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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Making Monsters Matter - Everyday Evils
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<blockquote data-quote="Steampunkette" data-source="post: 8695066" data-attributes="member: 6796468"><p>So... first things first? I love liminal entities, largely being one myself.</p><p></p><p>Existing between states, or in the cracks in the world, or simply paused in the doorway between one self and another, is amazing and terrifying and strange. In monstrous allegory it is often the Aberration or the Half-Orc. The A5e Goblin trapped between the ragged edge of civilization and the the clawing fringe of the wild.</p><p></p><p>So, 100%, I love what you've done with the most basic ghost story concept and agree. Also: NOT ROLLING INITIATIVE IS SCARY. Initiative gives you a framework, an order, and a sense of control. An approach to the encounter that puts it in a neat little box and tells you "This thing has hit points and AC and I am to interact with it on the basis of antagonism" and when that's not the case... things get uncertain.</p><p></p><p>Ghosts. I generally try to have ghosts appear as symbols of danger and in need of "Fixing". Players often roll initiative and approach them exclusively on that basis. <em>sigh</em></p><p></p><p>CULTS. I use cults in different ways and do so with interchangeable terminology. There are evil cults like what you're talking about, here. But there's also good ol' religious cults. Fractured and occasionally heretical infighting church beliefs built up around specific takes on a given religion and how to approach problems by it. It makes things so -delightfully- messy. I want my players to have to briefly stop, -identify- the cultists by their symbology, and then make the decision to fight, flee, or filch, whatever they need.</p><p></p><p>Or even engage in a request for help!</p><p></p><p>I love your approaches, here.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8695066, member: 6796468"] So... first things first? I love liminal entities, largely being one myself. Existing between states, or in the cracks in the world, or simply paused in the doorway between one self and another, is amazing and terrifying and strange. In monstrous allegory it is often the Aberration or the Half-Orc. The A5e Goblin trapped between the ragged edge of civilization and the the clawing fringe of the wild. So, 100%, I love what you've done with the most basic ghost story concept and agree. Also: NOT ROLLING INITIATIVE IS SCARY. Initiative gives you a framework, an order, and a sense of control. An approach to the encounter that puts it in a neat little box and tells you "This thing has hit points and AC and I am to interact with it on the basis of antagonism" and when that's not the case... things get uncertain. Ghosts. I generally try to have ghosts appear as symbols of danger and in need of "Fixing". Players often roll initiative and approach them exclusively on that basis. [I]sigh[/I] CULTS. I use cults in different ways and do so with interchangeable terminology. There are evil cults like what you're talking about, here. But there's also good ol' religious cults. Fractured and occasionally heretical infighting church beliefs built up around specific takes on a given religion and how to approach problems by it. It makes things so -delightfully- messy. I want my players to have to briefly stop, -identify- the cultists by their symbology, and then make the decision to fight, flee, or filch, whatever they need. Or even engage in a request for help! I love your approaches, here. [/QUOTE]
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Making Monsters Matter - Everyday Evils
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