Roleplaying Tips Weekly E-Zine Issue #340
10 Monstrous Tips
Contents:
This Week's Tips Summarized
10 Monstrous Tips
- If The Monster Is Smart, Treat It As Such
- Excitement, Involvement, Emotion
- Not Always The Ambush Or The Charge
- ...And Not Always A Combat Encounter
- Us vs. Them and Them vs. Us
- Use Your Surroundings
- Save The Best For Last
- Upbringing Is Important
- He Who Runs Away
- Plants Can Be Dangerous Too!
Readers' Tips Summarized
- Is Magic Overused?
From: Jason Brisbane
- Hand-Crafted GM Screen And Minis
From: John Blair via the GMMastery List
- Handling Rules Lawyers
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A Brief Word From Johnn
Making Magic Items Interesting Supplemental Now Available
Over the holidays, I posted Making Magic Items Interesting:
Supplemental #22. It contains reader tips and articles about
making that lowly +1 sword a roleplaying and campaign
gold mine.
Thanks to Matt Craft, Dave Schaefer, Karo Laakso, Shahed
Sharif, J.L. Ford, Jeremy Hogg, Craig Fraser, Hayley
Hummerston, and Matthew G.
Get the supplemental here [TXT].
Holiday Contest Finished
The holiday contest is over and winners contacted. Thanks to
everyone who entered. And thanks to the contest prize
sponsors:
Expeditious Retreat Press
Ronin Arts
I thought you might find the contest statistics interesting:
# of Prizes: 23
# of Entries: 72
# of Entrants: 32
I'll be posting the entries in future issues of this e-zine.
Stay tuned.
Happy New Year!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
10 Monstrous Tips
1. If The Monster Is Smart, Treat It As Such
From: Aki Halme
When playing an NPC that is exceptionally intelligent or
quite simple-minded, one way to GM this would be to use
various levels of plans and contingencies.
- A low intelligence creature can, given the time and the
need, make one plan and stick to it. If the situation
changes unexpectedly, the creature has great difficulty in
adapting.
- An average intelligence creature can adapt better, so it
can think of at least one what-if for the plan, and have the
preparations for it in place.
- High intelligence and genius level creatures have prepared
for several scenarios and multiple contingencies, and even
contingencies within contingencies.
For example, a low intelligence goblin horde might have
realised they could be facing the usual fate of being
overrun by armored knights. As a result, they have prepared
pikes and perhaps even a trench. When the opposition does
not charge in with cavalry and instead opts to use missile
weapons, the goblinoids can't adapt in a coordinated
fashion. They may charge, break and flee, or stand, or all
of the above at the same time.
Similarly, the lair of the horde has probably been prepared
against the most obvious attack routes, but if they are
struck in some other fashion, such as sappers breaking a
wall rather than an assault against the gate, things get
confusing.
At the other end of the scale, a well-planned dark elven
ambush would involve quick and effective preparations
against the most probable countermeasures, and several
escape routes and rendezvous points planned with traps and
lures at key points. The team could work well together and
be able to adjust without difficulty to changing
circumstances. It is even possible that the team could've
scouted the PCs ahead of time and prepared some customised
tricks to prevent the PCs from co-operating effectively. The
drow could've anticipated their campsite and prepared it in
their favour, maybe even subtly sabotaged the players' gear
or infiltrated their ranks.
Highly intelligent creatures might well have some surprises
up their sleeves. These too are best prepared beforehand. A
good GM ploy would be to have several tricks thought up and
written down. Eventually something comes up that can use a
trick in a particularly spectacular fashion. The players are
also a great source of ideas for ingenious use of skills,
gear, and stats.
Give the impression of a highly intelligent opponent by
thinking ahead of time how the scene will unfold, and
preparing several what-ifs. The NPCs can then adjust on a
moment's notice by using the plans that the GM spent a long
time doing, giving the impression of superior intelligence.
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2. Excitement, Involvement, Emotion
From: Aki Halme
Consider three aspects of the RPG monster: excitement,
involvement, emotion.
Monsters tend to carry and give out a licence to kill, but
the slaughter should have a point. Sometimes it is
educational - this is how the system works. Sometimes the
idea is simply to boost the characters with EXP and loot.
Mostly, however, the encounter with the monster serves one
or more of three key goals:
- They are a challenge and provide players opportunities to
shine and solve a problem.
