Roleplaying Tips Weekly E-Zine Issue #355
11 Monstrous Tips
Contents:
This Week's Tips Summarized
11 Monstrous Tips
- Even Monsters Need Someone To Understand Them
- Curb Your Monster
- Tweak Familiar Monsters
- Use Distracters
- Meanness And Preparation
- Monster Support Groups
- Mommy Loves You
- Monster Weaknesses and Risk Assessments
- Monster Ball
- Monster Clashes
- Sneaky Goblin Maneuver
Readers' Tips Summarized
- The Organized Game Room
- Encounter Idea: Under The One-Eye Banner
- Tip For Rolling x10 Dice
- Start Your Campaigns With Action Scenes
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A Brief Word From Johnn
World's Largest Dungeon One Sandwich At A Time
Next week I starting running the World's Largest Dungeon D&D
adventure at lunch. We will play twice a week, and with
roughly 45 minutes core gameplay each lunch, I calculate
we'll be done in 10 years. I'll let you know how it goes.
Thanks For The Monster Feedback
Thanks to everyone who filled out the monster survey last
week. All entries were anonymous, so I can't e-mail you
individually with thanks, but your comments and feedback
were awesome! Much appreciated.
Currently, I'm planning to release a freebie beta of a
critter or two to get some design feedback. If you'd like to
participate, drop me a note and I'll e-mail you when things
are ready.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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11 Monstrous Tips
Last July, Roleplaying Tips Weekly ran a contest for monster
related tips of all kinds. Subscribers responded with nearly
100 entries, and many prizes were handed out. Below are the
last, but not least, handful of entries from the contest. May
your critters live long and prosper!
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1. Even Monsters Need Someone To Understand Them
From: Aki Halme
Even monsters need someone to understand them - and that's
the GM. Monsters should have an identity - short term and
long term goals, values, fears, priorities. In most cases,
this can be kept fairly simple, but doing it at least on
some level gives depth to the encounter. Only mindless
creatures (such as golems, some undead, possibly some mind-
controlled or insane creatures) lack these. The motivation
for all but the most simple-minded of creatures should
consist of at least two different drives that interact in
decision making - more for highly intelligent monsters.
For example, consider a gang of goblins led by a single orc.
The goblins might be driven by lust and fear - lust for
conquest, loot, and causing pain on the one hand, fear of
outsiders, fellow goblins, and especially the big orc
leading them, on the other. The orc leader shares the lust,
which gives it common ground with the goblins, but fear is
not a driving factor. Rather, it is guided by pride. As a
result, the orc gathers an increasing number of goblins
around it and uses the gang to commit raids against ever
more challenging targets in search of bigger spoil. The
infamy resulting from this serves the orc's pride, and
increases the fear of the goblins in the gang and the fear
in other goblins that the orc recruits. The gang is kept
together by a combination of bloodlust and terror, but has
to keep moving or it is whittled away and eventually
destroyed. Should the orc fall or even be severely wounded,
the gang would self-destruct as a menace.
An aging vampire could be driven primarily by self-
preservation and thirst, but also from a need for company
and the thrill of the hunt. This leads to dilemmas in,
amongst other things, the choice of a lair and the level of
procreation. A secure place far from those capable of ending
its existence is hardly the best possible hunting ground.
Procreation gives vampire hunters other targets, provides
defensive strength in numbers, and means company in the
eternal night, but also makes the vampire coven a higher
priority for hunters and taps more deeply into the blood
reserves of the nearby communities.
When adding a monster, give some thought to how it thinks
and what it values. Some things are familiar and there by
necessity (such as self-preservation for most creatures),
others can be alien to human psychology, and familiar drives
can be either missing or in an unusual order of priorities.
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2. Curb Your Monster
From: vtdad
It near impossible to predict how a party is going to fare
in a combat or the one before that. I've run into situations
where I have a number of pre-planned encounters that prove
either too tough or too weak for the party of victims, er,
heroes. So, I provide some padding by holding some of a
creature's abilities in reserve until it's apparent the
characters can handle the full challenge.
