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Old Oct 6th, 2023, 02:58 AM
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Get to Know a GM -- Monster Thread!

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The Morkoth from the original Monster Manual ... what a cutie!


Welcome to Monster Week at the GM Lounge!

Just a reminder, the GM Lounge is a place of luxury, comfy leather chairs, and sun-drenched conservatories open to everyone in the RPG Crossing community during the Iron DM celebration. You might also call it a series of OOC threads, each one with a slightly different theme.

This thread is all about monsters and monstering--how do good GMs drop them into the game, why do they drop them into the game, when do they drop them into the game ... and do the monsters just drop themselves into the game at times? All these questions--and more...the thread is here to go where we collectively take it.

To get us started, I've asked some GMs from the site to answer these 7 questions and to be available for questions and responses throughout the next two weeks as we all do our deep-dive into monsters!

So let's hear from Elanir, PlaidPeregrine, Strangemund, and O2CXt3 ... and from YOU as well!

Here are the questions:
  1. What are the three essential elements for any good RPG monster?
  2. Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game?
  3. Monsters come in extremes. For example, there is the stereotype of the OSR monster that it is named something like Quntrolka, Bane of Hope, attacks for no other reason than to steal your lunch money and eat your heart, and is unredeemable evil. Then there is the post-modern, post-5e monster whose name might be Fred, who suffers from boredom and misdirected enthusiasm, and could end up being your party's best-buddy sidekick. Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?
  4. What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?
  5. A good monster should know how to make an entrance! What is the most memorable monster entrance from all the games you've ever played? Can you give us a link to the most memorable monster entrance from the games you have played on this site?
  6. A good monster also knows how to die (or surrender, or run away) ... what makes a great monster parting? Can you link to one of your favorites from this site?
  7. Are there any monsters from past Iron DM games/rounds/submissions that you have stolen into your games? Or plan to steal?
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Old Oct 7th, 2023, 11:31 AM
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O2CXt31. What are the three essential elements for any good RPG monster?

I think a good monster should be unique, with its own motivations that dictate how it behaves; it should reinforce the game atmosphere and the game universe; and character interactions with the monster should add some drama and excitement to the game.

2. Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game?

Uniqueness: Fighting the same creature with the same tactics or goals just gets boring. A good monster should make the characters think a little bit. What strategy should they use? Maybe hack and slash isn’t the best approach? Why is the monster fighting, anyway? Is this a monster that can be negotiated with? If each monster is its own little puzzle, it helps keep the players engaged in the game.

World building: A good monster should fit into the world you are building and reinforce the nature of the universe - are your players killing natural creatures? Or fantasy creatures like goblins? Or aliens? Or humans? Or mutants? Or zombies? Not every monster makes sense in every setting - a good monster helps develop and build the world that it is part of and helps add to the atmosphere of the game.

Drama: Not every monster is dramatic, but the most memorable ones add some drama to the game. I sometimes wonder why so many RPGs are combat focused. I think it’s probably because fighting is both primal and high-stakes - it’s life or death! And that makes it dramatic. An encounter where the players crush the monster is less memorable than the one where a player’s life hangs in the balance of a single die roll.

3. Monsters come in extremes: For example, there is the stereotype of the OSR monster that it is named something like Quntrolka, Bane of Hope, attacks for no other reason than to steal your lunch money and eat your heart, and is unredeemable evil. Then there is the post-modern, post-5e monster whose name might be Fred, who suffers from boredom and misdirected enthusiasm, and could end up being your party's best-buddy sidekick. Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?

Yes! There’s definitely a place for all monsters. Quntrolka, Bane of Hope, would fit in great to a campaign with my kids where there aren't a lot of shades-of-gray. Or maybe your group just wants a tactical game and doesn’t care much about the inner life of the monsters they’re killing.

Fred would fit in great into a game with more shades of gray. Maybe Fred somehow got mixed up with the wrong crowd, but he’s really not a bad guy! For a game that’s more narrative based and players don’t want to just kill everything in sight, a less monstrous monster is great.

