Playing God- World Development Tips and Role-Playing Chatter.

So, here you are, God of your fine new world. You’ve got societies in place with governments, laws, religions, and all the other little nuances of real societies. You know how the various countries and cultures react. You have national holidays planned, and the feminists are staging a march at the capitol next week to petition for women’s rights.

Well, great, but what is the adventure-minded individual supposed to do? Run downtown and shout, "Get back in the kitchen???" in the middle of the protest? Well, it might make for an interesting fight, but I don’t think you want to base an entire campaign on thwarting the plans of the militant feminists. Your heroes need to go out into the woods and find some honest-to-goodness monsters to fight!

If you’re playing an established game rather than making up your own system, the publisher has likely already thoughtfully provided you with some monsters to use, perhaps even a full book of them. These monsters will probably even serve you well for a while. However, in my experience, there comes a time when the book stops providing you with appropriate monsters. You’re sick of having the characters encounter orcs. There aren’t enough desert-dwelling creatures. You need more monsters appropriate for a party of 4th-level characters. Or maybe there’s somebody in your gaming group who has the Monster Manual memorized and every time you throw an obscure monster at the party they say "Oh, it’s just an *insert monster name here*." What’s a poor GM to do?

Like it or not, it’s time to make your own monsters! It’s an intimidating process, but well worth it when you see the stumped expression on your players’ face as you pit them against something they’ve never seen before! Some games make it easier than others, by providing helpful tips on designing your own critters. Others make you do all the work. I will try to make it as easy as possible for you with some cheap-and-dirty tricks and shortcuts, then we’ll cover expanded, complicated monster creation for when you love your players and want to kill them off as creatively as possible.

First, you can use the Cheap and Dirty trick employed by game masters and game developers the world over... Rip somebody else off! (Please note, the author only recommends ripping off ancient cultures whose myth makers have been dead for many years. I will not be held responsible if Nintendo sues you for making your characters fight a giant Pikachu) There’s plenty of material out there. Don’t just rely on Greco- Roman mythology books. Check out some British faerie lore or Asian mythology for some weird stuff. I guarantee your players will never forget their first fight against a Nuckelavee. Some Do’s and Don’ts:

  • DO your best to stick with the original mythological concept. If you’re going to rip off some long-dead Japanese guy’s idea, at least get it right. You can of course take creative liberties where vague explanations are given, but...
  • DON’T go around taking the names of a mythological creature and slapping it onto something totally unalike its traditional description! If you do this with faeries, I will personally come to your door with weapons in hand and get ugly. The creators of the D&D Monster Manual and Changeling: The Dreaming had better be glad that I haven’t decided who I should beat up first.
  • DON’T be surprised if your players recognize the monsters as you describe them.

And now, I shall unveil.... The Ultimate Cheap and Dirty Monster Creation Trick!!!! Simply take the stats of an existing monster, and make a new appearance for them. This can be as simple as using the stats for a red dragon to make a purple dragon who breathes a cloud of purple smoke that just happens to do the same amount of damage as fire breath, or using the stats for orcs to make a totally different ugly humanoid race that your characters can beat up with glee. This trick will not last forever, but it’s excellent in a pinch when you need creatures tailor-made for a certain climate but don’t have time to come up with all-new stats. I’ve actually never used this trick, having just thought of it as I started this column, but now I’m really tempted to try it and see if anyone figures it out!

Now, if you want to really put some work into your monsters, here’s some things to consider....

First and foremost, you need to decide what the monster looks like. Sometimes this is the hardest part of all... You have to walk the fine line between doing something different, and doing something ridiculous. This was the hardest thing for me on the role playing world. I’ve been working on it for 6 years, because I said to myself that everything was going to be brand new (except for the faeries and trolls and dragons, but even those are a bit different). I soon discovered how difficult it is to come up with enough brand-new monster concepts for an entire world... I think I have about 3 to date. Monster creation is something you should do when you have plenty of time to kick back, relax, and daydream about weird creatures. If you rush yourself, your players end up fighting giant, armored pink hamsters (go ahead, ask my friends, they’ll remember!).

Next, you have to assign all the relevant stats, attacks, treasure and more. How you do this and in what order depends on the system you’re using, but stats will just about always come first, since attacks (both physical and magical) are usually based on them. Of course, it helps to have already decided whether this is going to be a physically or magically inclined creature. If you’re making creatures for a low-level party, you’re going to want to keep the magic and strange effects to a minimum. If you’re working with a tough party, though, feel free to go all- out and come up with some interesting effects.

