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Yeah, another theme that is very strong is very much the 19th century elightenment ideals of rigorous academic thinking, analysis and an elevation of written records over oral ones. Nearly always the academic hero pieces things together from 'hidden lore' and the direct writing of other truth seekers. The oral histories are painted as inaccessible, supersitious and generally barbaric. The idea of turning that on its head is interesting. The dry academic analysis gives you some room for exploring the 'detached' scientist who doesn't grasp the horror of what they're encountering because they reject the emotional side of the lore. The 'Dark Gods' is supersitious mumbo-jumbo attached to alien intellects by peoples who were, unavoidably, ignorant of the nature of the cosmos. They're not evil they're simply other and it should be possible to utilise them, understand their motivations and work together. The players could be helped in this by some more traditional order who have a strong oral tradition that, it turns out, the superstitious mythological sounding parts of are actually true. It gives the possible set up of the players starting out being assisted by the scientist, who is investigating deaths of his colleagues caused by some mystical order (maybe similiar to the original Assassins or something) and the players can slowly come to realise that they are in fact working with someone who doesn't understand what they're doing and is endangering all humanity. It's a basic scientist playing god type trope, that does have the danger of being anti-intellectual but it gives you the opportunity to turn the 'indigenous, supersitious worshippers of the Old Ones battling upstanding white men of Englightenment rationality' part of Lovecraft on its head.
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# ¿ Sep 7, 2015 11:45 |
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# ¿ May 22, 2024 06:04 |