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What are the top 10 elements of a Lovecraft adventure?
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<blockquote data-quote="Drawmack" data-source="post: 3303892" data-attributes="member: 4981"><p>Lovecraftian horror can be summed up in one word - DESOLATION.</p><p></p><p>For every evil, vile, or otherwise horrid secret the character uncovers there is one way to overcome it. However, overcoming that horror harms the character or unleashes greater terrors. For example:</p><p>Character discovers low-level cultists and smacks them down --> higher-level cultists show up which the character cannot defeat --> character researches to get powerful enough to smack down new cultists --> the research leads to loss of sanity --> eventually the character defeats new cultists, almost dying, only to uncover even greater evils --> character researches to get powerful enough to take on new threat --> character looses sanity in the process --> character is powerful enough to take on new threat, almost dies in the process --> etc.</p><p></p><p>Each threat can be overcome but doing so WILL harm the character. At every stage psychological damage makes the next stage harder to achieve, but the threats make the next stage that much more important to achieve. The characters must stay human, this is the divergence from most role-playing games, it does not matter how much you know about the mythos if you get hit by a tractor trailer you're still dead.</p><p></p><p>That is what makes the story, so what makes the character?</p><p>The character cannot be out for personal gain, if this is their motivation they will quickly walk away or go insane. The character has to be a champion of others on some level. Maybe cultists killed their family and it is vengence. Maybe they are the type to caer a great deal about humanity. There can be any number of reasons, but they cannot be personal gain. This is another difference from classic role-playing games.</p><p></p><p>The twist on this is that the better the character is at helping humanity survive another day, the less a part of that humanity they become. Society begins to view them as insane. The police think they are criminal, since they don't realize they didn't actually kill a person. etc.</p><p></p><p>Keep it dark, keep the threat of death ever present, keep the character dwindling into the abyss of insanity, all in all back to that one word - DESOLATION</p></blockquote><p></p>
[QUOTE="Drawmack, post: 3303892, member: 4981"] Lovecraftian horror can be summed up in one word - DESOLATION. For every evil, vile, or otherwise horrid secret the character uncovers there is one way to overcome it. However, overcoming that horror harms the character or unleashes greater terrors. For example: Character discovers low-level cultists and smacks them down --> higher-level cultists show up which the character cannot defeat --> character researches to get powerful enough to smack down new cultists --> the research leads to loss of sanity --> eventually the character defeats new cultists, almost dying, only to uncover even greater evils --> character researches to get powerful enough to take on new threat --> character looses sanity in the process --> character is powerful enough to take on new threat, almost dies in the process --> etc. Each threat can be overcome but doing so WILL harm the character. At every stage psychological damage makes the next stage harder to achieve, but the threats make the next stage that much more important to achieve. The characters must stay human, this is the divergence from most role-playing games, it does not matter how much you know about the mythos if you get hit by a tractor trailer you're still dead. That is what makes the story, so what makes the character? The character cannot be out for personal gain, if this is their motivation they will quickly walk away or go insane. The character has to be a champion of others on some level. Maybe cultists killed their family and it is vengence. Maybe they are the type to caer a great deal about humanity. There can be any number of reasons, but they cannot be personal gain. This is another difference from classic role-playing games. The twist on this is that the better the character is at helping humanity survive another day, the less a part of that humanity they become. Society begins to view them as insane. The police think they are criminal, since they don't realize they didn't actually kill a person. etc. Keep it dark, keep the threat of death ever present, keep the character dwindling into the abyss of insanity, all in all back to that one word - DESOLATION [/QUOTE]
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What are the top 10 elements of a Lovecraft adventure?
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