The Unique Beast.
We find it interesting, and frustrating, that unique creatures from our mythology become just generic creatures when they show up in a #ttrpg. Something gets lost when this happens.
First, and foremost, they always stop being mythological. By this, we mean such creatures can't only be taken down by 'a hero'. They're not as terrifying as they were in mythology - because it's expected a PC party should be able to beat them.
You don't have to be particularly heroic or special to take down the creature - and they lose impact when they become part of a species. For example, a town may say, "within the swamp lurks a hydra, it's killed 20 of our men."
The group knows 1) it's 'a' hydra. 2) it took out what was probably 20 commoners or plebes, and that the group can probably take it out (or, the players presume, the GM'd not mention it).
Rather than, "within the swamp lurks THE Hydra, and when the king sent 20 of his best soldiers and would-be heroes it destroyed them."
There's only one Hydra. And this is it.
It took out some mid-to-decent levelled people, and all of them at once.

Now the group starts doing the math. Now the stakes become real. This is a mythological horror, not some 'monster'.
Sure, goblins, kobolds, dragons, is there more than one? Yeah, okay.

But when you get into the named things.
Medusa. The Hydra. The Chimera. The Sphinx. Pegasus. The Minotaur. These should have the mark of a legend. A thing people hear of, and don't want to mess with.
When the PC party finds out one of these is a threat, defeating it should be the End Goal of the adventure, not some middle-encounter.

"Okay, I want to face the Minotaur. It's in a labyrinth that nobody has escaped. How do I get in there, kill it, and escape?"
"Oh, we're having to face the Kraken. What do we need to take this down? Where do we have to go? What do we have to face?"

"Crap, we need to fight MEDUSA?! So, how do we survive this?"
You drop the name, it should invoke fear in the group. It isn't just 'a type of monster to defeat', it's an honest to goodness Titan or a manifestation of the Wrath of the Gods, or some other unique abomination that gives the group pause.
We're so used to taking what were epic creatures in mythology, and turning them into 'an encounter'. And for some reason, it's done almost exclusively to Greek mythology.
Imagine if we did that to others?
"There's a jormungandr wandering these mountains."
"I ran into a pack of fenris going through the forest."
"I ran into a baba yaga in the highlands."
"I heard you were plagued by a tamamo no mae."
And honestly, that first one makes us laugh. "a WORLD serpent." But seriously, it dilutes the feel of these creatures and people to make them just a generic race. If you're going to do that, might as well have 'Herakles' as a wandering monster type.
We think this might be a problem with games where the PCs are expected to grow stronger and stronger and stronger - bigger threats need to be created for the group to face.
But rather than, you know, perhaps showing the GM how to set up legendary creatures, and giving a bunch as examples, they take what would be legends and make them into 'just another monster'.
The Tarrasque. It's mentioned as 'unique', as are a bunch of other creatures in OD&D. So, you know, it was possible to do this with a bunch of things. It isn't like there's no precedence.
The Nemean Lion. Imagine if they made that just a generic monster. Rather than 'nothing you do to this creature's going to actually hurt it', it has 'Resistant to Non-Magical Weapons'. By the time the PCs encounter it ... it isn't even a threat.
It'd be much more epic a fight if it just shrugged off spells, swords, magic arrows, its hide untouched by these things. The PCs need to think of better tactics to take it down. It takes *effort*.
And when they're done. That feeling that they've done something truly MYTHIC.

We're Shinto Nephilim, and thanks for coming to our TED Talk.

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More from @Shinto_Nephilim

1 Jan
The Importance of NPCs. #ttrpg
Long, long ago, PC parties didn't travel by themselves in groups of 4-5. Not often. It simply wasn't practical. The AD&D books included lists of henchmen and hirelings, and it was reasonably expected you'd have a few - more so when you hit 'name'.
Basically, around level 10 or so, you attracted followers. A lot of followers. You basically became a mobile army. But this made sense, and here's why:
A PC party. 5 members. With camping gear, horses, perhaps a wagon. You're going into the dungeons. Are you taking your horses, camping gear, and wagon with you? What about the 800 pounds of loot you've picked up so far? Is that going down there with you?
Read 11 tweets
1 Jan
The First Rule of Combat #ttrpg
Practically speaking, the goal in combat is to inflict as much damage as you can on your opponents, while mitigating the damage your side will take. You don't enter a combat you don't think you'll win, and you try to gauge how much it'll 'cost'.
Some games are designed to allow for this kind of mentality (Shadowun as an example, 2e Legend of the Five Rings as another). Range, cover, and the sheer damage output the character can unleash can end a combat in a single round.
Other games don't consider this, and you're expected to whittle each other down until one falls or the other - and it's expected that both sides are going to suffer damage in the process.
Read 12 tweets
30 Dec 21
#ttrpg "Too Generic"
There's some RPGs out there that have gone minimalist, and that works for them. Then there's others that go that route, and we're wondering what they're thinking.

Pick a genre or movie where 'getting better' - either linearly or laterally, is a thing.
For example, Star Wars. Luke's journey into learning how to use the Force. Any number of anime where the main character develops and grows. Superhero comics where the character has their origin and grows. You get the idea.
Now, imagine an RPG which completely throws that out to give you the most basic traits to cover the character's abilities.

For example, "The Force". If you're playing a Jedi, you get 'The Force'. Any challenge the GM throws at you, you can solve with 'The Force'.
Read 35 tweets
10 Dec 21
@DymonStorage
So, you're planning to build at Baseline and Clyde. The local community fought you on this and lost. You plan on building a large building - taller than pretty much any other building in the area. Something that's going to blot out the view of a chunk of the area.
You plan to tear down the woods in the area, that houses wildlife. That people walk through and enjoy. Trees that the community get to watch change with the seasons. Where rabbits live. Where cats wander.
So. Here's the thing.
What are you going to give to replace this? What will you give to the community that replaces the trees, the wildlife, the serenity of that small patch between Merivale, Baseline, and Clyde?
Read 8 tweets
9 Dec 21
#ttrpg #ttrpgredlist
Culture. Faith. Education.
This, we think, should be what determines what kind of magic a character has access to in games where magic exists. Rather than having magic be an open book where all spells are available to choose from,
where your character is from, where they were trained, and what beliefs exist should determine what's available and what isn't. You follow the Goddess of Peace, you don't get harmful spells. You're from a desert region, you might get a lot of fire, sand, and wind spells.
We had a character from an Arabian-like kingdom, so when we made a magus, we restricted elemental spells to fire and wind. The character had a few other spells to round things out (extra movement, buffs), but we decided that most of the spell list was out-of-bounds.
Read 30 tweets
8 Dec 21
#ttrpg #ttrpgredlist
For us, a good RPG is one that allows you to explore the setting, in any way you wish, and support you in that goal. The mechanics should be able to support this desire, and the characters you want to make within the confines of the setting.
If the game doesn't have a setting, it needs to support the players (and game master) in the genre of the game - a fantasy RPG supports playing in a fantasy world, a cyberpunk RPG supports playing in a cyberpunk world.
And we believe, a good RPG needs to be able to provide the group options. For example, a cyberpunk game should provide support for street level, corporate, military, gang, media, entertainment, or sport-star characters. (Cyberpunk 2020, and Shadowrun, are excellent for this).
Read 22 tweets

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