How does making changes to aberrations make D&D more inclusive though?
By removing the direct attributions to a racist jerk.
How does making changes to aberrations make D&D more inclusive though?
By removing the direct attributions to a racist jerk.
Purging away full-on white racist supremacism. One might as well have swastikas on Cthulhu.
Demons and Devils are of this dimension, Aberrations are beyond it.
You're telling me someone opened D&D, saw there were creatures categorized as aberrations, and jumped directly to Lovecraft and white supremacy somehow? That's absurd.
So long as this conversation is a fight to get past your persistently judgemental incredulity, I am not terribly interested in it.
I kind of like Aberrants as the new neutral evil, but I think we keep the Far Realms and some of the lore. For example, I like the idea that most of the Aberrations are the evils that consumed their own dimensions and are floating around in the Far Realms, seeking to absorb this dimension and utilize it for their own ends.
Demons and Devils are of this dimension, Aberrations are beyond it.
I also like devils being created because and having a PR campaign that they are the best line of defense against the Demons and the Aberrations. A "Hey, look, we are evil, but we are a better evil than those things, right?" It leans into my favorite parts of Infernal powers being about making a choice, by giving you a good reason to choose them. Literally, "better the devil you know"
So what does this say about the creators of the Call of Cthulhu role playing game or those who play it?
Haldrik's idea of aberrations taking the flag for NE daemons certainly would give an out of game justification for why ultroloths look like grey aliens and why the yugoloths don't have much in common with one another. Poor yugoloths never can keep up with those devils and demons in the most important front of the Blood War—PR.