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Monster Manuals: Things You Don't Kill
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<blockquote data-quote="mearls" data-source="post: 5237122" data-attributes="member: 697"><p>Absolutes are tricky things in game design, though. I think that works as an ideal, but forcing every monster to conform to a set of goals leads to bland or overwrought design.</p><p></p><p>In monster books I've worked on there's been a tendency for goals like that to fall flat. For instance, if a Monster Manual format requires a society section in every creature entry, you end up with a lot of unnecessary writing. Some creatures have interesting cultures, but others are interesting in other ways.</p><p></p><p>The key is to find what's really compelling about a creature, and then highlight that. When you try to force it, you end up with bland detail that doesn't really serve anyone.</p><p></p><p>A wolf entry might talk about how wolves are sensitive to natural magic. Packs gather around places of power, like ley lines or druidic circles.</p><p></p><p>A zombie entry might mention that some zombies retain memories of their former lives and can try to act out different tasks they undertook in life.</p><p></p><p>The goblin entry could talk about how hobgoblins force them into service, but they resent it and betray the hobgoblins whenever they can.</p><p></p><p>All three add depth, but they add it in different directions. The wolves point to world building and bigger story issues (the forest rife with gates to the fey realm is overrun with wolves). The zombie piece could provide a clue in an adventure (the animated guard pantomimes opening a secret door he used to guard). The goblin one is the most direct roleplay opportunity.</p></blockquote><p></p>
[QUOTE="mearls, post: 5237122, member: 697"] Absolutes are tricky things in game design, though. I think that works as an ideal, but forcing every monster to conform to a set of goals leads to bland or overwrought design. In monster books I've worked on there's been a tendency for goals like that to fall flat. For instance, if a Monster Manual format requires a society section in every creature entry, you end up with a lot of unnecessary writing. Some creatures have interesting cultures, but others are interesting in other ways. The key is to find what's really compelling about a creature, and then highlight that. When you try to force it, you end up with bland detail that doesn't really serve anyone. A wolf entry might talk about how wolves are sensitive to natural magic. Packs gather around places of power, like ley lines or druidic circles. A zombie entry might mention that some zombies retain memories of their former lives and can try to act out different tasks they undertook in life. The goblin entry could talk about how hobgoblins force them into service, but they resent it and betray the hobgoblins whenever they can. All three add depth, but they add it in different directions. The wolves point to world building and bigger story issues (the forest rife with gates to the fey realm is overrun with wolves). The zombie piece could provide a clue in an adventure (the animated guard pantomimes opening a secret door he used to guard). The goblin one is the most direct roleplay opportunity. [/QUOTE]
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