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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #113
6 Tips For Making Monsters Meaner
Contents:
This Week's Tips Summarized
6 Tips For Making Monsters Meaner
- Check That Treasure
- On the Importance of Mental Ability Scores
- Best Defense = Good Offense
- Goal-Setting
- He Who Runs Away....
- Home Field Advantage
Readers' Tips Summarized
- Elven Naming Tip
- Enhance Your World With Fashion
- Online Resource For NPC Pics
- A Quick Trip Inspired An "Alternate World" Campaign
- Generating Campaign Events
Return to Contents
A Brief Word From Johnn
My New Campaign Got Off To A Great Start
Well, I had my first session in my new Temple of Elemental
Evil campaign, and it went well despite my lack of planning.
What saved my butt was my laptop and some useful random
generators.
I found with 1st and 2nd edition D&D I could pretty much
make stats and numbers up without hesitation, but D&D 3E is
a different animal, at least under my regime it is. :) It's
closer to a wargame in combat, so I need to make sure my I's
are dotted and T's are crossed.
Anyway, despite all that, I still managed to squeeze a story
in there, and I've learned I need to do more prep before
each session (until I get 10,000 hours under my belt, at
which time it'll all seem as natural and automatic as the
older D&D editions were to me ;).
Do You Get Stumped When Players Go To Libraries?
My players want to know what every damn book is when they
hit libraries in my games. That's a good thing though as
libraries are great for sewing seeds, planting hooks, and
steering campaigns. But, oh! my aching head after trying to
think up what lines those shelves.
Well, Steven Savage, Demi-God Of Random Generators, has
whipped up this amazing tool: The Bookspinner.
http://www.seventhsanctum.com/gens/bookspinner.php
It slices, it dices, it generates book titles, book quality,
descriptions, and book extras. And...it's free! Sweet.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
6 Tips For Making Monsters Meaner
by Mark L. Chance
- Check That Treasure
Look at your monster's treasure. What is there that the
monster could use against the characters? This is
especially important when running published scenarios that
often fail to give proper consideration this very question.
For example, why would the orc leader leave two potions of
healing locked in a chest rather than carry them on his
person, especially if he is expecting trouble?
If an item of treasure is something that a character would
insist on carrying and using, then the sensible monster
insists on the same. Depending on the nature of the item,
it also encourages characters to vary their tactics. An
enemy wizard who is not afraid to use her wand of magic
missiles presents a double-threat. Not only is she using a
magic item against the characters, but she is also using up
the charges of the characters' potential treasure.
Return to Contents
- On the Importance of Mental Ability Scores
How intelligent, wise, and charismatic is your monster?
Consider one of the most over-abused character tactics: two
fighters block the door in order to "force" the mob of
monsters into a bottleneck where they can be dealt with a
few at a time. Exactly how stupid would a mob of monsters
have to be to cooperate with this set-up?
There is nothing in the rule books that say monsters must
actively cooperate in their own destruction. Even some
animals, such as wolves, display a startling degree of
organization and intelligence when hunting. The next time
the characters face a reasonably intelligent foe or group of
foes, turn the tables on them. Have the monsters retreat,
regroup, and refuse to be lured into anything but a truly
clever set-up.
Return to Contents
- Best Defense = Good Offense
A defensive battle is a losing battle. Any monster who
locks itself in its lair and just waits for the characters
to act is a monster that will eventually die.
Put the characters on the defensive by putting the monsters
on the offensive. This is especially important if the
characters have only penetrated so far into a lair and then
retreated to recover hit points, spells, et cetera. Would
the monsters not give chase? Engage in harassment attacks?
Set up ambushes for when the characters return? Do the
monsters have spell casters in their midst? If so, examine
their current selection of spells and then make appropriate
changes. For example, a goblin wizard would be a fool to
keep sleep readied if he is facing a party of elves.
Return to Contents
- Goal-Setting
What are your monster's primary goals? Command and conquer?
Defend the home front? Loot and pillage? Answer this
question as precisely as possible and then adjust your
monster's tactics accordingly.
Most importantly, if a monster's goals do not require it to
fight to the death, have it avoid fighting to the death (see
Tip 5 below).
Determining a monster's goals also determines what it is
willing to sacrifice if those goals are threatened. This
increases actual role-playing potential by introducing the
possibility of character-monster negotiations.
