Lovecraftian Influences on Roleplaying


Pathfinder First Edition General Discussion


Howard Phillips Lovecraft, one of the greatest cosmic horror writers of all time, has many stories that can be used in Pathfinder.
This brings me to the current discussion. How do you think that Lovecraft's influences should be used in the game?


Depends on what kind (genre) of game you are playing. Pathfinder is mostly designed around a specific heroic style of gameplay and the Lovecraftian style fits more into a survival horror genre, where the characters are not as capable or superhuman as typical Pathfinder characters. That can be offset by manipulating the powers and levels of the enemies, of course, but you've got to design the adventure around it carefully. Restricting classes to remove immunities to fear or other such immersion breaking abilities is fairly important.

Strange Aeons adventure paths leans kind of heavily in this direction. I've played it up to the 4th book and that was around the point where I could feel the rules straining to keep the adventure path in that particular genre.

Cosmic horror is a type of horror that should not be directly challengeable. It should be a mysterious and terrifying force that you have no desire to become face to face with as it ought to completely obliterate you like a vengeful deity. Instead, it should hang over your shoulders like an ever present threat that you want to avoid at all costs while you try to work under its notice to stop or delay.


influences?
do you mean the ton of correspondence?

On style, Personally I think people try to categorize things to lend some sensible organization to creative work but it can go overboard. I'd rather look at the writer's goals, methods, and tropes used.

For d20 it is difficult as many "other" powers are going to be expressed in the system as exceeding high level or mythic and break normal CR constraints. You can tone it down but the plot devices will suffer. Also the characters are normally killed off or go insane and that's not acceptable with current player expectations. Thus it can only be simulated to some degree and likely will come off as hackneyed.

Writing from the time is also a product of it's time and peer group viewpoint. Today that viewpoint is seen in a different light and is not at all flattering or self-aggrandizing as it once was.


Vellimir wrote:

Howard Phillips Lovecraft, one of the greatest cosmic horror writers of all time, has many stories that can be used in Pathfinder.

This brings me to the current discussion. How do you think that Lovecraft's influences should be used in the game?

Well, at least in 1E practically every monster and deity created by Lovecraft and his circle of writers were added to the game, and most of them continue to exist into 2E. Plus a lot of original entities have been added to the game that take inspiration from Mythos and Cosmic Horror.

If you are simply talking about a Mythos style story, some types of story are probably better for Call of Cthulhu. Although some Lovecraft adjacent fiction, like Robert Howard's stuff, could be emulated pretty well with Pathfinder.


An easy way to solve the issue in pathfinder is by carefully controlling when players level up, the max level, and the horror rules.

The normal game is made for players to feel epic and be above the enemies. So step one is using the slow level progression to ensure that even as players advance, they don't outpace the horror.

Step two, If you want the horror to be overwhelming and impossible to stop then you cap the level where you think it will keep players just safe enough to not immediately TPK. However if you want the players to ultimate come out victorious, you can always let them go up to 20 and even give them mythic ranks.

Step three, know the horror rules, learn how to best maximize their use, how to make the players worry about what's around the corner, how to push the players forward at the right time. The better you get at it the more dread and tension you can add and the more the horror feeling will stick. Just remember that you need to drop the tension every so often so that players don't snap (a calm before the storm).

Step four, it is a game and if the players and you are not having then either change things or accept that its not meant to be.


Thanks, this is all really good advice.


I have been a fan of Lovecraft for a while, and I think his best, and most adaptable, Story is "The Shadow Over Innsmouth"


Not everyone within Lovecraft’s stories are completely incapacitated by cosmic horrors. Randolph Carter was able to survive encounters with Mythos creatures and occasionally able to defeat them. In the short story Pickman’s Model the artist was not only able to witness cosmic horrors but able to draw them so accurately that they unhinged regular folk.

As the PCs become more powerful and less affected by Mythos creatures they themselves should become more horrific to ordinary folks. Dogs flee yelping within their presence, shopkeepers refuse to serve them etc.


Boomerang Nebula wrote:

Not everyone within Lovecraft’s stories are completely incapacitated by cosmic horrors. Randolph Carter was able to survive encounters with Mythos creatures and occasionally able to defeat them. In the short story Pickman’s Model the artist was not only able to witness cosmic horrors but able to draw them so accurately that they unhinged regular folk.

As the PCs become more powerful and less affected by Mythos creatures they themselves should become more horrific to ordinary folks. Dogs flee yelping within their presence, shopkeepers refuse to serve them etc.

Becoming the thing they swore to destroy!


Exactly! That is the true insidiousness of the whole idea. That insane monstrous occultist blaspheming on yonder lonely hill was once human. Be afraid, be very afraid…

Liberty's Edge

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Be sure that the players will appreciate that kind of setting and know what you want to do before starting a Lovecraftian campaign.
Like Ravenloft, a campaign where you are essentially the powerless bystander can be very frustrating for some players.