Examples of special abilities that can easily be held in
reserve are: Spell Resistance, Damage Reduction (or the
requirements to beat it), Enlarge, Spell Use.
It's easy to explain why a monster didn't use "x" special
ability with, "because it didn't see you as a real threat,"
or, "it lost its ability to do that from a previous
situation." Naturally, these lines aren't handed over
verbatim, but perhaps discovered by the characters during
roleplaying, either with the defeated creature or back in
town by a local who knows.
A cool benefit is when the characters run into a fearsome
monster that normally has dreadful, "known" abilities, such
as a high Spell Resistance or Damage Reduction. The players
collectively groan in anticipation and then sit on the edges
of their seats waiting for the "stuff" to hit the fan.
This is a benefit that matures with age, too! After a few
combats with modified monsters, the party begins to soften
up and then goes into shock the next time they encounter
such a creature, which then pulls out all the stops and
blows them away. After that, the players always remain on
the edge during combats. Of course, a DM has to remain pure
to the ideal that the adventure is supposed to entertain.
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3. Tweak Familiar Monsters
From: Paul Darcy
I've always liked throwing in simple, small twists on
otherwise familiar monsters and encounters to give the
players a little variety and keep them on their toes. Often,
they suggest themselves as play progresses. For instance,
instead of harpies, the party might find themselves
surrounded by creepier skeleton harpies. Or maybe, for a
little color, that mage the adventurers meet is a bit
eccentric and has a pet chicken named Gertie as a familiar
(which gulps down that magic jewel they were asking the
wizard about). And, nothing says that the band of orcs about
to be faced can't have better arms and armor than typical -
a tougher, more interesting fight with usually easy-to-beat
creatures.
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4. Use Distracters
From: Casey V. Dare
Johnn, hello!
I have a monster combat tip for your contest that I call
"Distracters." These are rolled prior to initiative by the
party leader. I liked d100 but d20 dice are fine. I create
the scale for each beast based on their senses, environment,
disposition, and magic spells. If the roll falls within the
scale, the beast is "distracted" and the PC gets a free
move.
For example, during a fight with a red dragon, my scale
would allow for a "free move" on a roll of 20. One roll per
round. I would roleplay it by saying something like, "The
dragon lifts its head and seems to sniff the air, then it
screams and lifts off beating its wings. It flies to a
nearby hilltop and swoops down behind the hill. When it
rises into the air, a wildly bleating sheep thrashes in its
claws just before the dragon shreds it apart with its fangs.
It circles a few times, then turns back toward you. What do
you do?"
Distracters are easy to plan, and they keep a battle from
getting bogged down in boring exchanges of "you go, I go."
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5. Meanness And Preparation
From: Steve Davies
For every intelligent monster, I roll two stats: Meanness
and Preparation.
Meanness is a measure of the extent to which the monster
will go out his way to be mean. It gives me a quick and
dirty way to determine if the bad guys will, for instance,
stop to burn the town when it would be better tactically to
move out quickly. Monsters should be fought because they're
bad, not just because they are in the book.
Preparation measures just that: how prepared is the monster.
For instance, a monster with a high preparation will have
many traps in his lair, alternate ways out, and probably a
warning system or two. Those with low preparation are
basically sitting at home and watching the equivalent of
T.V. Note that while Intelligence can help be prepared, it
does not measure the same thing. And having a stat forces me
to think a bit about how the monster has planned for the
inevitable raiding party.
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6. Monster Support Groups
From: Steve Davies
Most GMs will roll out treasure before an encounter and have
the monsters use the items that apply. You can also go one
step further and have the monsters in an area trade with one
another! Items that one cannot use can be traded with others
in the area, services can be traded, etc. So, an evil wizard
might receive an orc honor guard in return for periodic
renewal of spells that protect the orc tribe, or support
when the warning fire is lit.
