Here’s something we’ve been arguing about forever and
ever. Race in the game. I said a small piece of my piece on Goblins
the other day but I don’t get tired of thinking about these sorts of things so
I thought I’d write on this a little more but with some clarification as it
pertains to the subject at hand today – which is Monsters.
It’s always monsters.
You put together your character sheet and right at the top
it always has that little piece of persistent Victoriana – Race – It’s not the most appealing thing to consider in real-life
actuality because of its lack of actuality and its prevalent role in the
complexities of our various societies.
Victorian – and it’s worth seeing the 19th century as the
source for this, our hobby. Fantasy
fiction erupting from out of a fascination with gothic eras, orientalist interest in the further parts of the world coupled with adventurism,
confiscation – a lot of complex, difficult – fairly difficult to justify things
all wrapped up what’s nowadays called white supremacy.
Fun stuff right?
Probably not – I’ll skate through that as it’s much more academically
interesting than it is useful as part of a discussion of How To Do All Of This. Short & sweet – the races as presented in
gaming are broad strokes caricatures that make for easy shorthand in terms of
motivations, identities, expectations & behaviors and that is Useful at the
table because time at the table is brief and quick & dirty portrayals make
points. There’s a reason Sitcom
characters are so cartoonish – it’s how you tell a story quickly &
well.
So let’s allow that in our settings there are races and these
represent kinds of people who are distinct, one from another. That’s something.
Now we’ll take that internal logic and progress it along
time & space – as that Is What We Do.
In real life humans out-competed & intermingled with a
bunch of hominid species and now we’re the only ones – it seems reasonable that
that would happen in a fantasy setting too right? One of the races over time would overwhelm
the others. Well, only if they actually
compete for the same resources and have similar ranges & starting
points. So you can knock off a few of
the races from this discussion right there – Goblins & Elves – let’s say –
they live in remote, unwelcoming places where the others don’t care to tread –
the Elves in the deepest wilderness the Goblins in the deepest Wastelands. Okay – Halflings? Maybe they’re like… rats. Let’s say rats but not with malice – the Halflings
just join up and follow the others, they’re a shadow-people, perpetual
outsiders living in the margins. That
works for them, maybe they even like it.
And we don’t have to worry about things like evolutionary
competition over time because – hey, fantasy.
Let’s put Goblins, Elves and Dwarves into the realm of Fairies. They’re extra-dimensional or some-such – from
the land of dreams & nightmares and they are migrants, only lately come to
this world.
What about Orcs? Orcs
and Humans and Halflings? Are they all
evolved? Let’s say Orcs and Halflings
are – Orcs to be nomads, let’s talk physiology – like the Elves and Dwarfs they’re
distinct. Maybe they can’t physically
digest anything but meat – maybe they’re like cats and are obligatory
carnivores? Maybe they have language but
their vision makes writing or reading impossible for them?
And where do humans fit?
They’re the baseline if only because most of the people playing these
games are nominally human. Where’s their
niche? Let’s say that they’re created by
the gods. Let’s put religion & deity
into this – because those seem like pretty human characteristics – maybe ones
that aren’t shared by the others? That’d
be okay – Humans are created by the gods – the Fairy races came from fairyland –
visitors/aliens & Halflings & Orcs were made by nature- evolved.
Now they don’t compete exactly, they’ve got room, each of
them, so they can flourish. And
naturally have conflicts – there’s not much story without conflict – but we’ve
at least tried to set up those conflicts in line with our setting’s internal
logic.
So hey! Good
Job.
Now it’s time for a dungeon and you want to fill it with
monsters – maybe a bunch of monsters that can talk & think, that have a
kind of civilization. At least some kind
of monster-made ecology that you can populate with tiers of a social order
& most importantly their related accoutrements – since what is adventure
without reward in the form of loot?
Let’s say these monsters can talk – this is, to me – the best
& most useful designation. If it can
talk is it really a monster? It’s a kind
of person if it can talk and then the game isn’t about adventure so much as it
is some kind of ethnic cleansing. Well –
that’s crassly put & certainly not the intention but it is the seeming
result. And that’s hard to love. We all tell stories about our favorite old
adventures – the ones that involved massacring countless kobolds to steal from
them… well maybe not the best. Probably
not a high point.
Now let’s say that they can talk, just not to PCs. Maybe they can’t talk exactly but they can
make & build? Let’s say any number of
things that will differentiate these things from people. They’re not even a kind of people – not the
way that the Dwarfs and Halflings are right?
They’re ALIEN and they’re MONSTROUS.
Here, I find it best to work from physiology & intent.
