The Monsters in your WorldsMarch 4, 2015
There’s an interesting thing about “monsters” (aliens, robots, spirits, whatever) in your setting – how do people in the world react to them? This doesn’t just define the tone of the setting, but it also affects whether people have any means to dealing with them, how well they can plan/work around the beings and so on.
Here’s four ways to set that dial:
Familiar monsters are ones the world knows well. If it’s controllable, the creatures are used towards society’s benefit – griffons as mounts for knights, sandworms that make psychic power drugs, etc. Uncontrollable monsters, or threats, are fought, warded off, using whatever means are available – maybe that’s just big walls, garlic hung over doorways, forcefields, magic talismans. Your entire society or setting might be shaped around these creatures.
Effectively the monsters are like tigers or wild animals in our world – we know of them, if they’re dangerous we have sense to respect that, but it’s not the wild fear of something completely unknown.
If the monsters are intelligent, they’re effectively another culture to deal with.
Familiar Monsters have the benefit of making your world very different than reality, though the monsters themselves become mundane. Notice that this doesn’t mean society is necessarily in power OVER the creatures – you might have a world where a horde of rampaging robots follows a never-ending storm seasonally – no one can stop the horde, but they can close the gates and wait out the annual Sweep.
– How do they impact the world? Has the culture or mythology changed because of them?
– Does society make use of them? Does society need to avoid them? Obey them?
– What are practical changes that come out of this? Trade? Survival? War? Business?
Unfamiliar Monsters are either rare overall, or just happen to be rare in the area you’re in. Unlike familiar monsters, society is poorly equipped to deal with them – they have rumors or only partial information at best, and none of the necessary tools or organization to deal with them effectively.
Unfamiliar monsters work pretty easily for creating the classic “monster” – a threat that people cannot deal with well and it requires heroes to even resist them. The flipside of it is that you have to have a good reason why people haven’t figured out how to deal with them yet. If the same monsters keep showing up, then they’re not going to be unfamiliar for long.
– What kinds of things can the monster(s) do that people aren’t ready to deal with?
– Why is the monster unfamiliar? What needs to happen to change that?
– What sort of myths, rumors, or straight up projections are people applying to the monster?
Monsters that society simply has never heard of before. No one even has rumors or stories about them. Whereas people might be able to figure out which rumors about vampires work or don’t work because they have those rumors, an unheard of monster is simply an enigma you have to learn as you go.
This could be the ancient evil that has been locked away for thousands of years with no surviving records about it (or, usually, the heiroglyphs on the temple that seals it away that you just opened…), or it could be something that is kept unknown by some kind of conspiracy or cosmological reason – such as invisible death gods that each are waiting for our time to come up and so on.
– Why is the monster unheard of? Has it been hidden? Is there some kind of magic involved?
– If the monsters are not trapped, what have they been doing? How have they affected the world, or history?
– Is there any projections people might throw upon the monster, mistakenly? (“It’s really an angel, see…”)
Unprecedented monsters are absolutely new to the setting. They haven’t existed previously. This might be a sentient AI you create, or some kind of horrific reanimation experiment or a magical construct.
Society not only lacks means of dealing with these things and whatever they can do, there’s the strong possibility that they may break our understanding of the rules of the world or physics. There’s a good number of horror movie killer/monsters that effectively do this – it’s not like everytime you burn someone to death they come back as a dream-hopping murderer, it’s a random, new thing and no one totally knows what the rules are and how it works.
– What happened to bring this thing (or things, plural) into existence?
– Do they break the physics or “rules” of the setting in some way?
– What do they want? Are they driven by a primal need, a misunderstanding of how the world should be, or perhaps some kind of violent twisted idea?
What’s it mean for your game?
I’ve seen a lot of games turn weird when the expectations of what the monsters are, or should be, aren’t aligned at the table. Sometimes this comes down to people complaining about “bad roleplaying” or “metagaming” but a lot of it is “What SHOULD be the expectation of how we treat things in our game world?”
The other part of it, too, is that a lot of game settings don’t ask the next step of what are the implications of some monsters existing or doing what they do in the world? The common parallel is magic – “If we have easy access to magical healing, how does anyone die of disease anymore?”
Consider how the monsters shape your society and world, and make sure the players know what to expect out of it.
Also – what if different creatures occupy different categories? How do you respond and what does that mean? You might have a sci-fi game full of aliens and robots and that’s all Familiar, but space zombies would be Unprecendented… and what does that mean for your setting?
You don’t have to slot every creature into these categories (especially if you’re playing a game with a giant book of monsters) but you should take some time to consider what role monsters play in your game, and if there’s any key ones around which the game revolves as a whole.
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