Monsters do not need innovative mechanics to be interesting. The difference in the statistics between kobolds, goblins, orcs, hobgoblins, gnolls, bugbears and ogres in original D&D (and AD&D) is minimal. What makes them different? Culture, organisation, and story.
With any monster, when you're designing a story, you'd like to say "this is the only monster that fits that role." That they're identifiable and iconic enough in both your and your players' minds that it makes sense that they're there.
Dungeons & Dragons delights in having lots and lots of different monsters, but do you need them all in your campaign? You likely don't. Especially when you are building up the cultures and settlements in your world.
For the intelligent monsters that have their own cultures and homelands, pick a few that you want to tell stories about, and place their settlements on your map. Then ask yourself, what are they doing there?
It is okay to give them alien desires. To give them beliefs and motives that do not fit with our own. They are *not* humans. The trick is that conveying that to the players in a consistent way.
And yes, many of these groups are likely to be hostile to humanity. Some can never be brought around. Some might be able to be. But that sort of campaign is *usually* outside the regular D&D game.
I once read in a history book about two European nations with similar cultures, the same religion, and beneficial trade alliances.

They *still* went to war.
It is probably worth considering Europe circa 300-500 AD. During that time, the Western Roman Empire collapsed, and the political map of Europe was rewritten. And what was one of the major pressures on Rome at that time? The migration of "barbarian" races into Europe.
We tend to look at a D&D map and draw out the whole world. With everything known. And then put in monster races which the players & DM know where they are. But if you were to draw a map of 500 AD Europe, there would be question marks around the borders.
Where did the Huns come from? We don't know. They ravaged large parts of the Roman Empire, but they came from that big question mark to the east. And they drove the Gothic nations before them.
Question marks on the Dungeons & Dragons maps are wonderful things. The borders of the unknown. Anything could live out there!
When you say "The gnolls of the Eastern Reaches are led by a savage priestess who encourages them to show their piety by collecting the ears of their victims, and only those with a thousand ears are guaranteed passage to the afterlife", that gives you something to use in game.
If you then have monster stats to back that up, you've got something that is reinforced and becomes pretty memorable in game!
One of the worst examples I have of monster mechanics detracting from a monster is the 3E dragon. In particular, the spell-casting dragons.
Some of these dragons had the spell lists of archmagi. And that's how they worked in game - eschewing their fangs, breath weapons and claws in favour of just casting spells!
Now, I do not have a problem with dragon archmagi, but (a) we already had archmagi, and (b) the lore for dragons wasn't about them being archmagi!

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Merric Blackman

Merric Blackman Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @MerricB

7 Feb
If many DMs find themselves struggling with particular high level abilities, does that mean the abilities were a mistake, or that the game needs more advice about running games with those abilities in it?
One thing that we’ve seen over the years is that D&D does dungeons quite well at lower levels. Dungeons may not be the answer at higher levels, but do DMs have skills to handle them? Do adventure designers?
There is one glorious feature about dungeons. They’re self constraining, giving predictable paths. That starts falling apart later. How good is the DM at handling non predictable approaches to an adventure?
Read 5 tweets
5 Feb
If you have an ability in a game that has a chance of eliminating you from the game if you use it, what does that then do to the game?

What does it do to the enjoyment of the other participants?
Older board games were very fond of player elimination - where you could stop playing the game when your position was overrun. And these could be LONG games. Consider Diplomacy, which could be an 8 hour game where players were progressively eliminated.
And that meant that a person might set aside their afternoon and evening for playing this game, but then WASN'T playing for hours.
Read 14 tweets
4 Feb
In previous adventures (about 15+ years ago), the characters failed to stop the necromancer in Feast of Goblyns, and another player character became an important person in the Great Kingdom. #greyhawk #dnd
(I placed Feast of Goblyns in a west county of the Great Kingdom).
It's about 30 years later in the campaign world, and the current characters are about to visit the Court of the Overking. Some of the players played those previous adventures.
Read 5 tweets
3 Feb
My group are fighting on top of Yester Hill. The scale on the map is 1 square = 50 feet, which means the closest enemy is about 300 feet away, and others are 500+ feet away. It's a new experience for the characters!
Spot the tokens!
While the party wait for the enemies get into range, the wizard keeps attacking a statue depicting Strahd.

Ireena is *very* approving of the wizard. Is this a lovely romance starting?
Read 9 tweets
5 Jul 20
If you're interested in giving earlier editions of Dungeons & Dragons a try, I suggest you *also* get a copy of the 1981 Basic Rules, which may have the clearest explanation of some of the procedures those games follow.
Things like the procedures for exploration and combat are described much more clearly there than in OD&D or AD&D. You can then replace them with systems you like better, but it should give you a better feeling for the game. And the Expert rules add in wilderness travel.
I tend to like AD&D more than B/X due to the way it handles character classes, but I found the Basic rules invaluable in understanding the game.
Read 5 tweets
26 Feb 20
In the early days of Dungeons & Dragons, players rolled to determine their ability scores. On 3d6. In order. Certain classes were only available to those with good rolls. #dnd
Note that in the earliest form of D&D, high ability scores did very little. High Str, Int or Wis? That only gave a bonus to XP earned, and only if you were of that class. No bonus to hit or damage from high Strength, for instance! #dnd
As the game developed - and with the release of the "Greyhawk" supplement - ability scores rose in prominence. And, as they did, alternative methods of generating them were needed. I've got a feeling characters with below average stats didn't survive long - if even played! #dnd
Read 18 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!

Follow Us on Twitter!