- They have a role-playing purpose or plot-related purpose.
- They trigger an emotional response.
A great monster does all three: it provides excitement and
creates (or denies!) a sense of fulfillment, it builds the
ongoing storylines, and has the players respond emotionally.
For the challenge, the monsters and the environment can be
staged together as a scene. Consider how the monster fits
in. Does it know the area better than the PCs, or is it out
of its element? Does its mass and size play a role, or can
it move in a way different from the PCs? How does the
weather affect the monster (or vice versa)? Giving the
monster a unique setting makes for a more gripping scene.
The monster should usually not be there by chance. The way,
time, and place it attacks, and the number and types of
monsters present, are ways to discreetly give the players
information about ongoing plotlines. If there are survivors
on both sides, all the better.
A monster can evoke awe, disgust, pity, hatred, fear, even
affection, depending on how it's played. Decide first the
emotion you seek to cause, and then find the means to evoke
it. Don't leave your cadre of players feeling nothing.
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3. Not Always The Ambush Or The Charge
From: Aki Halme
Find variety in how the monsters fight. Magic, special
powers, and special movement give new options, as does the
lack of conventional morality, and of course, the
environment.
Minor enchantments turn hostages into cannon fodder forces
for their would-be rescuers to waste attacks on. Troops
capable of three-dimensional movement (or more, with spells
like dimension door and planeshift) make flanking and
surrounding much easier and taking higher ground faster for
clear missile or ranged shots.
Burrowers and wall climbers can force the player characters
to fight in all six major directions at once - back and
forth, left and right, up and down - getting a real sense of
what "surrounded" means.
Traps and invisibility, ability to move through walls,
rockslides, tidal waves, fire - all open possibilities that
give specific monsters an edge. Consider also that monsters
occasionally have priorities other than defeating the PCs,
such as ensuring that a fellow monster is conveniently slain
by the heroes so that the surviving monster can take the
credit and not need to share the spoils.
Always try to make at least two battle plans for the
monsters, and consider joining them, which gives a third
battle plan. An intelligent monster would pick the best
option. A horde of less smart creatures might use all those
options at the same time, leading to chaotic and suboptimal
tactics. Sometimes smart monsters use suboptimal tactics as
well due to reasons of their own.
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4. ...And Not Always A Combat Encounter
From: Aki Halme
Trade, negotiations, religion, odd jobs in weird
neighbourhoods - all provide chances to meet the monsters
without drawing the blade. This opens far better
opportunities for roleplaying the alien mindset than a
combat encounter does. "Would the kind humans give a coin to
this poor mother orc so she does not need to eat her young?"
It can be an awkward and unusual situation for the noble
hero to find himself needing to hire orcs, or work for them.
More puzzling yet is to end up being rescued by them.
Try to find ways to have the PCs interact with the monsters
peacefully, or at least have the (apparent?) option to do
so.
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5. Us vs. Them and Them vs. Us
From: Aki Halme
Prejudice and racism go easily unnoticed when something is
given a suitable derogatory label. Consider whether the Us
vs. Them thinking is appropriate for your game, or whether
something more complex would be in order. Perhaps there is
something to be admired in the orcs despite their numerous
flaws? Perhaps those fighting them are not on quite as noble
a mission as they let others believe? Are the ways of the
Blind-Eyed Temple and the Good King Tyrannos truly the only
ways of virtue?
While keeping to the gospel by and large, an occasional hint
that things are not quite as black-and-white as the powers
make them appear to be can get the players thinking. The
festering doubts about how justified the anti-orcish cause
of shoot-on-sight truly is can lead to a story of its own,
with the ex-PCs adopting more heretical views about what-
everybody-knows-to-be-true.
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6. Use Your Surroundings
From: The Wanderer
The monster's location is good for more than just flavor
text. In swamps, monsters can hide in the murky water
(concealment bonus). In forests, trees offer the best hiding
places (cover bonus). In modern games, use the buildings.
Abandoned warehouses, dilapidated restaurant shells, burnt-
out office buildings...each has its own dangers, and each
presents opportunities to the monsters.
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7. Save The Best For Last
From: The Wanderer
If your monster has an always-hit, such as a dragon's
breath, it becomes an important part of the tactical scene.
