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Forgotten Realms + Call of Cthulhu = Fun
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<blockquote data-quote="Victim" data-source="post: 637033" data-attributes="member: 78"><p>Lovecraftian monsters and such in a DnD game?</p><p></p><p>You mean like Mindflayers, aboleth, etc? These creatures are already staples of DnD worlds. Fear auras and tentacles are nothing special in a world dripping with monsters and powerful magic.</p><p></p><p>The only thing lacking is Sanity - and that would be so out place it isn't funny. A tiny group of highly skilled characters can take out a thousand guys. It's not like this would surprise many people on Toril. With DnD "physics," individuals can attain mindboggling levels of personal, intrinsic power. The Simbul isn't a powerful person because she's Queen of Aglarond or very rich, she's powerful because she's a 30th level sorcerer and can level towns and fight battalions by herself. In general, FR people aren't powerful because of their position, they have their position because they are powerful. "Normal" people from our world would take Sanity damage from watching powerful adventurers. </p><p></p><p>Since FR already has enough weirdness to make Lovecraftian horrors expecting a placid, rational Earthlike world run in terror, you'd have to use other means to inject some Cthuluid horror. </p><p></p><p>First of all, you have to establish something as normal. If the players aren't familar with the world, then any odd disturbing things might be taken as a normal situation. Once the people get used to the world, you can start messing with it. Lovecraft's stories are generally set on "earth," so readers were automatically familar with the normal situation. You have to establish the normal situation yourself. </p><p></p><p>Since weird monsters are kind of normal, you have to find other ways of introducing weirdness. Maybe have something change in town while the PCs are aways, then have everyone insist it's normal and always been that way. Then keep changing things and have the rate of change, along with the magnitude and area effect, increase. People start behaving oddly for no reason.</p></blockquote><p></p>
[QUOTE="Victim, post: 637033, member: 78"] Lovecraftian monsters and such in a DnD game? You mean like Mindflayers, aboleth, etc? These creatures are already staples of DnD worlds. Fear auras and tentacles are nothing special in a world dripping with monsters and powerful magic. The only thing lacking is Sanity - and that would be so out place it isn't funny. A tiny group of highly skilled characters can take out a thousand guys. It's not like this would surprise many people on Toril. With DnD "physics," individuals can attain mindboggling levels of personal, intrinsic power. The Simbul isn't a powerful person because she's Queen of Aglarond or very rich, she's powerful because she's a 30th level sorcerer and can level towns and fight battalions by herself. In general, FR people aren't powerful because of their position, they have their position because they are powerful. "Normal" people from our world would take Sanity damage from watching powerful adventurers. Since FR already has enough weirdness to make Lovecraftian horrors expecting a placid, rational Earthlike world run in terror, you'd have to use other means to inject some Cthuluid horror. First of all, you have to establish something as normal. If the players aren't familar with the world, then any odd disturbing things might be taken as a normal situation. Once the people get used to the world, you can start messing with it. Lovecraft's stories are generally set on "earth," so readers were automatically familar with the normal situation. You have to establish the normal situation yourself. Since weird monsters are kind of normal, you have to find other ways of introducing weirdness. Maybe have something change in town while the PCs are aways, then have everyone insist it's normal and always been that way. Then keep changing things and have the rate of change, along with the magnitude and area effect, increase. People start behaving oddly for no reason. [/QUOTE]
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