What is the intention for visitng this location? Lovecraftian horror is about the undescribeable and the unknowable. My suggestion this by having some kind of ever present, unquestionable rule. Don't look up. Always wear red. Stay away from the sea at twilight. Then, add some horrible punishment for doing breaking the rule. Insanity, disfigurement, or being reduced to an object.
Don't bother with questions like "What is doing this?", "Why are these rules set?", or " How does it happen?" It is impossible to know, perhaps attempting to know just makes things worse- or people exploit fake answers for their own gain. That's the "horror" part. Litter the consequences of obeying and disobeying these rules through the location to show how this location is different (or not so different) from the normal.
Although, in a traditonal D&D adventure, usually the adventurers come in and fight whatever is causing all the trouble, so not having an answer means making this some unquestionable world decision as a setting for some other adventure. More modern lovecratian stuff leans into the trendy cosmically sized tentacle monsters like cthulu, but I kind of find that overused and not very scary- but it can work.
The problem with Lovecraftian horror is there isn't any "winning" you can do, so there isn't much agency for the players. I don't really see how you could make a full campaign out of it. A one-shot or short campaign of 3-4 sessions of just running away from stuff trying to survive sure, basically like the Tomb of Horrors but without the "puzzles".
I feel that for the most part, it really depends on the setting you have. I've always found with horror that it's good to establish a sense of false calm first, even though they understand that it's going to be a horror session. 'Unsettling' is a big part of Lovecraftian, I think (although I've unfortunately not gotten around to reading any Lovecraft). For example, I have a paladin in my party, and they used Sense Good and Evil. We have it set up to be more unconventional, being able to sense something's nature, not just a celestial, fiend or undead. So, they were in this nightmarish realm that mirrored reality. The paladin used Sense Good and Evil. I described a feeling of utterly crushing evil, surrounding them and making up everything. They hadn't seen anything terribly unsettling so far, so it was one way to start making them uncomfortable (within their boundaries).
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Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
SPAMTON G. SPAMTONFOR [[present]]IDENT!
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I've been thinking about this as I write a cosmic horror D&D adventure. I know I would try to consider the following things:
What would you do?
What is the intention for visitng this location? Lovecraftian horror is about the undescribeable and the unknowable. My suggestion this by having some kind of ever present, unquestionable rule. Don't look up. Always wear red. Stay away from the sea at twilight. Then, add some horrible punishment for doing breaking the rule. Insanity, disfigurement, or being reduced to an object.
Don't bother with questions like "What is doing this?", "Why are these rules set?", or " How does it happen?" It is impossible to know, perhaps attempting to know just makes things worse- or people exploit fake answers for their own gain. That's the "horror" part. Litter the consequences of obeying and disobeying these rules through the location to show how this location is different (or not so different) from the normal.
Although, in a traditonal D&D adventure, usually the adventurers come in and fight whatever is causing all the trouble, so not having an answer means making this some unquestionable world decision as a setting for some other adventure. More modern lovecratian stuff leans into the trendy cosmically sized tentacle monsters like cthulu, but I kind of find that overused and not very scary- but it can work.
The problem with Lovecraftian horror is there isn't any "winning" you can do, so there isn't much agency for the players. I don't really see how you could make a full campaign out of it. A one-shot or short campaign of 3-4 sessions of just running away from stuff trying to survive sure, basically like the Tomb of Horrors but without the "puzzles".
I feel that for the most part, it really depends on the setting you have. I've always found with horror that it's good to establish a sense of false calm first, even though they understand that it's going to be a horror session. 'Unsettling' is a big part of Lovecraftian, I think (although I've unfortunately not gotten around to reading any Lovecraft). For example, I have a paladin in my party, and they used Sense Good and Evil. We have it set up to be more unconventional, being able to sense something's nature, not just a celestial, fiend or undead. So, they were in this nightmarish realm that mirrored reality. The paladin used Sense Good and Evil. I described a feeling of utterly crushing evil, surrounding them and making up everything. They hadn't seen anything terribly unsettling so far, so it was one way to start making them uncomfortable (within their boundaries).
Star Trek enthusiast, UTDR fan, Dean Winchester lover, and aspiring author/artist.
SPAMTON G. SPAMTON FOR [[present]]IDENT!