JoeGKushner
Adventurer
The generic answer is it depends.
Most of the 'heroes' of HPL were not adventurers. They were people at the wrong place and the wrong time. Good for horror, poor for D&D campaigns unless you cross the rubicon in your mind that this is D&D horror which isn't necessarily the same type of horror HPL was going for.
August Derileth on the other hand... or REH both had characters who were strong. Skull Face is a particular good yarn for that sort of thing.
1. Lots of ruins.
2. Lots of isolated communities.
3. Lots of secret factions.
4. Lots of implied alienness to the setting without being too much in the focus.
5. Characters who cannot fight against the horrors directly. If they can, it's not HPL and moved into a different faction.
6. Lots of tombs, elixirs, potions, braizers and other old world magics that work but are often cursed.
7. Transformation from characters into monsters. Taint from Heroes of Horror would be a good game mechanic for that.
Most of the 'heroes' of HPL were not adventurers. They were people at the wrong place and the wrong time. Good for horror, poor for D&D campaigns unless you cross the rubicon in your mind that this is D&D horror which isn't necessarily the same type of horror HPL was going for.
August Derileth on the other hand... or REH both had characters who were strong. Skull Face is a particular good yarn for that sort of thing.
1. Lots of ruins.
2. Lots of isolated communities.
3. Lots of secret factions.
4. Lots of implied alienness to the setting without being too much in the focus.
5. Characters who cannot fight against the horrors directly. If they can, it's not HPL and moved into a different faction.
6. Lots of tombs, elixirs, potions, braizers and other old world magics that work but are often cursed.
7. Transformation from characters into monsters. Taint from Heroes of Horror would be a good game mechanic for that.