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7. Mommy Loves You
From: Steve Davies
Monster encounters are always more interesting when there is
something unique about the setting. One setting that is
rarely used is the nursery: little monsters need somewhere
safe to grow up.
Depending on the monster, this can add a level of interest
in terms of potential to capture slaves or trainable
monsters. Of course, most adults will fight to the end to
protect their young, and if there are any survivors, the
party will have an enemy for life.
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8. Monster Weaknesses and Risk Assessments
From: Tim R.
Many monsters have weaknesses for PCs to exploit. When
creating new monsters and baddies, don't forget to include
weaknesses every once in a while. The players I play with
tend to enjoy discovering new weaknesses.
Weaknesses could include weak points in armor, such as the
land shark, or elemental weaknesses. Perhaps a monster
fights strongest at twilight and weakest at noon. Perhaps a
creature is exceptionally susceptible to piercing weapons,
but slashing weapons are unable to break their a ring-mail-
like exoskeleton.
One last thing to consider: once a party discovers a
monster's weakness, their strategy becomes solely exposing a
monster's weakness without much further thought. Therefore,
sometimes make a creature most dangerous when its weakness
is exposed. For example, there's a quadruped monster with
an exceptionally hard shell. Every four rounds a flap on the
armor raises to reveal a weak point. However, this exposed
area also ejects acid, forcing the players to assess the
risk of exploiting a weakness.
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9. Monster Ball
From: Tim R.
The PCs have been invited to a masquerade. There are people
flamboyantly dressed, mimicking many different types of
monsters. People are dressed up like goblins, orcs,
vampires, and so very many other creatures. Everyone is
dancing and enjoying the celebration. Then a scream is
heard and the party stops. Then another scream from a
different location. Screams begin to come from all
directions. One of the PCs then witnesses someone dressed as
an orc stabbing someone. He realizes that it probably was an
orc, and now the party has to try to seperate the monster(s)
from the dancers and slay them to protect the people.
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10. Monster Clashes
From: Tim R.
Generally, PCs perform the only killings, and the only other
deaths that don't arise from their biddings are their own
deaths. However, there are always monsters that are more
than willing to fight other monsters. The PCs could be
pitted in between a monster clash, stuck between two warring
creature groups amidst their important mission. The PCs now
must either try to kill their way out, ally themselves with
monsters they probably despise, or pay their way out.
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11. Sneaky Goblin Maneuver
From: Tom Thiessen
Hi Johnn,
The entry for goblins says they are sneaky and devious.
In a dungeon encounter, a group of 3 goblins are laying in
ambush inside a small room. When the party opens the door,
one of the goblins drags a PC inside. The other two goblins
close and bolt the door then drag something heavy in front
of it.
The goblins then proceed to beat the PC while the
character's fellow party members desperately try to bash the
door open. Knowing the rest of the party will be too much
for them to handle, the goblins quickly exit through a
second door (but not before looting the body) and set up
another ambush elsewhere in the dungeon.
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Readers' Tips Of The Week:
1. The Organized Game Room
From: Jeffrey G. Strause, www.gamicon.org
Comment from Johnn: Jeffrey has a very organized game room,
and he's kindly given me permission to share his photos with
you. Hopefully they will inspire good organization of your
own.
Roleplaying Tips Article: The Organized Game Room
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2. Encounter Idea: Under The One-Eye Banner
From: Aki Halme
A party needs to travel across hostile territory. It is known
that the locals - say, orcs, ogres, or trolls, depending on
the power level - consider attacking someone who is under
divine protection a bad idea, and prefer not to do so.
Humans occasionally make use of such reluctance by carrying
a banner that indicates they are under the protection of the
orc gods.
The situation gives the players a dilemma. Religious
characters would shun the idea of hiding under the symbol of
the enemy god. Humans encountering a party under the banner
of an orc god might not be very impressed, and it may also
be that some orcs would not be swayed. And of course, the
orcish gods themselves might take an interest.
