other half divine casters are now powerless, Clerics and Druids have to make rolls to see if they have gotten the gods attention and that their god has power to spare. As the campaign progresses these rolls should get harder, not easier. Throw in Chaositech from Malhavok to replace magic items, which are getting weaker day by day as magic is twisted by the Aberrant God. Give a sense of futility - BUT let the PCs think that there is way to save the world, however slim a chance there might be. Otherwise you are playing Dark Ages Cthulhu and not DnD. [/QUOTE]
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