In my experience, Earthdawn provides the best monster-creation system out of any I’ve tried. Not only does it give you a detailed walk-through of every step, but once your monster is all finished, you look up things like stat values and number of attacks on a table, and it tells you how many legend (experience) points it’s worth. Once you’ve looked up the legend point value of all the attributes, you total it up and then you know exactly what your players get when they kill it.

Things are a little more difficult for D&D... There are some templates you can use, but they’re mostly geared towards making a specific type of creature, ie, half-demonic creatures, or creatures from the elemental plane of water (this is just what I know from what’s provided in the three core rulebooks, the Psionics Handbook, and the Manual of the Planes. I know a lot more 3rd ed books have come out this year, so some of them might include monster creation rules, I dunno). It’s not too hard to make a D&D monster, just look at the entry for any monster in the Monster Manual and it’ll give you an idea of what you need to come up with. The hard part is deciding what the critter’s challenge rating is once you’ve assigned all of it’s stats and attacks. There are two ways to go about this... Flip through the manual until you find a monster that’s comparable to your new one and use that as a guideline for your challenge rating... Or just say "I made this monster for a party of 5th level characters, it has a challenge rating of 5." (In case you haven’t noticed, I am an advocate of lazy GMing).

Then, of course, we have BESM, where creating a monster can be as easy or as complicated as creating a character, depending on the type of monster you want. The great thing is that since BESM is such an open- ended system, it’s easy to make some really weird monsters with strange methods of attack. Also, since whether or not to give experience and let characters advance is totally a GM call, you don’t have to assign any experience points or challenge ratings.

If you’re playing free-form or making monsters for your own system that you’re developing, then the sky’s the limit and you can of course come up with your own rules for how monsters should be made and how you decide what rewards (if any) the characters receive for defeating it. You can also say "Pheh, this monster making stuff is too difficult, there are no random encounters in my world and this will be a totally social- interaction and politics game." In that case, you can skip the rest of this article because you’ll be busy trying to come up with a combat-free game that will please all of your players (good luck!).

Some things you need to consider once you’ve decided what your monster looks like, what its stats are, and how many attacks it has per round, is exactly how it attacks. If every monster in the game attacks only with its obvious natural weapons (beak, claws, tail club, whatever), the characters won’t have much to fear. You’ve got to keep them on their toes! Poison is always one option, although a bit too cliche. Disease is nice, as is turning someone to stone. But you don’t have to stick with traditional means of attack and defense, either. Have monsters who turn people to gold, then watch the party chip the NPC that they never really liked anyway into pieces to sell when they reach town. Have a monster who dissolves bones or locks joints. And don’t forget the monsters who hit the players where it really hurts... in the loot! Just remember to keep the truly nasty, deadly monsters to a minimum in each game, or the players will think you have it in for them and won’t enjoy the game so much. I suggest saving the "bad nasties" for when the characters get too cocky, or for when they’re so lucky that no lesser monster ever hits them.

Of course, then they’ll just make their saving throws every time and never discover just what nasty power that monster had *sighs*.

There’s also the question of loot. Don’t feel like you have to give all of your monsters treasure. And if you do give them treasure, they shouldn’t always be carrying it around. Make the characters follow their tracks back to the lair. That way, if they breezed through the original encounter, you can have twice as many monsters guarding the treasure.... Bwuhahahaha! (really, I’m not an evil GM, I just have all of these wonderfully evil ideas to share).

Also, take a lesson from Earthdawn... Make monsters’ body parts worth money to mages, alchemists, and tailors. Not all monsters might have valuable body parts, but some will. Don’t make it common knowledge (except in some obvious cases... everyone might know, for example, that dragon scales are worth money). A character who takes a few ranks in the applicable knowledge (monster or magic lore, most likely) could make the party’s day by pointing out what cockatrice feathers are worth. In my most recent game the characters have left behind some pretty valuable body parts because the NPC with monster lore kept failing her rolls. Oh well, what the players don't know can’t hurt them, right?

One parting word of advice... Your monster needs to fit in with your game concept. A flower-breathing dragon may be perfectly acceptable in a humorous game, but terribly out of place in a serious campaign. Likewise, keep the monsters that do horrific things to their victims, bad enough to give the characters nightmares, for the serious games. Nothing ruins a light-hearted campaign like pain and suffering (and nothing drags a serious game through the mud like a really goofy session, believe me).

Tune in next month when I’ll talk about.... something.


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Review Copyright © 2002 By AJ Reardon

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