Every monster is a story.
Correction. Every monster is two stories. The first story is the backstory. Why the monster is there - which is a mix of its habitat and its motivations. The second is the immediate story - what do they do when they meet the PCs, whether as adversaries or not.
In terms of immediate story, 4e monsters through their statblocks show you exactly what they will try and do in combat at a level of detail that kicks the arse of any previous monster manual so hard it goes flying over the goalposts. (I said more about this in the
post that prompted KM to create this thread). In terms of confrontation, giving the monsters a few explicit skills is extremely useful, putting 3e and 4e ahead of previous editions for most mundane monsters. On the other hand both lose ground in different ways; 3.X monsters have a nasty tendency to "Cast like an nth level wizard" which has the effect of making them wizards with prosthetic foreheads, whereas 4e is missing the monsters that behave like traps more than sentient beasts like the Lurker and Cloaker.
I therefore give the 4e Monster Manuals
all a vast edge over anything in previous editions in inspiring for what to do when the monster meets the PCs. I've been known to look at a monster stat block, almost cackle, and want to see what the PCs will do when facing
that. If that isn't inspiring, what is?
Then there's the backstory. Two things are important here for inspiring stories. Where a monster is, and what its motivation is (whether or not the motivation relates directly to the PCs). Both Monstrous Manual and Monster vault entries are written to a fairly obvious structure; the Monstrous Manual is written with a section providing a basic overview then a school-textbook like account of Combat, of the Society, and of the Ecology. The Monster Vault on the other hand is written to inspire. It provides a couple of paragraphs of basic background, then normally three headed sections for each monster (standard PC races normally get two, and certain popular monsters get four). So for example Giants get "
A Shattered Legacy", "
Born from Furor" and "
Titanic Leaders", kobolds get "
Trap-Filled Warrens", "
Creature Keepers", "
Devious Thieves and Cunning Killers", and "
Dragon Worshippers" whereas Hydras get "
Born of Primordial Blood", "
Predatory Water Dwellers" and "
Deadly Pets". And always at least one of the sections deals with where you are likely to find the monsters and at least one deals with motivations.
To illustrate, here's the
2e Black Dragon entry. 4e on the other hand provides motivations and locations in the text for all the monsters. And I believe that most people will find the following text
excerpted from Monster Vault more inspiring than the 2e Monstrous Manual.
Even among chromatic dragons, few share the cruelty of blacks. A black dragon does not hunt out of a need to survive or to protect its territory. Instead a black dragon chases and tortures prey for the pleasure it gains from inspiring fear and causing pain. Black dragons are also among the most cowardly and cautious chromatic dragons. A black dragon waits in ambush or attacks from concealment, When a black dragon retreats, victims of its ambush sometimes mistake its departure for a genuine withdrawl, not realising until too late that the black is merely preparing for another assault.
[Four colours of dragon snipped]
Driven by Greed and Ego: The secret to understanding chromatic dragons is comprehending their worldview. One trait unites and informs their psychology: the belief that they are superior beings. Dragons consider themselves more powerful, intelligent, important, and worthy of being dominators than any other mortal creature. Chromatic dragons are born with this sense of superiority, and it is a cornerstone of their personalities and worldviews. Trying to humble any dragon is like trying to convince the wind to stop blowing. To chromatic dragons, humanoids are animals, fit to serve as prey or beasts of burden, unworthy of respect or acknowledgment.
If one characteristic other than arrogance defines chromatic dragons, it’s greed. Dragon hoards are the stuff of legend—enormous piles of gold, gleaming gems, and magic items, enough wealth to buy a kingdom. And yet dragons have no interest in commerce, despite the value of their hoards. They amass wealth for no other reason than to have it. A chromatic dragon’s desire to create a hoard is a psychological need, or, arguably, a biological imperative. The source of this desire is a mystery, but it probably lies somewhere in a dragon’s enjoyment of possessing what others lack.
Dangerous lairs: One things dragons and humanoids share is the desire to find permanent shelter. Humanoids want a place that offers comfort and a little security. A dragon, with its innate toughess, poor tactile senses, and tolerance for server conditions, instead chooses a home that is defensible, has multiple ways to enter and leave, and that provides the utmost security for its hoard.
Chronatuc dragons rarely construct lairs and instead find naturally occurring locations that can accommodate them
...
A chromatic dragon doesn't rely only on the natural defenses of its lair. A dragon employs magical guardians, traps and subservient humanoids to protect its treasure. A dragon that lacks such resources instead makes sure to place its lair in such a dangerous and remote location that none but the most audacious mortals could ever reach it. A white dragon might lair in a cave within a massive icicle on a frozen mountainside. A black dragon could hide wealth deep underwater in the hull of a sunken ship.
Where does an adult dragon sleep? Wherever it likes! And tell me that the very idea of a dragon making its lair in the hull of a sunken ship isn't inherently more inspiring than one that revels in the gloomy depths of swamps and bogs.
I picked the Black Dragon because it was a statblock I knew I could find online. There are more.
The
Monster Vault doppelganger has the section headings "
Sowers of Paranoia:",
"Dedicated Impersonators:" (including the lovely note "Some doppelgangers find this effort stressful and revert to their natural forms when they believe that no one is looking. Still, their ability to hold a form over time allows doppelgangers to live among other races, developing relationships with neighbors and becoming a part of the community without raising suspicion.") and
"Wielders of Many Powers:" whereas the
2e Doppelganger has information on how they were created "in the distant past", has more mechanical detail, and has the most anti-inspiring text I think I've seen. "All dopplegangers belong to a single tribe. Although this is rare, groups of dopplegangers can be found anywhere at any time, and in unexpected locations." (Well, that first sentence is anti-inspiring. The second is just vapid).
Otyughs also make my point. Just looking at the combat fluff,
2e says "Otyughs lurk under piles of offal with only their eyes exposed. They usually attack if they feel threatened, or if they are hungry and there is fresh meat nearby. They attack with their two ridged tentacles, which either smash an opponent or grapple it. [Half a dozen lines of early grab rules snipped]"
4e on the other hand is far more evocative "
Ambush Hunters: An otyugh is a natural ambusher. Its massive bulk and ungainly, three-legged form rule out speed-based attacks, but the rest of its body reeks of predatory ability. The beast sinks into its wallow. Its center tentacle, which is outfitted with two eyes and nostrils, barely breaches the pit’s surface as it watches a creature approach. Then it silently draws back and awaits the perfect moment to strike. With a great splash, an otyugh’s other two tentacles, well muscled and equipped with claws, whip out to smash into startled prey. Even the creature’s scent aids it in battle, as disoriented and sickened foes stumble around trying to settle their bellies long enough to unsheathe their weapons."
So the 4e Monster Vault has more fluff, fluff that is almost pure hook and reason to use these monsters rather than being written textbook style and being about what the monsters eat and how they raise their kids.
So tell me, in what way is the 2e Monstrous Manual more inspiring than Monster Vault?