In the past, my monsters have fallen more on the Quntrolka end of the spectrum, but I'd love to run a game with more Fred-like monsters.

4. What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?

I’ve only made minor adjustments - sharing monster saving throws or AC or HP so players can more easily calculate if they hit or miss and narrate what happens after an attack, but mostly I’ve kept things mechanically similar to a real life game. That said, I do feel like managing a battlemap and all the rounds of combat can sometimes get to be a bit much in pbp. I’m interested in trying some games in the future that are more theater of the mind and less tactical than D&D to see if that works better with pbp.

5. A good monster should know how to make an entrance! What is the most memorable monster entrance from all the games you've ever played? Can you give us a link to the most memorable monster entrance from the games you have played on this site?

One of my favorite monsters didn’t make an entrance at all. It was just there - a tree eating a man; the man’s skin fused with the bark of the tree. It was creepy because it didn’t make an entrance. It was just there; a seemingly normal thing that could kill you in this terrible way. It was great because it helped add to the general sense of menace and weirdness of the setting.

6. A good monster also knows how to die (or surrender, or run away) what makes a great monster parting? Can you link to one of your favorites from this site?

A good monster exit is one with a bit of drama. This post from @barrowb was a nice bit of drama. After palling around with Komekko, a teenage girl, and rescuing her cat, Chomusuke, from a cult, and after a protracted intra-party squabble about whether the cat was or wasn’t a demon, the party handed the cat back to Komekko, who proceeded to peel a magical sticker off its head, whereupon the cat burst into a giant purple gargoyle and an unconscious goddess! Komekko melodramatically revealed herself to be the Demon Queen and flew away on the back of the gargoyle. All in all, a pretty grand exit, aided and abetted by the party rescuing the Demon Queen’s magical cat and then handing it to her.

7. Are there any monsters from past Iron DM games/rounds/submissions that you have stolen into your games? Or plan to steal?

No, but it’s a good idea. I’ll definitely be looking for monsters to steal this year!
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Old Oct 7th, 2023, 05:18 PM
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StrangemundHeyo everybody! Strange here! Your local cryptid and avid monster lover! I am psyched to have a chance to answer some questions, especially ones about monsters during my favorite month of the year! October! Yaaaaay! Horrors are among us!

