
Though it was originally conceived as a fairly by-the-numbers D&D style campaign for Castles & Crusades, the more I think about my Freed Lands setting, the more Cthulhu Mythos-influenced it becomes. I don't know if that's a byproduct of my reading a lot of Chaosium material since the BRP rulebook was released, or just a natural outgrowth of my conviction to have it be a setting more about terror and the unknown than one about magic.
I'm learning to embrace this tendency, but I think I'll stop short of going for full-on Yog-Sothothery for Freed Lands. I'm not interested in doing a fantasy Cthulhu game. I'm just reading a lot of the excellent Malleus Monstrorum, an encylopedic monster sourcebook for Call of Cthulhu, and letting some of the cooler entries influence my ideas about the place of the monstrous in my setting.
Fundamentally, though, it's still going to be a game about exploration of the unknown, rather than sanity-blasting things from beyond. Primarily, anyway: I'm not saying there's no place at all for sanity-blasting things from beyond. Just that it's not the focus of the campaign.
Yes, this is something of a vague post. More on this topic later.

I am beginning to think that I want to run a fantasy campaign for which no game system exists, which is simultaneously frustrating (because it means that I can't just pick up a book off the shelf and run it) and liberating (because it means I can quit looking for something already in print and figure out how to put it together myself).
