Archive for August, 2017

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Stop genocidal white supremacy

August 12, 2017
If you are a person who is not targeted by white supremacists, I’d like you to consider what you will do to stop them in your country.

Will you organize a voting block, starting with your most local politicians and then go larger? Will you demand police target these murderous gangs of terrrorists and not innocent people?

Can you send material support, in the form of money to an organization? Will you donate to someone’s legal or medical fund?

Can you change any policy where you work to make sure hatemongers cannot thrive? Will you see that the people who are already harming others are stopped and addressed by HR or management? Will you follow it through when those groups probably choose to ignore the problem?

Will you stop and watch police interactions with people of color and step in, to make sure they’re not being harmed? Will you do a counterprotest against racists?

There’s a lot of ways to help.

But if you will do nothing, please unfollow my blog and any other place you might know me.  It’ll be easier for you to not have me around now, rather than feel sad after they get to me and the people around me.

If you cannot be a decent human, you can, at least, be honest with yourself.

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Variety in Monsters

August 4, 2017

With the broad number of tactical-fighty RPGs out there, and tons of monster books, you’d think there’d be a pretty good understanding of creating variety in monsters and combat, right?  Well… aside from a few status effects and a changes in turning a dial up or down in terms of numbers, it can get pretty repetitive, quickly.

Aside from breadth in strategic goals for combat to drive variety… a few categories to consider with your monsters:

Mentality

How well can the creature think in a broad sense, and what are it’s general goals around?  This is important because it determines a lot of how the encounter is shaped and the larger scale idea in play how these creatures shape the situation.

Predators – Animal level intelligence,  wants to hunt, or drive things away from it’s territory.

Mindless – Constructs, zombies, amoebas, some bugs.

Intelligent – Capable of thought, making plans, adapting said plans, etc.

Weird – Things from beyond space and time, abstractions given flesh, etc.

Intelligent Tactics

Some creatures use some or all of these tactics.  Understand that any/all of these can drastically change the power balance and threat level of a type of creature.  Also be aware one might have a relatively mindless creature that is adapted use one of these tactics.

Ambushing – Hiding, creating camouflage, waiting by watering holes, etc.

Trap Creating – making pitfalls, sandpits, etc.

Tool Using – capable of picking up, finding, or creating new tools to solve problems

Verbal Negotiation – capable of speech, might negotiate and/or lie.

Effects

Effects are the actual game mechanical things that shape how a combat feels and plays out.  Many of these also have to deal with the environment or area that a combat occurs, so definitely take that into account as well.

Special Movement – natural (flying, swimming, climbing, swinging, burrowing), unnatural (teleporting, phasing through objects, being liquid and oozing through cracks)

Environment Affecting – leaves a poisonous slime trail, large enough to knock down trees and small buildings, sets the area on fire, sprays a mist that makes it hard to see.

Resistances/Immunities – against poison, fear, types of elements, types of weapons (“The undead creature takes minimum damage from arrows.”), needs silver, blessed weapons, can only be injured in daylight, etc. 

Ranged – spitting caustic/poison saliva, choking spore cloud, throwing rocks, ranged weapons, magical effects – deadly gaze, etc.

Forced Movement/Immobilizing – charging/body slam, dragging with tentacles, pouncing and pinning, chomping on leg and clamping down.

Formation Effect – wolf pack getting bonuses for group attacks, herd animals stampeding, clay soldiers that fight with phalanx tactics, etc.

Set Up Attack/Action – takes 1-2 actions to “power up” or prepare a special action that is very powerful.  Coiling before constriction, chanting a spell, etc.

Lasting Damage – effects that last beyond the current encounter (a day, a month, until certain medicine/magic is used, etc.) – acidic attacks, poison, disease, lycanthropy, a curse/hex, etc.

Examples: Skeletons in different ways

Standard fantasy skeletons are like this: Mindless + Resistance/Immunities (poison, disease, fear, etc.)

Aren’t they tool users? They usually come with swords and spears, right? Not so much.  Consider the classic “We’re being chased by a horde of skeletons, and we hide out in a room with a really strong and large door that we shut behind us.”  Normal fantasy skeletons either a) stand around and don’t bother trying to get in, b) beat at the door, a while, but still can’t get in.   They have weapons, but they don’t really look for or utilize tools otherwise.

Tool Using Skeletons, however, will pick up that busted wooden ceiling beam that was laying around and use it as a battering ram.  (also, these are at least Predator mentality and intelligence at that point as well).

If they moan or simply repeat phrases, that’s not any extra sign of intelligence.  If they start whispering through the door that they’re tired, and just want to see the light of your torches, it’s been dark down here, so long, please don’t deny them this one thing… well, now they’re using Verbal Negotiation in an Intelligent, if evil fashion.

When the skeletons have figured out to cling to the ceiling with their untiring bony hands for uncountable years waiting for victims, you’ve got Ambushing skeletons.  When that ambush is also next to a ledge by water, and they roll you in, you find out Forced Movement is a bad feature for these guys.  The one that uses the magic staff of freezing to ice the water overhead so you can no longer break the surface for air is Environment Affecting.

As you can see, until we get to the magic staff, pretty much anything here can be done with the normal stats for most skeletons in many games and can make them much, much worse than what you normally get.   However, the point is not to simply throw twists on existing ideas, but to give you a better way to organize your tactical focused gamism as a whole.

The Big Picture

What you should be looking for is variety in those categories.  Make sure you have a mix of different Mentalities, of creatures using different Intelligent tactics as well as Effects.  By doing all of this, the players will have to use different tactics and strategies as well- which makes for better tactical play.  Strategies that work against one thing will not work against others, and this makes for more interesting situations than simply throwing bigger numbers at everyone.

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