Diego Rossi wrote:

Be sure that the players will appreciate that kind of setting and know what you want to do before starting a Lovecraftian campaign.

Like Ravenloft, a campaign where you are essentially the powerless bystander can be very frustrating for some players.

I assumed that the PCs would be the protagonists in the story, not the helpless bystanders. Many of Lovecraft’s stories were written in the first person, so the narrator-protagonist must at the very least survive the encounter, and very often they win some small victory. I’m thinking stories like The Case of Charles Dexter Ward and The Dunwich Horror as good examples.


Boomerang Nebula wrote:
Diego Rossi wrote:

Be sure that the players will appreciate that kind of setting and know what you want to do before starting a Lovecraftian campaign.

Like Ravenloft, a campaign where you are essentially the powerless bystander can be very frustrating for some players.
I assumed that the PCs would be the protagonists in the story, not the helpless bystanders. Many of Lovecraft’s stories were written in the first person, so the narrator-protagonist must at the very least survive the encounter, and very often they win some small victory. I’m thinking stories like The Case of Charles Dexter Ward and The Dunwich Horror as good examples.

I think they meant bystander as in "clearly not the ones running thing". If we were not playing the stories of these characters they would be inconsequential.

Liberty's Edge

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Boomerang Nebula wrote:
Diego Rossi wrote:

Be sure that the players will appreciate that kind of setting and know what you want to do before starting a Lovecraftian campaign.

Like Ravenloft, a campaign where you are essentially the powerless bystander can be very frustrating for some players.
I assumed that the PCs would be the protagonists in the story, not the helpless bystanders. Many of Lovecraft’s stories were written in the first person, so the narrator-protagonist must at the very least survive the encounter, and very often they win some small victory. I’m thinking stories like The Case of Charles Dexter Ward and The Dunwich Horror as good examples.

Relatively recently I have played a game of Call of Cthulhu. We were some rich passengers on the Titanic, we discovered that it was meant to be sunk as a sacrifice to Dagon. To thwart that we had to call another god so that he would sink the Titanic and avoid worse things.

That sum up to:
- either way, the characters die;
- most of the people on the Titanic die;
- one god or the other gets more power on Earth.
We were bystanders that could choose the flavor of their death.
Some people will like that, others will hate it. I can appreciate it in very little doses, but greatly prefer games where I have the illusion to be able to shape or at least affect my destiny.


Boomerang Nebula wrote:

Not everyone within Lovecraft’s stories are completely incapacitated by cosmic horrors. Randolph Carter was able to survive encounters with Mythos creatures and occasionally able to defeat them. In the short story Pickman’s Model the artist was not only able to witness cosmic horrors but able to draw them so accurately that they unhinged regular folk.

As the PCs become more powerful and less affected by Mythos creatures they themselves should become more horrific to ordinary folks. Dogs flee yelping within their presence, shopkeepers refuse to serve them etc.

Great Idea!


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There is a ton of great advice for you in this thread. While I don't have any actual advice, the following is a terrific product that would help you a lot, I think.

Sandy Petersen, one of the creators the Call of Cthulhu game, put together a massive tome for Pathfinder, which I think has been updated for PF2e and D&D5e. He's done an excellent job of making the monsters fit into a Pathfinder type game, and included a fear mechanic and a sanity system. I love this book and highly recommend it.

Sandy Petersen's Cthulhu Mythos

And if you want to just use the resource online for free, here's a link to it. It's on the Spheres of Power website, but this link is to the PF1e version:

Cthulhu Mythos


Boomerang Nebula wrote:

Not everyone within Lovecraft’s stories are completely incapacitated by cosmic horrors.

Randolph Carter was able to survive encounters with Mythos creatures and occasionally able to defeat them.
In the short story Pickman’s Model the artist was not only able to witness cosmic horrors but able to draw them so accurately that they unhinged regular folk.
...

To be clear the Randolph Carter character was used as an experienced character rather than the usual novice and was an avatar of the writer. In the end he was trapped in an alien body(Yaddithian) with Zkauba the yaddithian wizard. All hail Yog-Sothoth who sees all and knows all. Let his selected letters 617 be known to all!

Pickman became a mythos ghoul by CHOICE and gained access to the Dreamlands. In PF1 terms he became an NPC.

I just watched In the mouth of madness, a John Carpenter film, not bad but not the best mish-mash of the mythos.


Azothath wrote:


Pickman became a mythos ghoul by CHOICE and gained access to the Dreamlands. In PF1 terms he became an NPC.

I was not aware that was a rule in PF1. Which book is it in? Without knowing the rule I would have allowed the player to continue to play as a Mythos ghoul if I were GM. I don’t see any good reason to insist they become an NPC.