[Comment from Johnn: here's a brief goals list to expand on
Mark's great tip:
- Power: Command and conquer
- Safety: Defend the home front
- Greed: Loot and pillage
- Achievement: Prestige through great deeds
- Lazy hunger: Get the most food with the least work
- Revenge: Taunt and tease and make victims suffer
- Nurturing: Defend the young'ns
- Succor: Seeks sympathy and love, but lashes out
- Companionship: Wants to talk about the weather
- Survival: Get the job done any way, any how
Be sure to change monster goals as situations develop to
help your strategy and GMing.
For example, an intelligent, demonic bug might crave
companionship and acts accordingly until it feels the sting
of a closed-minded PC's blade. Then its goal changes to
revenge for all the previous injustices it has suffered at
the hands of humans. Finally, it seeks safety once the
characters gang up on the poor thing and the dice start
flying... ]
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- He Who Runs Away....
If the battle can't be won, don't fight it. Do the
characters pitch themselves suicidally into the fray, or do
they find some way to retreat, recover, and return? Why
can't monsters do the same?
If some degree of realism is to be attained, monsters cannot
be treated merely as a collection of statistics pertaining
to combat. The basic options when presented with danger are
fight or flight, and the mob of monsters willing to die for
the cause is an over-used cliche.
By way of example, a few times I've run for different groups
of players a scenario that involved rescuing a kidnaped
minor noble from a pack of wererats. One group in particular
failed miserably. They waltzed blithely into ambush after
ambush, lost a party member, and eventually fled back to
town to lick their wounds for two days. During that time,
the wererats killed the minor noble and left his body with a
sarcastic note explaining how much easier it would have been
to just pay the ransom, and then they packed up all their
treasure and fled the province. The characters got nothing
for their trouble except scars and an opportunity to attend
a comrade's funeral.
Return to Contents
- Home Field Advantage
Considering all of the above, think now on how long your
monster has had to make its lair liveable and defensible:
- Are all the entrances covered?
- Are there planned escape routes?
- An alarm system (even if nothing more than yelling
really loudly)?
The more intelligent the monster, the more sophisticated can
be the preparations. Simple things like barricades not only
slow down invaders but also provide cover for defenders. Of
course, barricades can be turned into cover for invaders
should the defending line fail, so smart monsters have plans
to oust unwanted company from such positions.
For example, if the lair has more than one story, defenders
can drop flaming oil, scorpions, acid, or other unpleasant
things onto invaders. Also do not underestimate the humble
pit trap. If the pit trap can be locked shut, monsters can
travel over it freely. When forced to retreat, the pit can
be unlocked in order to set up a defensive weapon against
invaders. The same idea can be applied to a myriad of traps.
[Comment from Johnn: monster tactics are fun puzzles to
think about when you should be doing other things like
writing or homework. :) Here's a couple more:
- How many times have your PCs entered a cave and you said
"A few feet ahead the entry passage ends in a 'T', do you go
left or right?" Clever monsters will lead invaders down the
path of *their* choice through their lair, hopefully to an
ambush or dead end (literally): "A few feet ahead the entry
passage ends in a 'T', the left looks plain and empty, but
to the right you spot a little blood, a feather and a
discarded, rotted wooden shield. Farther down you see a
flickering orange light..." Which way would your PCs
probably head?
- Divide and conquer is always a great tactic: instead of
enclosed pits, have the PC drop into another cave or dungeon
level. The monsters have simply poked a hole in the
floor/ceiling to connect the levels and divide the invaders.
Sometimes, it's only necessary to delay PCs who have split
up, so that the defenders can gang up on one small group at
a time.
For example, a wooden wall drops down to separate the last
two PCs from the party. The monsters attack the pair en mass
until the other PCs hack through the wall a couple of rounds
later at which point the creatures flee. That's two rounds
of pure monster delight! Plus, who's to say the creatures
don't drop another wall in the same spot again as the party
turns around to help their bleeding friends, isolate another
pair of PCs from the opposite end, and attack from the other
side? ]
Return to Contents
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Readers' Tips Of The Week:
- Elven Naming Tip
From: Neil F.
Sources of names seem to be a perennial problem for GMs.
