Joshua Dyal said:
It's a bit hard to maintain the mystique if the players start shouting things like "it's the Big C!" and laughing when Cthulhu comes up out of some lake in your D&D campaign.
I have the benefit of players who enjoy Call of Cthulhu and who like to set the stage properly, so they don't purposefully sabotage the game like that.
Joshua said:
Also, changing the names and appearances slightly works well for me. My "byakhees" used a picture that I scanned from my copy of Creatures of Rokugan (and I don't think I ever actually named them) for instance.
True, that. I don't use the servitor races or the monsters as is - they are never named in the games, which is all the better as it keeps the players on their toes. And I describe them instead of providing pictures, so I can vary their appearance as needed, or only hint at their true hideous natures.
Joshua said:
Oh, and are you using Sanity? It just seems wrong somehow to use Cthulhu elements without Sanity playing a role in your game.
No.
What makes the Cthulhu deities sanity-shattering is that there is more to this world than the characters in the stories can believe in. This breaks apart their belief in the world around them, sundering the very foundations of their psyches.
However, that there are such things in D&D is not a paradigm-shattering revelation. After all, these same characters may in time travel to other dimensions, believe in deities, have seen living oozes, wathced the dead rise from their graves, and have quite likely died themselves, existed in a state beyond death, and then returned to tell the tale.
Thus, that there are creatures beyond the boundaries of this world... not really a big surprise all things considered. That they are alien and strange and malevolent? So is an Atropal.
I -do- love the sanity rules, but I don't feel they belong in D&D, even with the mythos involved.