![]() More important than a well-skilled character is an intelligent player, or even better, group of players. That said, min-maxing is a fairly pointless exercise in my experience of running Cthulhu games. ![]() Clearly based on this not all characters are created equally. You get 10 x Intelligence to improve any skill and 20 x Education to improve a subset of skills dependent on your occupation. These must be handled with unspairing realism, (not catch-penny romanticism) but when we cross the line to the boundless and hideous unknown-the shadow-haunted Outside-we must remember to leave our humanity and terrestrialism at the threshold.Īfter generating attributes one then selects an occupation. Only the human scenes and characters must have human qualities. To achieve the essence of real externality, whether of time or space or dimension, one must forget that such things as organic life, good and evil, love and hate, and all such local attributes of a negligible and temporary race called mankind, have any existence at all. To me there is nothing but puerility in a tale in which the human form-and the local human passions and conditions and standards-are depicted as native to other worlds or other universes. Now all my tales are based on the fundamental premise that common human laws and interests and emotions have no validity or significance in the vast cosmos-at-large. Lovecraft described the premise behind his works rather well in a letter that accompanied his submission of his short story "Call of Cthulhu": ![]() It is difficult to imagine a Stephen King without an H.P. Along with Edgar Allan Poe, Lovecraft can be considered the founders of American horror literature. In a nutshell, Call of Cthulhu is a roleplaying game based on the works of the American horror author H.P. One of my more enduring campaigns of late has been a Call of Cthulhu game. "In his house at R'lyeh, dead Cthulhu waits dreaming." "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" ![]()
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