Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why A GM Can Never Have Too Many Bestiaries
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Doctor Futurity" data-source="post: 7690729" data-attributes="member: 10738"><p>It's all in the implementation. I have found bodak much more threatening and disturbing to run than plain old ghosts. Sometimes it's not about what's most convenient to run, but about what's unknown...in the case of my games, the players hadn't met bodaks, while they had met ghosts. Also, even if you have savvy players with a resistance to death gazes, a bodak used in a manner threatening to nearby innocents, or which is predatory on NPCs that the PCs seek to protect can be more unnerving.</p><p></p><p>Yes, I agree that you could use a ghost just fine, or invent something entirely, but for myself, reading about a creature such as the bodak prompts me to think of ways to use it, to expand on it, to make it something for my campaign. Sometimes....well, sometimes you're just sick and tired of plain old ghosts and bodaks with their hypnotic, death-dealing gaze is all you need to feel a bit of inspiration.</p><p></p><p></p><p></p><p>I don't honestly know why anyone would use a monster without thinking about it a bit, first. Adherers seemed odd to me...weird and interesting, maybe reminicent of those people-digesting aliens from Beast Master (the movie), and then the Pathfinder Bestiary entry on them made the whole thing "click" at just weird and cool they were as alien monsters.</p><p></p><p></p><p></p><p>I wonder if the need for monsters is directly proportional to the time one has to run games. I've averaged 1-2 games a week, every week, since 1989. Sometimes 3 or more times a week in my earlier years. That adds up....and the need for inspiration and resources to keep myself interested is high. Having a lot of monsters that provide springboards for inspiration is extremely important; and running planar adventures is just one more element of the need to supply interesting content for both player and GM. </p><p></p><p></p><p></p><p>At some point you can call them all ghosts and be done with it, but then you have a campaign full of ghosts, and a need to make them all a little different. Why reinvent the wheel when D&D has done so countless times? For some, the differences are inconsequential. But from a story perspective I see worlds of difference between ghosts and astral voyagers. One is the spirit of a dead man haunting the living, usually constrained to a haunt in the mortal realm. The other is the screaming, agnonized emotional baggage of still living people ripped from their nightmares, relentlessly hunting down prey in the astral plane. Those sound insanely different to me.</p><p></p><p>EDIT: I am actually not trying to convince you that your approach to monsters is wrong. Rather, i am trying to convince you that other people's approach to --and need for-- monsters can be very different. I will specifically shun fantasy games that don't offer up at least a decent array of monstrous entities, precisely because I find this a significant and important part of the experience for me as GM. By contrast, a game (which I like) that takes a more universal approach to monster design is Fantasy AGE, which provides templates for "types" of monsters....where even a troll and ogre is a variant on the same stat block. This might be a better approach for someone like you. But for me, all I can think of is how badly Fantasy AGE needs its own Monster Manual.</p><p></p><p>I mean....I'm still annoyed that Runequest 6 ranks orcs and goblins in the same stat block. WTF....mechanical similarity absolutely does not equal descriptive/fluff/story/plot/thematic similarity in my book.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7690729, member: 10738"] It's all in the implementation. I have found bodak much more threatening and disturbing to run than plain old ghosts. Sometimes it's not about what's most convenient to run, but about what's unknown...in the case of my games, the players hadn't met bodaks, while they had met ghosts. Also, even if you have savvy players with a resistance to death gazes, a bodak used in a manner threatening to nearby innocents, or which is predatory on NPCs that the PCs seek to protect can be more unnerving. Yes, I agree that you could use a ghost just fine, or invent something entirely, but for myself, reading about a creature such as the bodak prompts me to think of ways to use it, to expand on it, to make it something for my campaign. Sometimes....well, sometimes you're just sick and tired of plain old ghosts and bodaks with their hypnotic, death-dealing gaze is all you need to feel a bit of inspiration. I don't honestly know why anyone would use a monster without thinking about it a bit, first. Adherers seemed odd to me...weird and interesting, maybe reminicent of those people-digesting aliens from Beast Master (the movie), and then the Pathfinder Bestiary entry on them made the whole thing "click" at just weird and cool they were as alien monsters. I wonder if the need for monsters is directly proportional to the time one has to run games. I've averaged 1-2 games a week, every week, since 1989. Sometimes 3 or more times a week in my earlier years. That adds up....and the need for inspiration and resources to keep myself interested is high. Having a lot of monsters that provide springboards for inspiration is extremely important; and running planar adventures is just one more element of the need to supply interesting content for both player and GM. At some point you can call them all ghosts and be done with it, but then you have a campaign full of ghosts, and a need to make them all a little different. Why reinvent the wheel when D&D has done so countless times? For some, the differences are inconsequential. But from a story perspective I see worlds of difference between ghosts and astral voyagers. One is the spirit of a dead man haunting the living, usually constrained to a haunt in the mortal realm. The other is the screaming, agnonized emotional baggage of still living people ripped from their nightmares, relentlessly hunting down prey in the astral plane. Those sound insanely different to me. EDIT: I am actually not trying to convince you that your approach to monsters is wrong. Rather, i am trying to convince you that other people's approach to --and need for-- monsters can be very different. I will specifically shun fantasy games that don't offer up at least a decent array of monstrous entities, precisely because I find this a significant and important part of the experience for me as GM. By contrast, a game (which I like) that takes a more universal approach to monster design is Fantasy AGE, which provides templates for "types" of monsters....where even a troll and ogre is a variant on the same stat block. This might be a better approach for someone like you. But for me, all I can think of is how badly Fantasy AGE needs its own Monster Manual. I mean....I'm still annoyed that Runequest 6 ranks orcs and goblins in the same stat block. WTF....mechanical similarity absolutely does not equal descriptive/fluff/story/plot/thematic similarity in my book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why A GM Can Never Have Too Many Bestiaries
Top