Howard and Edgar Rice Burroughs are fused with more esoteric authors like Clark Ashton Smith and whiffs of David Lindsey’s A Voyage To Arcturus to create a tapestry of squamous, atavistic cosmic terror. Obscure corners and nuggets of Appendix N that had receded into the mists of history, beyond the veil of public awareness are regurgitated forth, revealing a terrifying chimera that will change the way you run a game forever. The genius of Carcosa is that it both exemplifies what D&D is all about while utterly changing its fundamental nature. Today I stand before you anew, with hundreds of reviews under my belt, and over 30 sessions worth of play reports, to proclaim the worth: Carcosa is still the best campaign setting the OSR has ever produced. I applauded its creativity and stunning creative vision at the time but lamented its sometimes lackluster execution, unworkable house rules and at times maddening incompleteness. One of my earliest multi-part reviews was Geoffrey Mckinney’s Carcosa, a lovecraftian sword&planet hex-crawl set on the nightmare world of Carcosa, 153 light years from Earth, where mutated dinosaurs haunt the irradiated wastes and sorcerers invoke the Great Old Ones with obscene rituals fueled the sacrifice of their fellow man. Geoffrey McKinney & Chris Robert (Lamentations of the Princess)
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