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3. Tip For Rolling x10 Dice
From: Gary Whitten
For your game system, you might see things that indicate a
roll * 10 or 10d(x) like "+ 10-60%". If you don't want to
roll 10 dice and you don't want a round number from
multiplying, try the following method instead.
Example: 10-60. Roll the indicated die, just like you would
with a d% roll. For a 10-60, roll a (d6-1)*10 to use as the
'10s' digit, and add a d10 to it for the 'ones'.
For example: Rolling a 4 on the d6 and a 8 on the d10 would
be 38 or rolling a 6 on the d6 and a 10 on the d10 would be
a 60.
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4. Start Your Campaigns With Action Scenes
From: Chris Heismann
I prefer alternative campaign starts rather than the
standard, "So you're all in the bar" type start. There are a
bunch of different methods that work, but almost all require
cooperation from your players, and I've found the more
restrictive I am on the character requirements, the harder
the start is on me, which is why I never use the military or
police force options. Instead, I like to focus on a single
point in space and time, and start in the middle of the
action.
What I like to do is require PC backgrounds and motivations
from my players. Before the campaign starts, I will set a
scene in a paragraph or two and ask the players to write up
how they came to that point in their background material.
Some players will give me detailed 12 page essays detailing
everything, others will be a generic 1/2 page background
saying, "Ok, I left home and travelled there." But, even if
they're vague, with all the preliminaries done by the
players, I can then start them in the thick of the action,
and after that all I have to do is find a hook to keep the
party together for a couple sessions until they bond. I can
usually find those hooks in their backgrounds.
If you give the players a starting point, and give them
complete freedom to get their PCs to that point, they will
usually give you the leeway to write up a short bit on how
they came to be in the action, particularly if you start
with the action itself - they don't have time to question
their motivations until after the fight is over.
For example, in one campaign I told the players their PCs
were drawn to a town known for its history as being the
beginning of many great adventures and adventurers. I told
them, when they got to the town, they found out it was _way_
more expensive than they expected, there was no affordable
lodging, and they all managed to find lodging by hiring on
as part-time guards for an estate just outside of town, but
that this job was not in anyway tied to the adventure. How
long they had been guards there was completely up to them.
When I got the backgrounds back from the PCs, one player had
stated he had worked there for three months, another one had
just hired on the day before, the rest were in between, but
right around the one week mark. With each of them writing
that up themselves, as soon as the players got together,
they compared notes and all knew exactly how long their PCs
had known each other.
The actual start of the campaign on the first day of play
was having them each place their PC on the map I drew of the
estate as each player arrived, and then once everyone was
there, I attacked them with some raiders. They successfully
drove off the attackers, and we had fun diving into the
campaign with a fight instead of the usual getting to know
each other stuff. That first combat was memorable, because
the group had never fought together before and the combat
brought out personality traits of the PCs that stuck for the
rest of the campaign.
Since this wasn't the real focus of the campaign, the group
was fired the next day by the owner, who decided to replace
them with professional mercenaries. That left the group
having an exact track record of how long they had known each
other, somewhat bonded by the combat, unemployed, homeless,
and stuck in one of the most expensive towns in my campaign.
When I threw a "simple" job at them by an intriguing NPC who
had heard of their success in driving off the raiders, they
jumped at the chance. Well, not all of them, but the NPC
presented the job so that they had to take it as a group -
he wanted the group that drove off the attackers, not just
some of them.
There was some great roleplaying as some members of the
group convinced the holdouts to join them. After that, I
just had to drop a few hooks for each PC here and there to
give them all the same general goal, and they stuck together
through things that most parties would have split over.
