Part 3 is the fact that for the first time in history, a book is NOT for the players. The players shouldn't even know of this book's existence. The spells in it are NOT for the players; they're all for the dark cults that exist in this setting. The heroes have no way to get hold of these spells, so each one they encounter will be a new and horrific revelation...

Everything in Eldritch is a secret. It's all spoilers, from the <censored> to the <redacted>. 

See. It's so secret I can't even talk about it here. :D 

But the point is, the players shouldn't know what's going to happen to them (or have any of the answers). They should be drip-fed their sinister doses of darkness through the game, finding out about the new dark world they've found themselves in.

And that is what's most exciting (to me): telling a story of mystery where the players are struggling to keep their characters alive. I've made no secret that I think 5e is way too easy, and Eldritch adds a layer of difficulty never seen before.

Sure, they might be filled with bravado and unafraid of everything in the first session, but by the tenth (and each of them has five or six points of Dread); suddenly it's a whole new ball game (a game in the dark where they don't know the rules and the "ball" is probably a beholder).

And that's the crux of Eldritch. Mystery and a dark mystery. The more they discover, the more they will come to fear the night...

More tomorrow.

Stewie
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