Post by doublejig2 on Jul 29, 2022 16:17:32 GMT -6
from Dice or Die
monsters
Certain areas or sometimes the whole body would be uncannily shriveled or compressed, and atrocious collapses or disintegration were common. In the last stages—and death was always the result—there would be a graying and turning brittle…—H.P. Lovecraft, “The Colour Out of Space”
Continuing, with fear, consider the quote above. The concise, clinical, and altogether very blood-curdling accounting of the described mortal illness, by itself, might orient a GM to the pivotal in a running campaign, e.g., horror as focus statement. And, after some grim self-perusal, perhaps this pronouncement then unleashes the GM. If so, detailed examination of this work, both multi-faceted and cutting, recovers the reality of gruesome, peculiar, and wretched extended death.
And, the quoted words are gifts from a larger work. Its title has the “Colour Out of Space” as in both arriving from space (cosmic) and also a color(lessness) that is both cramped and crowded in upon to form a grotesque firmament—The corpse as place.
GM let such particularity shatter the mind. Then the sensual reeks. The core evil is in fact summoned from outside (perhaps by a “lich not here”). A nauseating strain grips again at a burgeoning and ghastly hell. The sallow die. The collected heaps are of cadaverous dead. And, early on, bending the ongoing story, the agonizingly putrid, incubating mobs of the wan, frail, and undead hunt and linger. All of these forces drive the action forward. They pit themselves against the party. Like surging, threatening, flooding waters in the film, The Poseidon Adventure, they short the clock. Thus, through all senses now one must face the grey. There is no quarter. All of these punish hope.
...
This prose describes unfolding action that follows from Michael Proteau and Bill Web with Necromancer Games' Shades of Gray, which I give citation to in the book.
monsters
Certain areas or sometimes the whole body would be uncannily shriveled or compressed, and atrocious collapses or disintegration were common. In the last stages—and death was always the result—there would be a graying and turning brittle…—H.P. Lovecraft, “The Colour Out of Space”
Continuing, with fear, consider the quote above. The concise, clinical, and altogether very blood-curdling accounting of the described mortal illness, by itself, might orient a GM to the pivotal in a running campaign, e.g., horror as focus statement. And, after some grim self-perusal, perhaps this pronouncement then unleashes the GM. If so, detailed examination of this work, both multi-faceted and cutting, recovers the reality of gruesome, peculiar, and wretched extended death.
And, the quoted words are gifts from a larger work. Its title has the “Colour Out of Space” as in both arriving from space (cosmic) and also a color(lessness) that is both cramped and crowded in upon to form a grotesque firmament—The corpse as place.
GM let such particularity shatter the mind. Then the sensual reeks. The core evil is in fact summoned from outside (perhaps by a “lich not here”). A nauseating strain grips again at a burgeoning and ghastly hell. The sallow die. The collected heaps are of cadaverous dead. And, early on, bending the ongoing story, the agonizingly putrid, incubating mobs of the wan, frail, and undead hunt and linger. All of these forces drive the action forward. They pit themselves against the party. Like surging, threatening, flooding waters in the film, The Poseidon Adventure, they short the clock. Thus, through all senses now one must face the grey. There is no quarter. All of these punish hope.
...
This prose describes unfolding action that follows from Michael Proteau and Bill Web with Necromancer Games' Shades of Gray, which I give citation to in the book.