A Jumping Jack in D20 Modern has fiery breath, but prefers
to "play" with its prey. It's more likely to reserve the
breath weapon until it's needed. Conversely, the Mongolian
Death Worm knows full well that its touch can kill, and
loves to use its touch attack at all opportunities.
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8. Upbringing Is Important
From: The Wanderer
Whether it's an intelligent dragon or a genetically-
engineered humanoid, how a creature is raised determines a
lot. A moreau (genetically-engineered animal humanoid) in
D20 Modern might treat humans as superiors, parents,
monsters, or as slavedrivers. It all depends on how the
moreau was raised.
Of course, upbringing isn't everything. Wolves, even when
hand-raised from pups, will never be fully domesticated.
(As the old wolf-dog owners' saying goes, "When you scold a
dog for chewing your sofa, he's sorry he chewed your sofa.
When you scold a wolf for chewing your sofa, he's sorry you
have such an unhealthy attachment to your sofa.") Just
imagine what that oft-referenced "domesticated" gryphon is
like. "He left a horse on the doorstep again? Whose?"
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9. He Who Runs Away
From: The Wanderer
Animals, unlike some other monsters, have few pressing
reasons to fight. Most of the time, an animal will run like
the proverbial scalded cat when confronted by a human. The
primary exception is offspring: most species will fight to
the finish to protect their young because that's how their
parents protected them. This means sword-swinging rangers
should go for a Spot check before killing Mama Grizzly to
spot the cub she's protecting....
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10. Plants Can Be Dangerous Too!
From: Wolf Bergenheim
Instead of having that Fabled Treasure(tm) guarded by
traditional monsters, give it the protection of some meat-
eating plants!
Some examples:
- Strangling plants. These vine-like plants wrap their
victims in vines and softly squeeze them to death. The
surface of the vines are coated with tiny hairs that inject
a paralysing agent. When the victim has stopped moving, the
vines will dump the victim into the feeding pouch - a pouch
filled with digestive acid and large enough to hold a man.
- Flytrap. These plants lay on the ground and look like a 4m
x 4m mossy clearing. When more than 6 trigger hairs (they
look like some kind of fragile flowers) are touched, the
whole plant will start rolling up, and hidden arrow-like
thorns emerge to puncture the poor victim. The plan feeds on
the blood that spills out. The rest of the corpse is dumped
on the ground and the plant will unroll on top. These
corpses make the ground look a little bumpy. A soft
crunching sound can be heard when stepping on old bones
under the plant "carpet".
- Crushing plants. These trees look normal. The dangerous
part is that they feed on decaying corpses. To catch
victims, they drop large (50 cm) acorn-like "bombs" on
passersby. If someone is knocked out, he will quickly be hit
by a few more. The tree has thin sensor roots around it.
These roots detect if something is stepping on them, and
that is how the tree knows where to aim. Once the victim is
no longer moving, the tree will start growing tiny roots
that wrap around the victim and pull him tightly to the
ground. Now the tree waits for the corpse to start
decomposing and will then feed on it.
- Thorny bushes. These shrubberies look ordinary, except
their thorns are extremely sharp and coated with a substance
that accelerates bleeding of wounds. If someone would walk
through these they would probably not reach further than a
few meters before succumbing to blood loss from the wounds
caused by the thorns. In addition, the branches and thorns
are surprisingly tough (comparable to iron).
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Readers' Tips Of The Week:
1. Is Magic Overused?
From: Jason Brisbane
Hi Johnn,
I thought I'd send you a note about some thoughts that have
taken place over at the Harnlist on Yahoo! Groups.
My thought was: Why tell the players that your world/system
is magic rare? In my game, which is more magic rich than
"normal" Harn, there are mages in my game, but the laws of
the land (and the Mage guild) tell them not to use "overt"
magic. Peasants and the like are mostly illiterate and only
hear tales from their youth, or from bards or returning
warriors back from the Wars. A mage (and magic) is generally
unknown, and thus feared. Peasants shun mages and point at
them, maybe protecting their kids from them and locking
their doors. Thus mages need to be more subtle to protect
themselves from having other mages attacking them for
bringing the "brethren" into disrepute.
I think that a magic-rare setting helps us learn that magic,
with the powers and abilities it grants us, is not the only
way to play a game. Sure, you can throw 30 goblins with a
few goblin mages and clerics to back them up and prepare for
a war, or you can do what I did...
