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EricW last won the day on November 15 2016

EricW had the most liked content!

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About EricW

  • Rank
    Advanced Member


  • RPG Biography
    Cthulhu, Runequest, D&D
  • Current games
  • Location
    Hervey Bay, Queensland
  • Blurb
    Currently helping to create the technological singularity, and bring about the dawn of the transhuman age
  1. Hilarious :-). What gave it away? One thing which distinguishes Lovecraft is his insane people are often victims, even when they are perpetrators, when they gain some kind of horrible benefit - the price of losing your humanity is always too high. From "The Picture in The House" The evil madman in "The Picture" gained unnatural longevity and good health - but he led a nasty, lonely life where maintaining that longevity became the sole focus of his existence.
  2. I think HP Lovecraft made his view of Cthulhu insanity clear - insanity in HP Lovecraft's vision takes the form of impaired ability to function in the world, or realignment of motives to an inhuman perspective. Or both. Both Lovecraft's parents IMO were barking mad, so Lovecraft had a substantial personal experience of the effects of insanity on people. From "The Call of Cthulhu" Or this from "The Horror at Red Hook" Or this from "The Shadow Over Innsmouth"
  3. Pickpocket Challenge

    Some people have remarkable pickpocket skills. A street magician once gave us a display of his magic skills, card tricks mostly, outside a pub in London. We were way impressed at his skill, when he finished said "wow, thanks for the show, let us give you something". He said "Then you'll be needing these", and handed us our wallets.
  4. The Weapon Makers, a 1940s science fiction book, had an interesting take on this. The main character in The Weapon Makers uses a machine which projects him into an ethereal plane very like your description, to save himself a few hours in the future, by creating a dazzling display of overwhelmingly superior technology to intimidate an organisation which has overstepped its own rules. The characters could have entered this ethereal state because of a machine built by a scientist, as in The Weapon Makers. Their only hope of re-entering the real world is to find the portal, and fight their way through whoever is still in the lab which contains the portal. You have to think of a convincing reason why they don't know where the portal is - perhaps they were kidnapped and dumped in this bizarre place by people who thought they wouldn't survive long, a convenient way of making enemies disappear - no bodies. Of course being a Lovecraft adventure the etherial plane is inhabited, terrifying creatures which might also stumble across the portal, false paths to who knows where, temporal anomalies, the temptation to try to manipulate time for their own gain, along with awful risks of paradox or worse, and in the distance an eerie demonic piping sound...
  5. Free Lovecraft Fictor from Amazon

    The stories look like the list available on http://www.hplovecraft.com
  6. HP Lovecraft's The Dreams in the Witch House is pretty Satanic, one of the protagonists is "the black man" of the old European witch cult, both an avatar of that which Christians describe as Satan and a manifestation of Nyarlathotep. Lots of interesting angles, a math genius being driven mad by nocturnal wanderings and strange journeys to the court of Azathoth, an ancient witch still preying on children. Obviously needs some work to turn it into a scenario. The investigators could be drawn in by a frantic parent searching for their loved one, or the math genius could be referred to them by a parent, friend or teacher worried about their deteriorating mental health.
  7. I grew up in a rough area, lots of fights to defend myself when I was young. Sometimes people attacked me with weapons, though never a gun. If an attacker is close and swinging punches, pulling a weapon is very risky, you need both hands full time to try to fend off the assailant. If you drop a hand to pull a knife or gun, the assailant will land at least one or two nasty punches on your head before you can deploy the weapon - likely rendering you incapable of defending yourself. If you can break free and the assailant doesn't follow up for a few moments, you can maybe pull a weapon - but if they realise what you are doing, they will likely close in and grapple to get control of the weapon. This is one of those situations game mechanics probably doesn't handle well, but at the very least in the middle of a fight I would give the assailant a chance to seize the gun from the defender, or knock it out of the defender's hand, and maybe one or two attacks with severely reduced defence.
  8. http://www.hplovecraft.com/ of course. Loads of stories written by the master, and other gems such as the history of the Necronomicon. The best book to understand the mythos in gaming terms IMO is the mythos stories themselves - they are the definitive source material. Also watch the movie Dagon - excellent homage to The Shadow Over Insmouth.
  9. Travel in the 1920's

    Seems to me that a con artist or even a cultist might offer eager players a fast means of transport. Cash up front. Step into this box, the one with the lock on the door...
  10. Trying to find a scenario to run for my group

    True Detective Season One has references to The Yellow King and other Mythos elements. Nice and subtle. You are never 100% sure something supernatural is happening. But definitely some "slasher" elements. https://en.m.wikipedia.org/wiki/True_Detective_(season_1)
  11. Trying to find a scenario to run for my group

    You could pen your own homage to the movie In the Mouth of Madness. From H.P. Lovecraft's "History of the Necronomicon" This implies that once the Necronomicon was far more accessible than today's fragmentary scraps - first editions could have been almost as readable as a modern howto book. What impact would such an accessible edition have on today's world? An electronic edition which people could email to their friends? I think you would have your slasher scenario.
  12. Would you play this scenario?

    The sacrificial "victims" could be leading cultists themselves - which would make the ritual a gruesome attempt to concentrate the knowledge and power of the worst humanity has to offer into one person. The investigators are expendable decoys to distract from the real rescue attempt. "Spies Like Us" meets "Night of the Living Dead" You could have all sorts of fun with the "rescue" scenarios. Furious rival cultists thirsting for revenge all alone with the rescuers, badly in need of recharging their necromantic potential. See how long you could convince players Sarah was innocent in the midst of mounting evidence to the contrary. Of course the ritual would go horribly wrong if performed, it wasn't designed for humans.
  13. Recovering from sanity loss

    He he. Not sure it is that simple. Spending an afternoon with Nyarlethotep exploring the ruins is probably worth a mythos point or two. But the protagonist rationalised the supernatural component of the experience as a dream. Is this coping strategy really a worse outcome than facing up to the experience? Normally you have to work through your problems, but is there really a way to integrate appreciation of what really happened when confronting a horrifying mythos god with a sane view of the world? Sure his "dream" rationalisation would be shattered by another encounter - but contemplating the full ramifications of what he experienced might be even more damaging.
  14. Prosthetic Tentacle for amputees now a reality.

    Only if Cthulhu tells me to... :-)
  15. Prosthetic Tentacle for amputees now a reality.

    Design looks really simple. You could probably make a version which could be worn over your hand at a game convention with a few weekends of swearing at your 3D printer, an Arduino and a stepper motor. Give it a bit of paint and it would look really creepy.