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Looking for low-magic D&D world for Cthulhu crossover
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<blockquote data-quote="Goobermunch" data-source="post: 1217148" data-attributes="member: 10516"><p>Or in the alternative, you could simply keep clerical magic and the gods as they are, with the knowledge that their pitiful powers mean nothing once the great old ones turn their attention to your chosen world.</p><p></p><p>In this scenario, the gods of your world are lesser beings (though immensely powerful) who have taken, for some reason an interest in the beings of your world. The need not be benevolent, just powerful and interested in playing with the mortals of your world.</p><p></p><p>Then their elders come to the table. As your campaign develops, the existing gods and their followers are swept aside like so much chaff before the unstoppable onslaught of a great old one, who's not so much interested in destroying the world as getting over to beteguise for a good ham sandwich.</p><p></p><p>This also means you don't have to make any major changes to begin with. As the influence of the Mythos increases, chaos will increase. You can wait until the characters are 4th, 5th, or even 6th level before you ever have to utter the unspeakable words: "Everyone, make a sanity check." If you do it right, the shock from this event should be enough to get them to throw dice at you from across the table.</p><p></p><p>--G</p></blockquote><p></p>
[QUOTE="Goobermunch, post: 1217148, member: 10516"] Or in the alternative, you could simply keep clerical magic and the gods as they are, with the knowledge that their pitiful powers mean nothing once the great old ones turn their attention to your chosen world. In this scenario, the gods of your world are lesser beings (though immensely powerful) who have taken, for some reason an interest in the beings of your world. The need not be benevolent, just powerful and interested in playing with the mortals of your world. Then their elders come to the table. As your campaign develops, the existing gods and their followers are swept aside like so much chaff before the unstoppable onslaught of a great old one, who's not so much interested in destroying the world as getting over to beteguise for a good ham sandwich. This also means you don't have to make any major changes to begin with. As the influence of the Mythos increases, chaos will increase. You can wait until the characters are 4th, 5th, or even 6th level before you ever have to utter the unspeakable words: "Everyone, make a sanity check." If you do it right, the shock from this event should be enough to get them to throw dice at you from across the table. --G [/QUOTE]
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Looking for low-magic D&D world for Cthulhu crossover
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