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<blockquote data-quote="megamania" data-source="post: 4587005" data-attributes="member: 9255"><p>The local radio station occational likes to spice up speeches by popular politicians, speakers and / or entertainers by bleeping out key words. Creats a fill in with what ever you are thinking responce. I Thought I would try it but on something gaming. This is from General "Essays about gaming"</p><p></p><p></p><p>"I have tried over the years to <span style="color: Black">address</span> these "monstrous problems" in my Campaign setting, and in the adventures I write for the players to <span style="color: Black">undertake</span>. For instance in my world monsters and (are) <span style="color: Black">unique</span>, usually one of a kind <span style="color: Black">creations</span>, much more similar to the monstrosities and prodigies of ancient Greece, than the creations of modern fantasy <span style="color: Black">role play</span>. This means when the party does <span style="color: Black">encounter</span> a monster then in game terms it is a real, dangerous, feral, vicious <span style="color: Black">brute</span>. Really and truly <span style="color: Black">monstrous</span>. It also means you can't pull out the <span style="color: Black">Monster Manual</span> to know best how to <span style="color: Black">fight</span> it or know if it likes laying <span style="color: Black">traps </span>and <span style="color: Black">ambushes</span> or the straight out, let's get bloody, man-to-man <span style="color: Black">brawls</span>. Furthermore it knows where it <span style="color: Black">lives</span>, how it <span style="color: Black">moves</span>, what its tactics are, what techniques it will employ far better than the players. (Which ain't the case most of the time now.) Making it that much more dangerous and lethal because it is an unknown quantity with unknown qualities. You don't know the creature's <span style="color: Black">level</span>, challenge rating, hit point count, what it can do, etc. You just know it bites, <span style="color: Black">claws</span>, and <span style="color: Black">kills</span>. So in that way I've solved the "Over-familiarity/Lack of Danger Aspect" of monster design weakness in D&D. (This is just a general "design principle," and like all design principles it is of course open to whatever the DM and players want to do. If the DM and players want gnolls who dress like <span style="color: Black">circus clowns </span>and eat <span style="color: Black">hay</span> and farm naked <span style="color: Black">molerats</span> for <span style="color: Black">monsters</span>, so be it. I'm talking about game monsters that are truly monstrous, and dangerous, and <span style="color: Black">unknown</span>, not colorful and comic, humorous, and so familiar they might as well be wearing body scales made out of neon glowing statistical probability charts. If monsters were real they would not be "<span style="color: Black">readable</span> and <span style="color: Black">predictable</span>," instead they would be <span style="color: Black">lethal</span>, unpredictable, and <span style="color: Black">stat graphs </span>and <span style="color: Black">hit point counts </span>would be the very least of your worries if you encountered one that was <span style="color: Black">pissed off</span>, <span style="color: Black">moody</span>, or feeling kinda hungry.) "</p><p></p><p></p><p>[sblock= original section]</p><p>I have tried over the years to address these "monstrous problems" in my Campaign setting, and in the adventures I write for the players to undertake. For instance in my world monsters and unique, usually one of a kind creations, much more similar to the monstrosities and prodigies of ancient Greece, than the creations of modern fantasy role play. This means when the party does encounter a monster then in game terms it is a real, dangerous, feral, vicious brute. Really and truly monstrous. It also means you can't pull out the Monster Manual to know best how to fight it or know if it likes laying traps and ambushes or the straight out, let's get bloody, man-to-man brawls. Furthermore it knows where it lives, how it moves, what its tactics are, what techniques it will employ far better than the players. (Which ain't the case most of the time now.) Making it that much more dangerous and lethal because it is an unknown quantity with unknown qualities. You don't know the creature's level, challenge rating, hit point count, what it can do, etc. You just know it bites, claws, and kills. So in that way I've solved the "Over-familiarity/Lack of Danger Aspect" of monster design weakness in D&D. (This is just a general "design principle," and like all design principles it is of course open to whatever the DM and players want to do. If the DM and players want gnolls who dress like circus clowns and eat hay and farm naked molerats for monsters, so be it. I'm talking about game monsters that are truly monstrous, and dangerous, and unknown, not colorful and comic, humorous, and so familiar they might as well be wearing body scales made out of neon glowing statistical probability charts. If monsters were real they would not be "readable and predictable," instead they would be lethal, unpredictable, and stat graphs and hit point counts would be the very least of your worries if you encountered one that was pissed off, moody, or feeling kinda hungry.)