Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
I've developed some ideas on how to correct the problem of giving the
Great Old Ones (GOO) something of a micro-managerial role. Some persons
might think this doesn't suits them. GOO don't need to scheme and plot.
They simply are, and they tempt other people to scheme and plot on
their behalf by virtue of their being. DG isn't about the monsters, but what people do with
and on behalf of the monsters.
1. The Cult of Cthulhu: An emphasis needs to be placed on the free will of the cultists here. The most powerful of Cthulhu's human servants are those who had already begun practicing foul rites to the sleeping god in the name of their own personal gain, and they were the first to hear the Call. Upon entering the Xothian dreamscape they became aware that "they are not alone in their adoration of the dweller in the deep." With their worship Cthulhu had provided them status and power through sorcerous means, now he would collect on the debt. These cultists were charged with "preparing the way" for the rising of Rl'yeh, and soon a plan was formulated. From there the dreams began to visit other individuals who would be useful to the cause and in that nighttime reflection of Rl'yeh the power-hungry and foolish chose to serve willingly.
2. Abhoth: To fully comprehend the creature known as Abhoth, one cannot think of it as a singular alien intelligence. Instead, the continually mutating and propagating monstrosity can be more clearly conceived of as a multitude of intelligences that share a sympathetic telepathic bond. Abhoth is ever-spawning, but Abhoth's children are, also, Abhoth. Eihort, Glaaki, the beast of Abandon, all are Abhoth yet distinct. When these "spawn" are in proximity of one another their distinctive traits begin to melt away and they form a collective thought process. As they are separated physically, however, as the distance grows they are more likely to develop distinctive traits, mutating into yet another Abhoth.
Likewise, humans (and other creatures) that are subsumed into Abhoth have their identities incorporated into the greater schizophrenic whole, but their individual wills are drowned out by the hegemonic crowd of voices. Worse, the fluid nature of the Abhoth organism prevents a consistent physical form being maintained by any cultist who has undergone this sort of transformation (known amongst the cultists of Abadon as "the black baptism" as the ritual requires submerging into one of the oil pits where Abhoth dwells). As Abhoth physically changes the human form it soon becomes apparent to onlookers, making the "baptized" cultists unsuitable for long-term direct interaction with the wider populace. Instead, Abhoth is required to rely upon fully human servitors who can serve its will on the surface world. These conspirators, seduced by promises of immortality, power, and material gain, agree to serve the will of the Cosmic Cancer.
Now, admittedly, this still places Abhoth at the top of the pyramid, scheming and plotting. However, it also allows for people to have a choice, and to choose evil.