Anatomist wrote:The rules might say so, but im not of the opinion of "have to be near madness" to cast/understand spells. Im of the opinion of making spells more accessible to the PC, not that it should be easy... In my experience of 15 years fooling around playing rpg's is that i once have gotten mythos knowledge, could never use it as my character went mad after few minutes. Was frustrating.
How interesting wouldn't it be (roleplaying wise) that the Phd in anthropology did understand what was happening, that it was a spell by a being far more powerful then himself, and that he could use the knowledge to defeat the being, help the group, instead of going mad for 1d6 months? or go catatonic for the rest of the campaign?
Philosophically, I agree that this would be fun to play out, peeking into the life of a human who begins to wrestle with his/her mythos knowledge and begins to test their powers, with successes and failures. I would not want to be anywhere near that fictional person in Real Life, but playing this out in our game would present all sorts of excellent roleplaying opportunities! If we get a superior roleplayer to handle this task, one who can subtly juggle the moral, psychological, and physical/extra-physical implications, then I'd be willing to run with it and let the story sort itself out, and will not shy away. I would not refuse someone the opportunity to burn brightly, yet flame out quickly in our game!
The seduction of a team member by the powers/elders and that team member's decent into madness would be VERY interesting to explore, although I believe that there would be a strong tendency for it to end badly, gruesomely, disturbingly. It would be glorious!
Anatomist wrote:Dear GM be evil but let the PC play the role he made the char for
(a little while) before he go bananas
I plan to add or enhance areas in the game where our teams might "recover" to some extent, but these areas would become noticeably less frequent and effective in the latter chapters. If a character chooses to dabble in the mythos, then they must accept the risk of going bananas... I will prolong the Fun (capital "F") as long as I can, and will do my best to make sure that the characters don't flame out too quickly. I'm looking forward to some enthusiastic debate about the insanity rules.
Job.