CapnTthePirateG wrote:If you really wanted to keep the "oh my god there's something terrible inside me" you'd probably just work with "regular" old mental illness rather than weird racist crap. This even fits Lovecraft's biography (IIRC) as his mother had a breakdown when he was young, got institutionalized, and basically gave him a fear of mental illness. You could certainly run something where instead of being "a fish dude" you have a family history of Alzheimer's instead (speaking from experience Alzheimer's is terrifying) and you come up with some kind of mechanic where you try to prevent this instead.
Longes wrote:It doesn't have to be societal. Finding out that you've been born with a genetic disease, or inherited the secret debts of your parents, or are under a family curse because your grand grandfather sold his soul to Satan. It's, in a narrow sense, the horror of being fucked by circumstances of birth, and in the broad sense the horror of just being fucked by the circumstances outside your control.
Yes, exactly. "Turning into a Deep One" can be a metaphor for more than one specific thing, and what it is used as a metaphor
for, exactly, depends entirely on context. If our Deep Ones are just average folks but with gills, then trying to paint turning into one as a horrific or bad thing is going to get you lumped in with NuNuWhiteWolf as a transphobe and possible Nazi. If our Deep Ones are actually intrinsically savage and murderous, more akin to the Wolfman or Chaos Spawn than Atlanteans, then we're in a different situation. Or, if
being a Deep One is explicitly a painful and unpleasant way to live, even if there were no bigotry or mindless violence involved you would not like the idea of becoming one. If the thing you're becoming is a thing you can recognize as being bad on its own merits, then turning into that thing can very easily be depicted in unequivocally horrific terms, whether they be those of a struggle against a horrible wasting physical disease or a struggle against mental illness or both.
Now, in the specific case of Deep Ones, that well has already been tapped. Trying to say "no, our Deep Ones are actual monsters" is still close enough to NuNuWhiWo territory that I'm not willing to make camp there. So if I'm going to play with turning-into-a-monster identity horror, it will be with some other kind of beings who do not already have a pre-existing backstory that describes them as being persons worthy of equal protection under the law and such.
CapnTthePirateG wrote:Really, a lot of the terror of Lovecraft is that his protagonists are all the same sheltered vaguely educated white dude actually leaving the basement for once in their lives, and then going back into the basement whining about how they met a black dude on the street. You're mining Lovecraft for the barely fleshed out mythos and evocative names, and most of his themes (aside from Scary Monster, AAAA!) get thrown by the wayside.
You also need to deal with players inevitably wanting to play sorcerers and cultists rather than generic boring sheltered white people.
If we're talking about an RPG, then Lovecraft's usual story beats and protagonists are mostly out the window anyway. Still, let's not use the weakest and worst-aged of his story elements as an argument to throw out everything wholesale; I think that a lot of the themes are worth salvaging. The frailty and irrelevance of humanity especially - as others have pointed out, playing from the cultists' point of view promises to be a lot more fun, and then you can engage with questions like "if power is on offer and the human race is meaningless, why wouldn't you throw away your 'humanity' for power?" Because, really, what separates a cultist from an investigator?
For Lovecraft, cultists were cultists because they were already degenerate non-Englishmen who had nothing to believe in. If you look at it from the POV of an old-timey xenophobe racist, it seems self-evident that a bunch of semi-human persons would lack any kind of culture with any higher ideals to strive for, so why
wouldn't they do baby massacres for Hastur? Really, any magical benefits to be derived from doing so are basically irrelevant anyway, since the main draw of doing so is just because it's in your nature to do horrible things like that. It's kind of like asking why Tolkien's Orcs would be willing to show up to work for whatever nickel-plated Sauron cosplayer declares himself Dark Lord this week; it's just what they do.
For us, however, we can look at it as a way to allow players to draw their own lines in the sand and identify their own values - OK, yes, I will murder a man in cold blood in the name of Hastur if it brings my wife back to life, but I definitely won't paint the walls with baby brains for any reason. I'll definitely learn the names of the blasphemies and study forbidden tomes and maybe sacrifice a few cats, but only because I need the knowledge to oppose a greater evil, such as that guy who keeps painting rooms with baby brains. This here is a case where applying some existentialism to the setting can introduce interesting problems Lovecraft never had the mindset to explore.
So let's not think of things as "cultists are insane." Neither "cultist" nor "insane" is a good word to describe what is going on here. What we are talking about is people who want things and who are are subject to corruption, trauma, and despair in varying degrees. From the
Call of Cthulhu OSSR:
FrankTrollman wrote:Call of Cthulhu's insanity system is trying to do three things:
- HP Lovecraft style Despair, where things become too much for characters so they give up and the story ends.
- Traumatic Stress, where people have horrible experiences and that leaves psychological scars.
- Mystical Corruption, where characters exposed to the black arts give up their morality and start murdering people to advance their dark knowledge.
So, this is kind of where I'm at - a game that is about people getting introduced to the existence of things that society doesn't acknowledge, and these people navigating a course for themselves between the temptations of power and whatever conscience they choose to retain. They come into conflict with other such people who may be further along this path than themselves, either having attained more power through long study or through retaining fewer scruples. Shake well and occasionally summon some kind of nightmare critter to strangle the other guy in his sleep.
CapnTthePirateG wrote:Unfortunately at that point we're just re-inventing Vampire, the Masquerade, and is that really what we're after?
So, this is a really huge question. Given that White Wolf Classic was able to keep to its "being a vampire is actually terrible" party line for the ten minutes between VTM 1e and
The Succubus Club, how are we going to do any better with keeping something horror-ey in a similar setting?
One of the things that makes being a cultist different from being a vampire is that you really can just
stop (early on, anyway). Once you're a vampire you have to actively kill yourself to stop, and you wouldn't want to because the downsides are few and downplayed and there are a boatload of upsides just for getting up in the evening. A cultist, however, has to be driven by something to do the things they do, and can decide at any moment that they just don't want it bad enough to paint that room with baby brains.
But, even putting it that way reveals the weakness in that position. Do you really have to get so grimderp as "painting a room with baby brains" for an RPG player to actually consider the morality of what their character is doing? Yes, probably, or else you're going to have a
really uncomfortable session where you have to contemplate real-life horrible things in real-life terms for the sake of keeping the in-game stakes suitably calibrated.
Like, vampire feeding as depicted in VTM is pretty much just drugging a stranger at a nightclub and raping them. That's what it is.
But no one plays it that way because that's way too real-life uncomfortable to justify whatever in-game thematic resonance the act has. Yes, if you dwell on the rape you are totally living out the Gothic-Punk Personal Horror. And then half the people at the table are leaving and never coming back because you have violated their comfort zone, and the other half are That Guy who isn't fazed by the rape at all and would actually like there to be more rape. Then you the MC throw out your box of d10s, burn your books, and swear never to play Vampire again.
So, if we're trying to stay away from the World of Darkness "superheroes with fangs" because ours is a game that's really about the horror god damn it, but we don't want to drive away every single person you might actually want to play a game with... well, fuck. Making the violence cartoonish or otherwise morally unobjectionable to blunt the mental impact on the players is what we're left with. So we're back to "the cult leader sics four cultists and a Byakhee on you; you blow the Byakhee in half with a shotgun and there is much rejoicing."
I think the other point of reference to keep away from here is Unknown Armies, but it is worth noting that the UA setting is way more mysterious and therefore closer to what I'm going for than the World of Darkness. Part of that might be because UA has fewer splatbooks and never gave a shit about actually writing any setting material, so I may be confusing incompleteness for successfully-executed authorial intent.