Monsters are Puzzles
Standing in the way of your goals, or being a goal upon themselves, monsters are central to the D&D-like TTRPG experience. So why don’t we add a little more gameabilty to them? I really like a video Zee Bashew made about this topic quite some time ago. (this is a REALLY good video).
Generally, monsters are dealt with in one of three ways:
1. Taking them out
Combat. Killing them. Often the standard approach in popular TTRPGs.
- Vulnerabilities: aspects that affect the monster negatively. These are common puzzle elements for monsters, popularized by games like Pokemon. You could go so far as to make a vulnerability that’s an instant-kill!
- Abilities: anything monsters can do apart from hitting players. The best abilities force players to change their normal approach. I myself really like environmental effects that directly impact a combat encounter with the monster.
2. Negotiation
Monsters are human too. They have feelings. Feelings you can exploit. As long as it doesn’t (directly) harm the monster, any approach could fall under negotiation.
- Goals: what the monster wants to achieve. Their Fear is that they’ll fail to achieve it. Both are usable through persuasion and intimidation respectively. For an additional level of interest, you could attach emotions to these goals. Agony. Jealousy. Lust.
3. Avoiding confrontation
Stealth. Traps. Ambushes. As long as you aren’t seen, you can do anything. Within this category also falls starving the monster or poisoning their food. As long as it doesn’t see you.
- Blindspots: aspects that protect the player. They’re generally defined by the things monsters won’t or can’t do. I find that a lot of the time players seek these out themselves, which is great for the GM to just latch on to.
the Full Picture
The full monsters-are-puzzles experience is achieved when all these properties are given to your designed monster. They may overlap, with a goal being to protect a vulnerability or an ability having a blindspot. Here’s d6 table of popular monsters with this gameability:
Monster (1d6) | Ability | Vulnerability | Blindspot | Goal |
---|---|---|---|---|
Werewolf | Turn human during the day | Silvered weapons | Anyone howling is a friend | Quench their hunger |
Troll | Their blood is toxic | Turn to stone in daylight | Very dumb | Protect their territory |
Dragon | Fly and breathe a fire cone | Their soft belly | Sleep very deep | Amass all the gold they can |
Tree(ant) | Awakens plants nearby | Fire and axe | Must connect to their soil | Conserve nature |
Zombie | Turn those they kill into zombies | Cutting off limbs | Sloooow | Get that tasty brain |
Kraken | Drag others beneath the sea | Harming their insides | Can only swim | Rid the sea of vessels |
Cheers,
Willem-Jan
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