I've just found myself inventing no less than twenty names
for elven tree spirits, and it was surprisingly easy. For
each tree, I took the scientific name and then 'elvenised'
it. As examples:
Yew (Taxus) became Dagduniil
Ash (Fraxinus) became Faracuniel
Holly (Ilex) became Iilecassie
In some campaigns, appropriate 'Latin' names might be used
'straight', without modification. Try Arenaria (the
turnstone, a wading bird of rocky shores), Taraxacum (the
common dandelion) or Libellula (a type of dragonfly).
The name might give further inspiration for the character.
Perhaps the bold warrior Taraxacum wears a necklace of
lions' teeth (dandelion comes from the French dent-de-lion,
tooth of the lion). Arenaria might be a mysterious witch
living in a cave on a rocky headland, etc.
The duke's butler might be called Eilemos (Eilema being the
scientific name of a moth called the Footman). The elves of
the sandy shore might be known as the calidri (Calidris
being a genus of birds known as sandpipers).
Field guides to birds, flowers, trees etc are widely
available in bookshops and not too expensive.
- Enhance Your World With Fashion
From: Neil F.
I think there is a bit of a gap in many game worlds on the
subject of what people wear (aside from the Chain mail + 6
and the Codpiece of Arrow Deflection, etc). Those who can be
bothered to do so might like to devise particular items of
clothing, which might be:
- Baldly descriptive (as in stove-pipe hat).
- Named after a place, like the coat known as an Astrakhan
(after the port on the Black Sea).
- Named after the personage who invented or popularised
them (like the Wellington boot).
- Named after a race and/or profession who invented or
popularised them.
Of course, you need to have some idea of what these things
look like and what they denote (social status, profession,
geographical origin, etc.), but they can be used to help
spice up NPC descriptions.
"The chief clerk approaches you. He is wearing a black
Templefort hat, a long Elfmage tunic, and shiny Sidebuckle
boots up to his knees..."
Return to Contents
- Online Resource For NPC Pics
From: Garry S.
"What a Character" is a excellent resource for NPC or even
PC pictures. Hundreds of "Character actors".
http://www.what-a-character.com/
Return to Contents
- A Quick Trip Inspired An "Alternate World" Campaign
From: Moonhunter
A trip to Canada inspired an "alternate world" campaign.
Coming from California and going to Canada, except for the
touristy things, I could of been in California... almost.
It gave me an eye for the little differences and strange
quirks of another region. Brands had different names, but
the same logos, potato chips with weird flavors,
discontinued cereals were still being made, the music on the
radio was similar but different - with different stars, the
play money (multicolored money that looks strange to every
American), Loonies (their dollar coins), different fast food
chains, normal chains with strange things on the menus, and
the accents, were all little things that expressed the
change. If you looked at it all through a science fiction
filter, you found yourself in a different, parallel world.
[Comment from Johnn: being a Canadian, I found this email
personally interesting ;) but I also felt it made a great
tip. Next time you're out travelling, be it to another
country or just another town, note the differences and use
them in your campaigns to make your game world varied and
fresh.]
Return to Contents
- Generating Campaign Events
From: David S.
A tip for generating campaign events in a region is using
the chapter called Events and Encounters in the 1st Edition
AD&D Oriental Adventures handbook. You can use it to develop
yearly, monthly and daily events for the region that your
characters are in. The tables are generic enough that they
can be used in any system or scenario.
[Comment from Johnn: be sure to check out Dragon #293 for
some excellent domain management rules by Ray Winninger. ]
Return to Contents
- A Pair Of RPG Chatroom Tips
From: D. J. Lower
- This is easy to do when roleplaying in a chatroom.
Identify a signal (my favorites are '---' and 'END') to use
when it is OK for the players to make their move.
- If the PCs are doing free roleplaying (i.e. talking
something over) then you should intervene only when
something significant or something that adds to the story
takes place.
Return to Contents
New Stuff At My Other Site: http://www.RoleplayGames.About.com
"Roleplaying in the MUD"
An inside look at a Multi-User Dungeon
http://www.roleplaygames.about.com/library/weekly/aa030102.htm
"When Children Join Adult RPG Games"
Tips from Sam Chupp for when younger people want to step-up
with the adults to the gaming table:
http://www.roleplaygames.about.com/library/weekly/aa021502.htm
D&D 3E Review - "Masters of the Wild"
http://www.roleplaygames.about.com/library/reviews/aapr-MastersoftheWild.htm
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