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Sandy Petersen 🪔

@SandyofCthulhu82,005 subscribers

Game Designer and Father of Lovecraftian gaming. CEO of Petersen Games. Also Doom, Age of Empires, etc. Subscribe for exclusive game insights & history!

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It's important to know that the Thing which is sometimes called a "camel spider" is better called a solpugid or solifugid. It's not a spider at all. It has no venom glands, and kills prey by crunching them up with their massive jaws (the most powerful for their size of any animal). A really big one can nip you, and probably draw blood if you let it hang on long enough. But no venom of any sort. They just look super scary. I kept one as a pet for a while but it was a pretty terrible pet because all it wanted to do was escape the terrarium 24/7. Spiders, scorpions, and mantises are way more chill.

It's important to know that the Thing which is sometimes called a "camel spider" is better called a solpugid or solifugid. It's not a spider at all. It has no venom glands, and kills prey by crunching them up with their massive jaws (the most powerful for their size of any animal). A really big one can nip you, and probably draw blood if you let it hang on long enough. But no venom of any sort. They just look super scary. I kept one as a pet for a while but it was a pretty terrible pet because all it wanted to do was escape the terrarium 24/7. Spiders, scorpions, and mantises are way more chill.

357,162 Aufrufe

Cthulhu is NOT an aquatic entity. August Derleth infamously tried to categorize Cthulhu this way. And of course, Cthulhu does have feelers on his head. But he is not from the sea. He is imprisoned under the sea, and it's a prison partly because of the sea. In his million-year war against the Elder Things, both sides were amphibious. Cthulhu seized the land, and forced the Elder Things to retreat to the water against their will. The land was clearly the more desirable possession. (video by AI Playground) 1/2

Cthulhu is NOT an aquatic entity. August Derleth infamously tried to categorize Cthulhu this way. And of course, Cthulhu does have feelers on his head. But he is not from the sea. He is imprisoned under the sea, and it's a prison partly because of the sea. In his million-year war against the Elder Things, both sides were amphibious. Cthulhu seized the land, and forced the Elder Things to retreat to the water against their will. The land was clearly the more desirable possession. (video by AI Playground) 1/2

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Wendigos are more scary in every way than werewolves. Fight me.

Wendigos are more scary in every way than werewolves. Fight me.

24,365 Aufrufe

Mom (93) is in surgery (gall bladder). Drove dad (97) here to wait for her. They’ve been married 72 years.

Mom (93) is in surgery (gall bladder). Drove dad (97) here to wait for her. They’ve been married 72 years.

13,666 Aufrufe

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Way back in 1975, the early days of D&D, my friend Steve created a huge single-floor dungeon. Instead of traveling up and down to get to harder sections, the monsters (and treasures) got higher level as you wandered further from the entry. The rooms were sorted into clear neighborhoods. It was innovative for 1975. In the exact middle of the place was a chamber with an enormous pile of loose bricks. The bricks detected as magical, so naturally we piled as many as we could into our packs to carry out of the dungeon. Our plan being to figure out what they did later on. We could only carry a hundred pounds or so at a time each, so had to keep going to the central chamber and returning. Eventually we noticed that the pile of bricks we'd stacked in our wagon outside the dungeon wasn't getting bigger, and we figured out that the bricks' "magic" was that they randomly over time teleported back to the central chamber. So what? Well, our party members were always encumbered with bricks, moving at the slowest rate of 6" per turn. And the dungeon's monsters were packed with slow, but tough, things like mummies, giant slugs, shambling mounds, golems, etc. Which now could catch us. We were also going along a predictable route - to and from the chamber, so the smarter monsters set up ambushes for us. Really it was one of the most subtle and clever holistic "traps" I've ever seen, because everything worked in concert. There was no lock to pick, no pit to avoid. It just depended on greed and the dungeon's natural layout. Calling you out though Steve because that was a dirty trick, but what a fun dungeon. Later Steve got a job with TSR and designed one of their minigames (Saga, if you're curious). Even later, he got me in touch with Greg Stafford of Chaosium which eventually allowed me to publish Call of Cthulhu with them and launch my gaming career. So I guess I owe all to Steve, despite those damn bricks.

Sandy Petersen 🪔

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The Nail Gun in Quake.

Sandy Petersen 🪔

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