It should come to no surprise that I have a lot of opinions about monsters and monsters in TTRPGs, so get comfortable, get a snack, and let’s dive into these questions!

~~~

1) If you had to define the core DNA of a monster for roleplaying games, what are the three essential elements to any monster you would add to your game?

 


2) Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game?

 


3) Monsters come in extremes. For example, there is the stereotype of the OSR monster that it is named something like Quntrolka, Bane of Hope, attacks for no other reason than to steal your lunch money and eat your heart, and is unredeemable evil. Then there is the post-modern, post-5e monster whose name might be Fred, who suffers from boredom and misdirected enthusiasm, and could end up being your party's best-buddy sidekick. Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?

 


4) What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?

 


5) A good monster should know how to make an entrance! What is the most memorable monster entrance from all the games you've ever played? Can you give us a link to the most memorable monster entrance from the games you have played on this site?

 


6) A good monster also knows how to die (or surrender, or run away) ... what makes a great monster parting? Can you link to one of your favorites from this site?

 


7) Are there any monsters from past Iron DM games that you have stolen into your games? Or plan to steal?

 

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Old Oct 11th, 2023, 02:19 AM
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Thank you for having me! Here are some of my ideas on Monsters! I'm sure these questions would make a great discussion amongst the player and GM/DM/Storytelling community. Here is my ramble. If you have any questions or comments, express away!

What are the three essential elements for any good RPG monster?
The monster, to me, is an embodiment of something challenging, disturbing, and/or is working against the players. What are the three elements?
 

Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game? Challenge, Excitement, a Sense of Accomplishment

Monsters come in extremes. For example, there is the stereotype of the OSR monster that it is named something like Quntrolka, Bane of Hope, attacks for no other reason than to steal your lunch money and eat your heart, and is unredeemable evil. Then there is the post-modern, post-5e monster whose name might be Fred, who suffers from boredom and misdirected enthusiasm, and could end up being your party's best-buddy sidekick. Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?

 

What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?
 


A good monster should know how to make an entrance! What is the most memorable monster entrance from all the games you've ever played? Can you give us a link to the most memorable monster entrance from the games you have played on this site?
 

A good monster also knows how to die (or surrender, or run away) ... what makes a great monster parting? Can you link to one of your favorites from this site?
 

Are there any monsters from past Iron DM games/rounds/submissions that you have stolen into your
games? Or plan to steal?
I do not, which means I really need to read all of the past Iron DM game submissions because I have no doubt…there are wonderful things to borrow from or be inspired by.
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Old Oct 11th, 2023, 06:00 PM
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Well, let me start by admitting that I rarely use monsters in my games (past and present), at least in the original sense of the word. Most enemies the PCs face are humanoids: dark knights, bandits, charlatans, and other shadowy figures, who, though usually to avoid the word “evil”less than good, cannot be characterized as true monsters. That said, there are times when a monster does appear and since such encounters are few and far between, their impact is (hopefully) all the greater.

With the above out of the way, let me try to answer the questions Bananabadger posed.


1. What are the three essential elements for any good RPG monster?

First of all, a monster should be memorable. An encounter with such a creature should be something extraordinary, not some everyday occurrence, unless monsters are especially common in the gaming world. A monster’s form and manner should be alien and unsettling to the PCs, their victory over such an enemy something to be celebrated.

Monsters should also be mysterious, their powers unknown. The PCs will be fighting against something “unnatural” and enigmatic, perhaps even immune to some of the weapons or powers they possess. Whether through logical deduction, skill checks or simple trial and error the characters will only gradually get to know more about the monster. Perhaps the heroes have heard tales about others who fought against such creatures or read about them in ancient tomes, though such knowledge could be unreliable or presented as a riddle or rhyme.

Finally, a monster should be difficult, but not impossible to defeat. It has to be strong, or quick, or poisonous, or have some supernatural ability that makes it more than a wild animal. At the same time it should have a weakness, something that will allow the heroes to best it in the end. Innovative thinking and efficient battle tactics should always be rewarded and the goal of every encounter is to pose a significant, but “beatable”, challenge for the players and their characters.


2. Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game?

Each monster encounter should be accompanied by a sense of danger and foreboding. The PCs should fear for their lives, knowing that they are facing a challenge that may very well prove lethal. Some of them may not survive the fight, as all others (NPCs) who have encountered the creature haven’t. This doesn’t mean that the encounter has to be mechanically hard, but it does mean that the PCs will have to think long (IC) before going after such a fearsome creature.

Secondly, the monster should be deeply rooted in the gaming world. Its presence will have to make sense and the encounter should serve a purpose and ideally advance the overall story. Even a “random” monster encounter has to have a certain rationale behind it. There should be a (short) story behind the appearance of such a creature, a lair or nest nearby, a need to be covered or a goal to be accomplished.

Thirdly, defeating the monster should bestow a sense of accomplishment along with some kind of reward. It could be that such a monster hoards treasure like a dragon or that one of its body parts is valuable in some way, perhaps as a rare material component for a spell or for the creation of a magical item. Of course the reward doesn’t necessarily have to be something tangible like an object. Perhaps the monster keeps someone imprisoned or its demise increases the heroes’ fame or it is a necessary condition that has to be met before the PCs are able to get something they want. In any case, the characters should profit in some way from their remarkable accomplishment.


3. (…) Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?

Absolutely, though a GM should choose a monster that suits the overall feel of the game or situation: an epic monster for an epic adventure, a nightmarish terror for Call of Cthulhu aficionados, something mischievous and funny for a more casual game, an intelligent not-truly-monstrous “monster” for a group of players who don’t see things in terms of black and white etc. That doesn’t mean that there can’t be a humorous encounter in an otherwise serious campaign or vice versa. On the contrary, it can offer much-needed variety and keep the players guessing - which is always good!

My monsters, just like my games, are of the more serious kind. Some of them are also not necessarily evil. They may act like “monsters” because they follow their instincts, are afraid, or hold a particular grudge against someone. Also, all of them have their goals, which may not always be immediately apparent, but they are nonetheless there for the players to discover.


4. What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?

If I do make some mechanical adjustments, which I usually don’t, because it somehow feels like cheating, I do so to make an encounter either more balanced or challenging. This doesn’t really have to do with the fact that the game takes place in a play-by-post and not a traditional “live” tabletop medium.

One thing that I do adjust, however, for it often leads to delays and confusion is initiative and acting order in combat, especially when the PCs face several monsters. There is nothing more tedious for a player than waiting for some character to attack, a monster to counterattack, and then another two characters to act before they get a chance to post. Having the benefit of being/having been a player in games run by many experienced GMs on the site, I know that there are several viable solutions to this problem, some of which I implement on a case-by-case basis.

Mechanical adjustments aside, my monsters (or, more generally speaking, the PCs’ opponents/antagonists) are also much more “talkative” between rounds of combat in play-by-post, simply to keep things interesting beyond tactics and dice rolling. How could it be otherwise when a single combat can last for over a month instead of half an hour?


5. (…) What is the most memorable monster entrance from all the games you’ve ever played? Can you give us a link to the most memorable monster entrance from the games you have played on this site?

In Palliven’s Nal Dar rising game the PCs take part in several friendly competitions at a country fair. The GM does an excellent job of describing the relaxed and jovial atmosphere of the fair and the PCs are even awarded with minor, but memorable prizes like a wheel of cheese, a cask of ale, and a masterfully carved staff. Things abruptly change when a farmer brings something ominous to the fair, not knowing what to do with it. The PCs feel a kind of unease, but they initially don’t get any clear answers and are left wondering. They choose to investigate and then…

Though the monster Palliven presents is one meant to pose only a moderate challenge to a group of first level characters, it is the way the atmosphere gradually grows darker and the GM’s masterful description of the mutated/corrupted animal’s both suffering and madness that make it an especially memorable encounter in my opinion.


6. A good monster also knows how to die (or surrender, or run away)… What makes a great monster parting? Can you link to one of your favorites from this site?

A “good” monster will give with its death (or defeat) a sense of satisfaction to the group of heroes that slew (or bested) it. The reason why such a creature had to die and the fact that life will be better now that it no longer exists have to be obvious. This shouldn’t be just another run-of-the-mill encounter, but a tale the PCs will want to share with their children and grandchildren - or perhaps with anyone willing to listen to them over a tankard of ale. Now, if the GM also adds a few ominous last words or a dark prophecy to give the heroes a restless night or two, so much the better!