Physiology means you make them really different from most
living things – maybe they have mouths, heck, maybe they’re covered in them –
but maybe too – they don’t eat. They
have hundreds of puppet-mouths that just crunch things up and mash their enemies
into crumbs. That’s MONSTROUS – it’s
unrelatable on a physiological level. It’s
clearly outside of our milieu and thus ALIEN.
To me this makes for a solid monster-race. A group of beings that may be otherwise
comprehensible but with extreme differences rendering them unknowable.
Intent means that they don’t want anything that makes
obvious sense to PCs, that’s unrelatable on a mental rather than physical
axis. Perhaps these things build massive
complexes like huge termite mounds and then use them to pierce the bodies of
giants, sacrificing them so that the giant’s blood mingles with the earth
creating a slurry of blood which these creatures need to form their offspring
from. Perhaps they gain uncanny
sustenance from stealing people’s words, maybe they render their prey mute or
incapable of saying specific names. That’s
peculiar enough to make the monsters – MONSTROUS – it makes them something
other than a different kind of person.
So this is part of the rationale in creating the monsters
from the last two weeks. The Masheddenna
& the Bawamb.
The Mashaddenna are made of old panther-skins with ashes
sewn up in them. They extrude flint-like
feathers and they hunt smaller folk for the materials to make their own kindred. They can catch souls in their nets &
fling their feathery flints to draw blood.
Now let’s say that they’re new in the world – an emerging next phase of
mytho-evolutionary development that stands to gain if any of the other’s
lose.
Here we have Unrelatable Physiology – they’re panther-skins
full of ashes.
And we have Unrelatable Intentions – they hate & fear
agriculture & water. They’re
anti-life living beings of rock & wind.
'Art' by Me! Kind of. |
If you were to pepper these through your campaign – you’d
earn every bit of fear your players have for you, sure, but you’d also be able
to evoke a certain element of wonder & exploration. “How is this possible? Why do they hate farms?” Now there are questions with obscure
answers. Creatures with unknown origins
who demand an origin. This is a superior
result to staged colonial expansion.
The Bawamb are possibly components of a single
extradimensional being- a god, perhaps, who casts a minor shadow over this
world – and whose shadow is comprised of the Bawamb. The unthinkable functioning of a god
coincides mystically with the growth & movement of the world – so that these
massive, horned bats seem to be purely a type of animal, a huge, strange predator. And yet, they are not, they are shadow-stuff
that eat scents & shadows & which communicate with mists. They are slinking hidden beings and they may
exist in many places, many times even all at once. And is their presence linked to a weakness in
the God, can this being of another reality be engaged if one pushes through and
past the Bawamb? Will they allow such a
communion or do they seek to enable it?
Questions.
I mean, I mostly made this - but mostly from the works of the generous dead. |
There's that Unrelatable Physiology - they eat shadows & scents & they are maybe the atoms of a god.
An that old Unrelatable Intent - They're just suddenly here for no obvious reason.
In the end the worst thing that can be said of a monster is
that the PCs knew what it would do, and why it would do it. Surprise is in the end the thing that
startles us most, that shocks us into attentiveness, inquisitiveness &
action. Knowledge is the reward for
experience – but it shouldn’t be fatal to that learning.
One of the multifaceted reasons I use a lot of undead in many campaigns. Base unintelligent undead have no culture, and their very existence relies on the end of existence of intelligent species. In effect, they are the result of the aforementioned ethnic cleansing.
ReplyDeleteAs an extension, their master either is a sentient undead who has very understood goals, and is utilizing these mindless beings to exact his will. This usually drives me to tropes about totalitarianism, and our inherent disgust with such.
Or, the being is an unknowable force that seeks to do something equally unknowable. This also removes choice, since we as thinking beings need to be able to conceptualize choices in order to make them. This makes this creature equally abhorrent in most players eyes, and so foreign that it allows us to defeat it with no concern of our morals.
Thirdly, the being is a living entity with an entirely knowable goal, which drives us back to the concept of absolute totalitarianism.
Finally, no conscious force has gathered these mindless creatures, and absent of a great designer it is no more amoral to kill undead as to break a lamp.
This is why undead are some of the best enemies, they inspire revulsion as well as wonder.
All useful assessments. It's true that the undead are like cartoon enemies- it's okay to show them getting massacred to children - they're the PG badguys of choice.
DeleteI think they have great scalability and useful mechanical flourishes that make them compelling.
All that said - the hardest thing I've ever consciously done in designing a campaign was to intentionally remove any trace of undead - no skellys, no zombies - that made it hard, but interesting too.
Plus when I did what you must be free to do & broke my own rule, popping Undead into the mix really startled the players.
I think I'll have to write about undead soon - probably focusing on their scalability.
I actually began writing a benevolent undead culture, where those worthy in the living society were inducted to guide the realm after their demise. It's coming along swimmingly.
ReplyDelete