In a manor, the PCs were set up for murder by a noble woman
who was the daughter of a duke that they had "taken land
from" by saving the king's life. The daughter wanted to "get
one back" for her dad and set the PCs up. She did it with a
common healing potion (makes you unconscious for 20-40 hours
after which you feel great, if a lot hungry, and healthy), a
servant woman whose testimony is worth nothing compared to a
noble, and her own feminine charms.
The PCs had to go hunting for clues by themselves, and one
of them was locked up for the murder of another noble. The
PCs, who were free to roam around, had to present the info
to the lord while not pointing fingers specifically to the
noble lady because they are not nobles, and thus have no
power.
And not once did magic come into it!
I think a lot of people tend to use the magic aspect to
enhance the game when non-magic means can be used to
completely throw off the PCs, making them think for a change
instead of hack'n'slashing at everything.
Don't get me wrong, I love magic and try to use it at every
turn (I play a gnome diviner in another game), but sometimes
we need to take a step back and make sure that we are using
some of the more subtle methods of GMing. After all, burnout
is common for GMs and it really does help to slow down once
in a while and "smell the roses."
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2. Hand-Crafted GM Screen And Minis
From: John Blair via the GMMastery List
Personally, I love using graphic art when I game. I am fond
of using Magic the Gathering (also known as Magic the
Obsession) cards in my games. I created stats for the
monsters to work with the game system I was running, and
added them to the game.
I also download occasional artwork and still go to game
shops and buy from the boxes and boxes of cards for various
systems that so many of these shops have.
I made small clay stands that hold single cards upright and
now I can use them as figurines on the tabletop. I have
found my players love the visuals, and it gives me an almost
unlimited supply of "figs" that I can use to game with.
When I do not have enough cards of a single monster to make
a group, I have small cardboard pieces that say Front and
Back on them. Sometimes, I use the card to show the monster,
and then use the markers to represent them on the board.
My DM screen is made from thin plywood (1/8 inch) and clear
plastic. I got a thin (1/8 inch) piece of plexiglass at a
hardware store, drilled small holes down each edge, and
laced it together to form the hinges. The far left panel is
plywood, and the far right panel is plexiglass backed with
1/16th inch plywood. The center 2 panels are clear. I use
the left panel to roll the secret dice I need as a GM, and I
have also added paper clips glued into location on it to
hold index cards of info. The far right is where I place a
printout of an appropriate picture to set the atmosphere of
the session. The center sections allow me to still have the
advantages of a screen to hold up stuff, and yet being
clear, allows the players to see and approach me as the GM.
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3. Handling Rules Lawyers
Rules lawyers are a tricky bunch. A great way to deal with
them is through good communication. My group has rules
lawyers, and this is my policy: the group votes on any rule
interpretation that anyone disagrees with, and then we keep
it consistent for the rest of the campaign.
Another policy is: the GM can veto or override any rule,
house or official, as long as the players know in advance or
aren't instantly harmed by the new ruling, and the GM plays
it that way for the rest of the campaign.
The last policy is: the GM's word is final on all matters.
They key for our group was to discuss these three policies
(we did it in the middle of a campaign a couple of years
ago) and have _everyone_ agree. If your group agrees to
these then they have a stake in abiding by what they've
agreed to, including the rules lawyers. If a player doesn't
agree, you can't continue until a compromise is made or the
player leaves.
Another key is keeping things consistent. I try to be a
fair GM and the players sense that and thus trust my
judgement. They know I'm not out to screw them during games.
Feel free to propose other policies like, "no bickering or
whining after a rules decision," or "all rules objections
should be noted and dealt with between games."
If the players in your games decide to argue about the
spirit and wording of the policies, then you might need to:
- Make policies about the policies. "The group votes on any
policy interpretation that anyone disagrees with, and then
we keep it consistent for the rest of the campaign".
- Write every policy down and create a group charter. Have
everyone sign it.
Rules lawyers are often right. Their source of enjoyment
comes from mastering the rules. So, in my group I try to
channel that energy. I almost always refer to one
particularly stringent lawyer for his ruling. If I agree I
go with it. The rules lawyer is happy because he was
consulted (in front of the whole group no less! ;) and his
advice was considered. Rules lawyers also make for great
rules consistency during campaigns.
Hope this helps.
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