FraterChad does an excellent job of this in his Odyssey of the Dragonlords game, both with his description of the battleground after the final showdown with the Great Boar, and in the way that the NPCs react, seeing some of the characters who participated in this fight (almost) getting killed. Slaying this monster really felt like doing something epic, much like one of Hercules’ labors, so “mission accomplished”, I’d say.


7. Are there any monsters from past Iron DM games/rounds/submissions that you have stolen into your games? Or plan to steal?

First of all, I do not steal! In typical kender fashion I only find, or borrow, and I always intend to return any wayward monsters that might have found their way inside my pouches (or games) to their owners. Seriously, though, I haven’t yet stolen any monster ideas originally found in the Iron DM competition, but that may very well change. Participants and fellow GMs, you have all been warned!
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Old Oct 11th, 2023, 08:53 PM
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Three Essential Elements for any Good RPG MonsterThere are so many ways to interpret "Monster":
As a game term, a "Monster" is anything with a statblock.

As a point of reference, it might be anything that isn't humanoid.

As a more abstract concept, it is an intelligent manifestation of "The Wild", the untamed space beyond what is safe and familiar.
In the case of a the first two, there really aren't any essential elements. A swarm of poisonous wasps could simply offer a touch of interactivity and realism to an exploratory scene, while a BBEG ought to be thoughtfully intertwined into a narrative and connect to the PCs on a meaningful level. An environment populated by creatures creates an ecosystem of rules and agents to enact change within the boundaries of those rules.

However, the third type of monster, I would attribute with these three elements: "Otherness", "Danger", and "Obsession". This is a creature that consumes your thoughts, demands respect, and is unrelenting. If the players can become comfortable interacting with a creature, it stops being a monster and just becomes another novelty in the civilized world, like a snapping turtle, ostrich, or fire.

So, I suppose, in a more practical sense, I would say that a "Monster" needs to embody intelligent competition. A hero and a monster have interests that can not coexist, and the loser is the one that blinks first.

Beyond that, the variability of encounters ought to depend on the expectations of the story being told. A one-shot is only going to have time for a few good interactions, so they had better count, especially in a PbP format. Whereas in a years long campaign, we need reminders that the small things still exist in the world. High level heroes deserve to feel how much they've grown by occasionally steamrolling challenges that once threatened TPKs.

DiscussionWhat are some monsters outside of IronDM that excite everyone to encounter or run?

For me, I'd love to do justice to a Nothic, and the False Hydra does something special for me.

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Old Oct 16th, 2023, 10:55 PM
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Gaijin's QuestionWhat are some monsters outside of IronDM that excite everyone to encounter or run?

Werewolves. Hands down. My favorite monster of all time. I don't care how they are involved-- you put a werewolf in your game, I am 200% more invested. If you give me a chance to befriend said werewolf, then know that my blade will serve you until the end of time. If I can romance the werewolf, then not even the gods could stop me from the things I'd do in your name.

That's my adoration level for werewolves. Pure paladin zealotry.

I honestly could rant about the many reasons why they are my favorite but I am afraid I wouldn't stop once I start. I guess just the long and short of it is that I really dig the various folklore and fiction built around werewolves. My favorite being the cursed transformation. There's a lot of appeal behind the growing suspense of knowing you are changing and not knowing why. And the terrifying urges that follow the physical changes-- the hunger for flesh, violent outbursts, etc.-- just really mixes well with the horror vibe.

Fun fact: my favorite werewolf movie is An American Werewolf in London, as it has one of the coolest werewolf transformations AND just a wonderful plot device in the form of a very dead, very sassy man.

My Question!Here's a question for the GMs present, lurkers in the forum, and dear Gaijin, too!

If you could roleplay any monster, what monster would you be?
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Old Oct 16th, 2023, 11:07 PM
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I mean, with that level of enthusiasm from a player, RPing a werewolf sounds just dandy to me!
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Old Oct 16th, 2023, 11:37 PM
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Random Discussion!You get it. You understand. I am almost embarrassed I didn't list the possibility to roleplay a werewolf in my previous answer, but absolutely yes, they are unequivocally the best monster to roleplay (in my books, anyways.)