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Boomerang Nebula wrote:
Azothath wrote:


Pickman became a mythos ghoul by CHOICE and gained access to the Dreamlands. In PF1 terms he became an NPC.
I was not aware that was a rule in PF1. Which book is it in? Without knowing the rule I would have allowed the player to continue to play as a Mythos ghoul if I were GM. I don’t see any good reason to insist they become an NPC.

sure, in RAW the mythos ghoul is not a PC Race thus a monster and an NPC.

A Home GM can let a player be undead but there's no ECL in PF1 like there was in DnD3.5 along with the Emancipated Spawn Monster Prestige class. For a standard Ghoul in 3.5 you are looking at 5 levels to ECL then 3 into Emancipated Spawn, then the Character gains back 5(at 100% ECL) Class levels and may continue. It IS up to the GM to determine how many levels are regained via EmncpSpawn Rediscovery(Ex) and it should be 75-100% of the ECL. See my earlier 2018 post 2023 post. When we did it the ECL of 5 seemed excessive for Ghoul CR1 and we went with an ECL of 3 + EmncpSpawn 3. PF1 Leng Ghouls come in at CR 10! I'd cut them down (eliminating abilities, HD, etc) to a "Mythos Ghoul" CR2 and go with ECL 4 with 1 level lost to a monster HD from the recoverable Class levels via EmncpSpawn.
I'll add that ECLs were contentious and not the best but it was a shot in the dark. You can see I ballparked it at CR+2.


@Azothath,

Cool! Thanks for the links!


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As others said, the horror/sanity rules and the Strange Aeons AP give good GM ideas. The bestiaries include The Great Old Ones and Outer Gods, as well as classic creatures like mi-go, zoog, and <hybrid> deep ones.

Common storyline is basically PCs investigating something slightly weird, ignore the yokels speaking superstitious nonsense, find some clues, weirder things become kinda scary but must have rational explanation, get invited to the cult bbq, roll knowledge (what did I just eat), discover your true ancestry, etc.

While cosmic horror is that "vast endless ocean around our tiny island of knowledge, which we were not meant to stray far from," many stories can be told in that space. After all, we stopped this cult's ritual, this time, but what about next time...

Hopefully obvious, but absolutely get player buy-in in session zero: cosmic horror themes intentionally touch taboo and sensitive topics from body horror to racism and xenophobia. Know the red lines.

As for "becoming" ghouls or deep ones, mostly, one can always just "borrow" from the sorcerer bloodline powers or oracle curses. Or play as Innsmouth villagers.


What are you all talking about? Becoming a ghoul is easy.

Just apply the ghoul template and adjust the CR and levels accordingly.

For leng ghoul version, just add/change the ghoul template to fit the leng ghoul.

Liberty's Edge

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Temperans wrote:

What are you all talking about? Becoming a ghoul is easy.

Just apply the ghoul template and adjust the CR and levels accordingly.

For leng ghoul version, just add/change the ghoul template to fit the leng ghoul.

CR matters only for NPCs. Becoming an NPC ghoul is easy. A PC ghoul is another matter.


Cosmic horror is fear of the unknown, fear of the other. There are conspiracies, hidden evils, and things that should've remained buried. The quest to know more, to understand inevitably leads to ruin. There are no happy endings or long term successes in the genre, nothing permanent or lasting anyway.

If you want that kind of influence in your PF1 game, get buy in from the players. This isn't going to be the kind of campaign where your PCs become super heroes who make demiplanes and cavort with gods or slay armies of evil with a sword stroke. This campaign will test and warp your PC, putting them on a path to madness, or worse.

With rare exceptions like Carter, most of the protagonists in Lovecraft's works were common folk, ill prepared for the journey ahead. Even when they think they have a handle on the situation these narrators are in over their heads.

In order to really get this play style down... there are no Knowledge checks to ID some or even all monsters; magic and magic items have a corrupting effect on their wielders; sanity isn't just a pool of points on a sheet but a fragile, organic defense that will, at some point, break.

They have been here longer than you, their plans ignore you, you are either a pawn or a pestilence to them, and to know them is to be unraveled. That's what you're going for.


Sandy Petersen took into account the Knowledge checks by introducing Profession (Yog-Sothothery Philosopher).


Diego Rossi wrote:
Temperans wrote:

What are you all talking about? Becoming a ghoul is easy.

Just apply the ghoul template and adjust the CR and levels accordingly.

For leng ghoul version, just add/change the ghoul template to fit the leng ghoul.

CR matters only for NPCs. Becoming an NPC ghoul is easy. A PC ghoul is another matter.

PCs have CR just like NPCs, its just that 90% of the time you don't need it.

You do however need it when adding templates and stuff to determine how many levels the player skips from aquiring said template.

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