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="megamania, post: 4587005, member: 9255"] The local radio station occational likes to spice up speeches by popular politicians, speakers and / or entertainers by bleeping out key words. Creats a fill in with what ever you are thinking responce. I Thought I would try it but on something gaming. This is from General "Essays about gaming" "I have tried over the years to [COLOR="Black"]address[/COLOR] these "monstrous problems" in my Campaign setting, and in the adventures I write for the players to [COLOR="Black"]undertake[/COLOR]. For instance in my world monsters and (are) [COLOR="Black"]unique[/COLOR], usually one of a kind [COLOR="Black"]creations[/COLOR], much more similar to the monstrosities and prodigies of ancient Greece, than the creations of modern fantasy [COLOR="Black"]role play[/COLOR]. This means when the party does [COLOR="Black"]encounter[/COLOR] a monster then in game terms it is a real, dangerous, feral, vicious [COLOR="Black"]brute[/COLOR]. Really and truly [COLOR="Black"]monstrous[/COLOR]. It also means you can't pull out the [COLOR="Black"]Monster Manual[/COLOR] to know best how to [COLOR="Black"]fight[/COLOR] it or know if it likes laying [COLOR="Black"]traps [/COLOR]and [COLOR="Black"]ambushes[/COLOR] or the straight out, let's get bloody, man-to-man [COLOR="Black"]brawls[/COLOR]. Furthermore it knows where it [COLOR="Black"]lives[/COLOR], how it [COLOR="Black"]moves[/COLOR], what its tactics are, what techniques it will employ far better than the players. (Which ain't the case most of the time now.) Making it that much more dangerous and lethal because it is an unknown quantity with unknown qualities. You don't know the creature's [COLOR="Black"]level[/COLOR], challenge rating, hit point count, what it can do, etc. You just know it bites, [COLOR="Black"]claws[/COLOR], and [COLOR="Black"]kills[/COLOR]. So in that way I've solved the "Over-familiarity/Lack of Danger Aspect" of monster design weakness in D&D. (This is just a general "design principle," and like all design principles it is of course open to whatever the DM and players want to do. If the DM and players want gnolls who dress like [COLOR="Black"]circus clowns [/COLOR]and eat [COLOR="Black"]hay[/COLOR] and farm naked [COLOR="Black"]molerats[/COLOR] for [COLOR="Black"]monsters[/COLOR], so be it. I'm talking about game monsters that are truly monstrous, and dangerous, and [COLOR="Black"]unknown[/COLOR], not colorful and comic, humorous, and so familiar they might as well be wearing body scales made out of neon glowing statistical probability charts. If monsters were real they would not be "[COLOR="Black"]readable[/COLOR] and [COLOR="Black"]predictable[/COLOR]," instead they would be [COLOR="Black"]lethal[/COLOR], unpredictable, and [COLOR="Black"]stat graphs [/COLOR]and [COLOR="Black"]hit point counts [/COLOR]would be the very least of your worries if you encountered one that was [COLOR="Black"]pissed off[/COLOR], [COLOR="Black"]moody[/COLOR], or feeling kinda hungry.) " [sblock= original section] I have tried over the years to address these "monstrous problems" in my Campaign setting, and in the adventures I write for the players to undertake. For instance in my world monsters and unique, usually one of a kind creations, much more similar to the monstrosities and prodigies of ancient Greece, than the creations of modern fantasy role play. This means when the party does encounter a monster then in game terms it is a real, dangerous, feral, vicious brute. Really and truly monstrous. It also means you can't pull out the Monster Manual to know best how to fight it or know if it likes laying traps and ambushes or the straight out, let's get bloody, man-to-man brawls. Furthermore it knows where it lives, how it moves, what its tactics are, what techniques it will employ far better than the players. (Which ain't the case most of the time now.) Making it that much more dangerous and lethal because it is an unknown quantity with unknown qualities. You don't know the creature's level, challenge rating, hit point count, what it can do, etc. You just know it bites, claws, and kills. So in that way I've solved the "Over-familiarity/Lack of Danger Aspect" of monster design weakness in D&D. (This is just a general "design principle," and like all design principles it is of course open to whatever the DM and players want to do. If the DM and players want gnolls who dress like circus clowns and eat hay and farm naked molerats for monsters, so be it. I'm talking about game monsters that are truly monstrous, and dangerous, and unknown, not colorful and comic, humorous, and so familiar they might as well be wearing body scales made out of neon glowing statistical probability charts. If monsters were real they would not be "readable and predictable," instead they would be lethal, unpredictable, and stat graphs and hit point counts would be the very least of your worries if you encountered one that was pissed off, moody, or feeling kinda hungry.) [/sblock] [/QUOTE]
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