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Lovecraftian Corruption In Your Role-Playing Campaigns
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<blockquote data-quote="rmcoen" data-source="post: 7736867" data-attributes="member: 6692404"><p>I have played in one game that used corruption, and written a few backstories/worlds that never got run as campaigns. Generally, "corruption" in those settings was handled more as "mutation" than "lessening of rationality and control" (the definition of "insanity" I'll use here). I've played a couple computer games with that theme too, where the forces of Chaos you battle literally corrupt and change you through the act of killing them, as well as their effect on the world around them.</p><p></p><p>In the campaigns (not the nethack-like CRPGs), there is generally a "defense" against this twisting of your physical and mental being. But also, far more insidious, there are corruption effects that are "beneficial" to the average adventurer. Thicker skin, heightened senses, all the class abilities of the 3e Alienist Prestige Class, and so on... </p><p></p><p>So I came to *this* article looking for ideas/rules in that vein. I recognize that D&D in the past has treated "insanity" as equal to "blubbering wreck, possibly with grey matter leaking out the ears", whereas IRL "insanity" covers anything outside of normal, including any kind of compulsive behavior (theft, lying, shoe-straightening) or difficulty perceiving what the rest of us call reality.</p><p></p><p>Also....</p><p></p><p></p><p></p><p>This is a telling fact. Most PCs are suffering significant mental health issues - either because of all the murdering and theft, or as a defense against acknowledging it, or perhaps starting out psychotically inclined in the first place!</p></blockquote><p></p>
[QUOTE="rmcoen, post: 7736867, member: 6692404"] I have played in one game that used corruption, and written a few backstories/worlds that never got run as campaigns. Generally, "corruption" in those settings was handled more as "mutation" than "lessening of rationality and control" (the definition of "insanity" I'll use here). I've played a couple computer games with that theme too, where the forces of Chaos you battle literally corrupt and change you through the act of killing them, as well as their effect on the world around them. In the campaigns (not the nethack-like CRPGs), there is generally a "defense" against this twisting of your physical and mental being. But also, far more insidious, there are corruption effects that are "beneficial" to the average adventurer. Thicker skin, heightened senses, all the class abilities of the 3e Alienist Prestige Class, and so on... So I came to *this* article looking for ideas/rules in that vein. I recognize that D&D in the past has treated "insanity" as equal to "blubbering wreck, possibly with grey matter leaking out the ears", whereas IRL "insanity" covers anything outside of normal, including any kind of compulsive behavior (theft, lying, shoe-straightening) or difficulty perceiving what the rest of us call reality. Also.... This is a telling fact. Most PCs are suffering significant mental health issues - either because of all the murdering and theft, or as a defense against acknowledging it, or perhaps starting out psychotically inclined in the first place! [/QUOTE]
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Lovecraftian Corruption In Your Role-Playing Campaigns
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