Posts Tagged ‘Cthulhu’

Fictioval: The Great Old Ones must DIE!

What is the main problem with H.P. Lovecraft’s fiction? All of his protagonists are such weaklings! Only pasty academic nancy boys flee at the sight of great, ugly critters like Cthulhu or Yog-Sothoth. Real heroes FIGHT! Real heroes KILL! Real heroes kick those nasty critters so hard, they won’t WANT to come back for untold eons, for fear that the heroes are still around to kick them some more.

Eat cultists for breakfast. Kill all thousand young, and then go deal with mummy goat. Make a R’lyeh special seafood pizza – the one with anchovies, extra cheese and Cthulhu! Call Hastur names – then go give Azathoth a rude awakening.
In this scenario we fix what has been wrong with all Cthulhu roleplaying ever: we get rid of all the boring investigation. Instead, you get to kill countless puny minions, then have an EPIC boss fight against some of the most badass enemies you could possibly imagine. We stock up on big guns and other powerful weaponry, find some great rides and then we go blow up stuff. Why is Cthulhu stories always about madness? Let’s talk more about GORE!

The above is my take on a grindnight scenario preview. The idea is to take three or so of the meanest baddies from the collective works of the Cthulhu mythos, glue them together with a trail of weak minions for the heroes to eradicate, and power it all with a system that emphasizes cinematic action over realism. I’m thinking that it should be set in a futuristic kind of setting with loads of high-tech weaponry and gizmos, allowing people to fire tiny nukes into Cthulhu’s gob, and other crazy things. All in all, this seems to swing well with grindnight’s theme of gore, badassery and slight political incorrectness (or less slight, as the case might be). It is not my favorite FictioVal preview, but I could definitely see the scenario work. It does, however, need a proper system to order the fighting so it is at the same time epic and neither too lethal nor too easy. The system should further the narration of the battle more than the tactical play – though some tactics might be nice in order to make the boss fights seem more awesome.

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