I mean, just look at that art! So cool! So pretty! How can you not love them?

It's on my Big Gaming Bucket List to play one at least once. And I am very lucky I like systems that do offer the opportunity to play them. Werewolf: The Apocalypse. Monster of the Week. Cypher System. It's just not an opportunity that pops up often. Or aligns with my packed writing schedule. But mark my words, I'll have my time in the moonlight.
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Old Oct 17th, 2023, 12:42 AM
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werewolves!I second (or third?) the coolness of werewolves. In a game with my kids, we're playing in a world that, for mysterious reasons, is a magnet for were-creatures. My son decided to be a werebeaver... which is pretty awesome. There's just something compelling about being able to transform into a half-animal, half-human creature.
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Old Oct 17th, 2023, 01:08 AM
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LFG: Were-CampaignI'd be up for a were-adventure, if someone gets motivated to run one. Maybe a were-pangolin, or... or... a were-octopus, or... or... a were-shoebill... yes... Definitely a shoebill.
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Old Oct 17th, 2023, 04:35 PM
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LFG: Were-Campaign?" Yes? Can I sign up now? I mean - actually Role Playing a lycanthrope sounds pretty cool! I kind of have a thing for Red Tailed Hawks ... or maybe coyote? On Related Notes
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Old Oct 17th, 2023, 05:09 PM
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What are the three essential elements for any good RPG monster?

Mythology and folklore helps us here. Monsters should have a distinct combination of Personality, Motivation, and Ability. This combination gives the creature a distinct flavor and an opportunity for the players to utilize different aproaches to handling them.

Similar to question 1, regardless of game system or genre, what are 3 things any monster should add to a game?

The Monster should progress the story somehow.

The Monster should offer opportunities for creative problem solving.

The Monster should add a flavor that fits in with everything else that's going on. Even the smaller monsters. The smaller, more common monsters are like the Mirepoix that help carry the spiciness of the more distinct monsters.

Monsters come in extremes ... Is there a place for monsters of all shades on this spectrum of polar opposites? And where do yours usually fit?

Well, yeah. I'll sometimes add monsters to satisfy a particular need. While I try to avoid straw villains, sometimes evil is simply Chaotic Psychotic or Chaotic Hungry. And other times the DM might need a representative in the game to keep things moving or explain a situation. In the latter case, I try to make sure it's a light touch like a Ship's Cat. Or a Giant Scorpion befriended by a druid.

What are some usual mechanical adjustments you make for your monsters specifically for play-by-post format?

I haven't DM'd PbP yet, so I don't know. I imagine it's more difficult to retcon things, because there's a written record. I sometimes rely on my players not keeping great notes

I don't have answers for the remaining questions.
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Old Oct 18th, 2023, 01:59 PM
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Going Loony for WerewolvesO2CXt3: Awww! A Werebeaver sounds adorable! And also a little terrifying when you think about how fast they whittle wood down. I wouldn't want to be bitten by one, for sure! That said I can only imagine how great the infrastructure of their dens are like.

And yes! The dual-identity that comes with werecreatures and shapeshifters in general are just fun to think about. It makes you think about the differences between a person and a beast, and the lines that blur between. Plus, you just get to be a cool powerful creature every now and again. It's hard not love that!

Gaijin: Oh dear god. Shoebills already look like dinosaurs. I don't know how I could deal with an eight foot tall bipedal one. No, I take it back. I'd scream. That's the only right reaction. That's a truly cursed monster in my books.

ghostwalking: Werecoyotes are rad as heck! One of the bits I enjoy about Werewolf: The Apocalypse setting is that they do offer other options than just playing a werewolf. Werecoyotes. Werecats. My favorite is the Mokole where you play descedents of dinosaurs, so you could have a Weretriceratops, or Weregators. I love me some Weregators.

A Werewolf-Themed Question!I thought I'd roll with the current topic and ask everyone a werewolf-themed question!

Which do you like better? Werewolves that are only able to transform during a full moon? Or werewolves that are able to transform all the time? And why?
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Old Oct 18th, 2023, 02:32 PM
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Werewolf themed questionFor storytelling purposes, I prefer werewolves that only transform during a full moon, or a Qualifying Event, like exposure to an occult ritual. That's better for expressing the tragedy of the Curse. However, for gameplay, waiting 28 days for a character's unique trait to take the stage is no fun.

Eitherway, I prefer for the transformation to be costly, because it is supposed to be a curse.
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