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Get to Know a GM -- Monster Thread!
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:
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Last edited by bananabadger; Oct 6th, 2023 at 10:18 PM. |
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I have taken the Oath of Sangus |
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Status: Catching Up! | Pronouns: She/Her GMing Die Fabulous | Old Gods of Appalachia Your Local Cryptid Has Entered the Fray! Iron GM 2023 Last edited by Strangemund; Oct 11th, 2023 at 06:09 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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Posting: Slow and/or waffley due to RL. "Speak your mind even if your voice shakes." RBG She/Her |
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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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He/Him - I have taken the Oath of Sangus Running Dragons of a Broken World: A Dragonlance (Age of Mortals) 5e DnD campaign
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IRON GM 2023: Come say "Hi!"┊
RESOURCES: Formatting, Tables, BBCode┊ GMing: Affliction: Where Monsters Fear to Tread┊ Last edited by Gaijin; Oct 11th, 2023 at 09:48 PM. |
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Status: Catching Up! | Pronouns: She/Her GMing Die Fabulous | Old Gods of Appalachia Your Local Cryptid Has Entered the Fray! Iron GM 2023 |
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IRON GM 2023: Come say "Hi!"┊
RESOURCES: Formatting, Tables, BBCode┊ GMing: Affliction: Where Monsters Fear to Tread┊ |
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Status: Catching Up! | Pronouns: She/Her GMing Die Fabulous | Old Gods of Appalachia Your Local Cryptid Has Entered the Fray! Iron GM 2023 |
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I have taken the Oath of Sangus |
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IRON GM 2023: Come say "Hi!"┊
RESOURCES: Formatting, Tables, BBCode┊ GMing: Affliction: Where Monsters Fear to Tread┊ Last edited by Gaijin; Oct 17th, 2023 at 01:09 AM. |
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I have taken the I have taken the Oath of Sangus. |
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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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I have taken the I have taken the Oath of Sangus. |
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Status: Catching Up! | Pronouns: She/Her GMing Die Fabulous | Old Gods of Appalachia Your Local Cryptid Has Entered the Fray! Iron GM 2023 |
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IRON GM 2023: Come say "Hi!"┊
RESOURCES: Formatting, Tables, BBCode┊ GMing: Affliction: Where Monsters Fear to Tread┊ |
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