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<blockquote data-quote="Aldarc" data-source="post: 8276142" data-attributes="member: 5142"><p>As an aside, I still have not picked up Fate's <a href="https://www.drivethrurpg.com/product/300031/Fate-of-Cthulhu" target="_blank"><em>Fate of Cthulhu</em></a>. I'm interested in its take on the fiction, because (i) the general observation that Fate generally doesn't do horror games* and (ii) it apparently took a different spin on the Cthulhu mythos inspired by the Terminator franchise. Basically, you are one-way time travelers going back in time trying to stop your cosmic old god apocalyptic future from happening, but the time-travel process as well as old one technology and magic incurs gradual corruption. (Evil Hat went with corruption rather than insanity to avoid harmful depictions of mental illness, madness, sanity, etc.) There is meant to be a glimmer of hope about stalling/changing the future, even if you fall to corruption in the process. </p><p></p><p>* There is a Fate Horror Toolkit, but I haven't looked deeply into it yet either.</p><p></p><p></p><p>The internet as cyberpunk imagined =! the internet per reality. Likewise, the incomprehensible universe as Lovecraft imagine =! the incomprehensible universe per reality.</p><p></p><p></p><p>Sure, but when trying to recreate the fiction of it in D&D, it seems like there is a pretty big tonal difference in how players are assumed to approach problems. The lethality and insanity in CoC isn't necessarily meant to replicate Lovecraft perfectly, but it is, according to Sandy Peterson, meant to put a little caution into the players such that combat isn't the primary modus operandi of play. In contrast, combat and spells are the primary problem-solving tools that D&D 5e provides players. Or in the words of Linus: "That's what D&D is about, Charlie Brown." You can deal with cosmic horror in your D&D games, but I don't think anyone would be surprised if the players treat that cosmic horror like an '80s action hero or a MCU superhero would: "How can we punch that thing in the face while making a marketable quip?"</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8276142, member: 5142"] As an aside, I still have not picked up Fate's [URL='https://www.drivethrurpg.com/product/300031/Fate-of-Cthulhu'][I]Fate of Cthulhu[/I][/URL]. I'm interested in its take on the fiction, because (i) the general observation that Fate generally doesn't do horror games* and (ii) it apparently took a different spin on the Cthulhu mythos inspired by the Terminator franchise. Basically, you are one-way time travelers going back in time trying to stop your cosmic old god apocalyptic future from happening, but the time-travel process as well as old one technology and magic incurs gradual corruption. (Evil Hat went with corruption rather than insanity to avoid harmful depictions of mental illness, madness, sanity, etc.) There is meant to be a glimmer of hope about stalling/changing the future, even if you fall to corruption in the process. * There is a Fate Horror Toolkit, but I haven't looked deeply into it yet either. The internet as cyberpunk imagined =! the internet per reality. Likewise, the incomprehensible universe as Lovecraft imagine =! the incomprehensible universe per reality. Sure, but when trying to recreate the fiction of it in D&D, it seems like there is a pretty big tonal difference in how players are assumed to approach problems. The lethality and insanity in CoC isn't necessarily meant to replicate Lovecraft perfectly, but it is, according to Sandy Peterson, meant to put a little caution into the players such that combat isn't the primary modus operandi of play. In contrast, combat and spells are the primary problem-solving tools that D&D 5e provides players. Or in the words of Linus: "That's what D&D is about, Charlie Brown." You can deal with cosmic horror in your D&D games, but I don't think anyone would be surprised if the players treat that cosmic horror like an '80s action hero or a MCU superhero would: "How can we punch that thing in the face while making a marketable quip?" [/QUOTE]
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