Playing God: World Development and other RP related "shtuff"

It’s been a long, hot, busy month, and I found myself with a lack of ideas for my column. I’d already done my rant and rave about Comic Con International and two reviews, and had my hands full with housework, beading projects, more comics to review, an Earthdawn game to run, a couple of games to make characters for, and a Changeling: The Dreaming book to read and get annoyed about (faerie is not an Irish word, dammit!). Where was I going to find time to come up with an awesome column? Then, inspiration struck.

Inspiration came in the form of the half-dead agave (aka century plant, if you’re not from the desert, you probably have no clue what I mean... uh, it’s like an aloe plant that grows a huuuuge flower stalk) planted next to my front door. Inspiration didn’t just strike me, it poked its sharp, pointed leaf-thingie through my denim dress and into my leg, causing me to bleed, say ow, and run to clean the wound out before it got infected. The little poke-hole bruised, swelled up, and generally hurt. It still hurts this afternoon.

By now, you’re probably asking yourself "What the hell does this have to do with RP?" or maybe "Why did you plant such a dangerous plant right next to your front door?" (I didn’t, I rent this place, and on Monday I’m calling my landlord and asking him to rip the evil thing out before it causes more damage). Anyway, after bandaging myself up, I got to thinking about killer plants. Suddenly it all makes sense, doesn’t it?

Sci-fi and fantasy fans are pretty used to the idea of killer plants, I think. Even before I was a role player, I had encountered them in novels... Remember the tangletrees in Xanth? Or just about everything in Alan Dean Foster’s Midworld? Then, role playing introduced me to a whole new world of plant-based monsters. Rifts: England had some really trippy ones. D&D has several dangerous fungi (including the ridiculous phantom fungus), the assassin vine, shambling mound, tendriculos (which in my mind, will always be a compound of "tendril" and "ridiculous"), and treant. And that’s just in the normal monster manual! Playing UO introduced me to two more plant monsters, the corpser and the reaper. Corpsers are stupid little tentacle plants that are easy to kill. Reapers are evil, spell-casting dead-tree things with malevolent faces. Both are fun in their own way, if you don’t stop and think how ridiculous they are.

Yes, I think just about every plant-based monster is ridiculous. Tangletrees and the plants of Midworld are an exception, being plants with natural reactions to contact with people that causes the people to become plant food. Malevolent plants casting spells at adventurers, walking around, and firing projectiles, are just ridiculous. There’s such a thing as taking fantasy too far, and this is one of them. I cannot take a walking mushroom seriously, no matter how much threat it poses for my first-level character. Heck, my character probably wouldn’t even be scared, no, they’d think they were hallucinating. A walking, malevolent mushroom is beyond anyone’s idea of reality, even people whose worlds are populated by elves, orcs, and dragons.

So, what’s a GM to do? It’s been standard practice for me to say "This monster’s too ridiculous, it doesn’t exist on my world", and you can do the same. But if you want some deadly plants, I suggest using a bit of intelligence in making them... Instead of ambulatory fungi and trees, make plants that have evolved to trap greedy adventurers... A giant Venus fly- trap with what looks like a pile of gold resting in its center (at this moment, I now have the catchy phrase "Rogues check in, but they don’t check out!" running through my head)... You get the idea. Or, if you must have walking trees and talking mushrooms, come up with a good reason for it. There’s always the ever-popular magical experiment gone wrong, or even enchanted trees which a druid, dryad or nymph has set with task of guarding the forest.

Typical killer plants can also have a good place in a comedic game, where it doesn’t matter if your players take the monsters seriously. In this case, you can lay it on thick, playing off of the ridiculous nature of some of these monsters, throw in some false drama when you describe them, all that good stuff. Oh no, it’s a horde of glowing purple mushrooms, what ARE we going to do? Well, it beats the hell out of stirges.

And, just in case you were wondering, my personal theory is that the monster creators at TSR and later, Wizards of the Coast, were traumatized as children when they were forced to eat such foods as broccoli, asparagus, and artichokes, and it has had a serious effect on their work.

Tune in next month, when I discuss my attempts at making my own monsters, fueled by my frustration at my husband interrupting my description of the monster every few words to say "Yep, it’s a crakbill." Do not mess with GMs, for we are short to anger and control the rules. Bwuhahahaha! Er, I mean... thanks for reading :)


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Review Copyright © 2002 By AJ Reardon

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