I will use the same general strategy for my upcoming d20
modern campaign. I'll have each of the players tell me why
and how their PCs ended up at LAX on a given date/time. Then
each will be given a 1 page write-up that explains how they
all came from that point to ending up in the hospital,
wounded by a terrorist attack. The game will start with them
being transferred in an ambulance, and the ambulance coming
under attack by the real terrorists, because they were the
only survivors. Afterwards, they'll have to figure out why
they were attacked, and the only people they'll be able to
trust at first are each other, because the media will be
blaming them for the original terrorist attack.
A variation of this method would be to simply start with an
action scene, such as a fight or car chase, and after it's
over, let the players figure out how their PCs got to that
point. This is probably best if your players are slouches
about doing any background work before a campaign.
What it comes down to is this: if you start with the action,
most roleplayers will figure the motivations needed to work
their characters into the scene that happened, whereas if
you start before the action occurs, you have to provide
those motivations for them before the action can even start.
In some cases, the action scene itself will provide all the
motivation needed for the PCs to stay together. In other
ones it's up to the GM to provide the hook afterward. The
teamwork they show in the action can solidify that hook in
many cases. In my examples above, it was the NPC only
wanting to hire them as a group, or the PCs being accused of
a crime they didn't commit, leaving them having to work
together to prove their innocence.
Some ideas for starting with an action scene:
- Bar fight: Start the game with the bar fight in full
swing. When the authorities show up, have everyone arrested.
If the PCs attempt to escape, only 'let' them if they work
together. If they get arrested, they all end up in the same
cell. If the PCs work together, they can all tell the same
story, and get off scot free. Or they can escape together.
Reward them for doing anything that shows teamwork.
- Car chase: Start the game with a car chase in mid chase,
either with the PCs doing the chasing, or being chased. Once
the chase is over, "flashback" to how they got there.
- Plane Crash/Shipwreck: This one is used quite a bit, but
usually the action of the crash/wreck is over when the
campaign is started. Start with the actual crash/wreck
itself, and play through the PCs fighting for their lives.
- Merchant caravan: Start the game with the caravan under
attack. Have the players decide how they came to be in that
particular merchant caravan. Were they a guard? A traveller?
One of the merchants?
- Refugees from massive storm/natural disaster: Like the
Crash/Wreck above, start the PCs out in the middle of a
natural disaster, fighting for their lives - fleeing a
hurricane, outrunning an avalanche, etc. Again, let the PCs
decide how they got to that point.
- Monster attack on a village: The village the PCs are in is
under attack by a monster or monsters. Start with the battle
itself, let the PCs decide why they are at that village, and
afterwards hook them with an adventure that rewards the
teamwork they showed during the action.
- Theft/Pickpocket: All the PCs start in the same place. One
of them realizes they've had their wallet/purse lifted, and
goes after the thief. As everyone else checks the room, the
other PCs should find that they've been hit too, and all of
them should go after the thief. After they catch the thief,
follow-ups could include them getting an award from the
local government.
Note of caution on this one: This relies on all but one of
the PCs being pickpocketed without noticing. Not all players
will like that, so know your players before you use this
one. In any case, the PCs should always catch the pickpocket
if they work together, and they should always get their
stuff back. This might work better if you start in mid chase
of the thief, too.
- Rescue: Start the game with the PCs in the middle of
rescuing someone in distress - hanging by their fingers from
a cliff, etc. Afterwards, send them off to an awards
ceremony where they get 'suckered' into a job. This one will
probably only work if the PCs are somewhat altruistic to
begin with, otherwise some players will protest that their
PCs would never have been there.
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DCC: #44 Dreaming Caverns of the Duergar
A new adventure for levels 1-3. While journeying through the
treacherous peaks of the Ul Dominor mountains, the heroes
are caught in an avalanche. They find the road ahead blocked
by rubble - as well as the road behind. But the avalanche
opens a cave in the mountainside, leading to a labyrinth of
dark, forbidding caverns. With nowhere else to go, the
heroes make their way into the unexplored cave and soon find
themselves battling duergar cultists with a sinister agenda.
Dreaming Caverns of the Duergar at RPG Shop