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What Is A Monster?

So there’s your heroic PC, standing, blade barred, with a dragon rising in front of her, smoke curling from the foul beast’s mouth. And there she is deep below the surface of the earth, torch held high, examining a door’s elaborate lock. And there she is trying to root out which of the courtesans in the noble’s collection is the succubus, and which is just the mortal schemer. And there she...

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So there’s your heroic PC, standing, blade barred, with a dragon rising in front of her, smoke curling from the foul beast’s mouth.

And there she is deep below the surface of the earth, torch held high, examining a door’s elaborate lock.

And there she is trying to root out which of the courtesans in the noble’s collection is the succubus, and which is just the mortal schemer.

And there she is darting down a narrow alleyway to head off the villain she’s pursuing as he cuts through the main square.

And all of these things are adventuresome, dangerous activities that put her at risk of death and destruction if she is not skilled, and if she is not cautious, and if she is not smart.

As a player, you help her through these adventures by making choices for her, and by rolling dice to determine if she succeeds. These are the basic mechanics in most RPG’s: choices, and die rolls. This is how you determine what your character does.

Between the two mechanics, only one offers a potential for failure, or for an interesting, unexpected result: the die roll. Choices may be made more frequently, but they lack the tension and surprise of a roll. If you choose to take a particular path in a dungeon, for instance, you are signing up to experience the consequences of that action. There’s no questioning the outcome: because you went Right, you find the treasure. Because you went Left, you find the Dragon.

This is true whenever you make a choice about what your character does or is. If you chose to hate goblins or if you chose to suspect the redheaded courtesan or if you chose to insert the silver key into the complex lock, it’s not a question of IF something happens, it’s just a matter of watching the fallout from your particular action take place.

You could run an entire game with nothing but choices. I hear Amber does a fine job, and Nobilis has some interesting concepts, too.

We’ve discussed some of the limits of choice before, and there we looked at why we might roll the dice. One of the reasons was that the dice can be a neutral arbiter, able to determine success and failure without putting the blame or credit on the hands of the DM. That is, if your adventure fails, if your character doesn’t slay the dragon or doesn’t see the trap in the door, they could die. That death, that permanent and irrevocable failure, isn’t something we’re comfortable letting someone just decide, based on their supposedly neutral judgment, to allow.

In those situations, we ask for a roll of the dice, in part, because the dice are clearly mechanical and neutral. You can debate the finer points of what your choice meant when you make a choice, but you can’t argue with that 1 on the d20 very effectively, can you?

This is why rolls occur when the game decides something is important, important enough to rest the success or failure of the adventure on, important enough that aspects like loss aversion and the desire for success come into play.

Which brings us right around to the question: what has D&D determined to be that important?

The Important Things

Combat
Most obviously, combat is this important in D&D. Combat as a method of killing your characters is something every edition of the game trucks in to a greater or lesser degree. Risking death is quite adventuresome, and D&D’s nearly irrevocable and final death is one of its defining features. Combat is the most obvious way to kill your character, too: there’s some other creature actively working for that end, jabbing spears at you and breathing fire at you and suchlike.

But combat isn’t alone…

Movement
This is especially clear in the “Thief” class, with its specific rules for moving silently and disabling traps, but movement itself, especially in earlier editions, was considered something that could kill your character. While choice served as the main way to move your character (you don’t need to roll dice to move), dice came into play when you might notice or trigger a trap, or a creature, or some treasure, or some secret.

Later editions added skill mechanics, and skills like Endurance or Climb or Swim, which also involved rolling dice to enhance the “fairness” of what your player would undertake while moving. We want the rules to determine if we fall from the cliff or drown in the water or notice the pit trap before we fall in, because, like with combat, these things can directly and seriously threaten the characters with a permanent and messy death. While nothing is actively seeking your demise, your demise is constantly something you put into the mix in order to undertake the movement.

It’s interesting to note that even stealth falls into this category: it helps you overcome the obstacle of other creatures, and rules for stealth are as old as rolling a d6 to determine surprise.

Influence
An area that has typically been the dominion of spells and a few skills, D&D has probably been the most reluctant to come around to the idea that non-hostile NPC’s can be as important as things you fight and fates you avoid. Choice has been the dominant mode of dealing with other people in the world for most of D&D’s history, but it hasn’t been the exclusive mode. From spells that charm (with the relevant saving throws) to skills for deceit (with the relevant ability checks), influencing NPC’s has had solid rules for rolls since OD&D, but they’ve largely been specific and narrow, in favor of a more organic system of choices.

This perhaps reflects the fact that failing to influence an NPC is less immediately deadly than failing to notice a pit trap or failing to dodge a bugbear’s mace. It is still a conflict, still a struggle, but it is not one where the failure will necessarily lead you to rolling up a new character if you get it wrong. It might make that outcome more likely, but it’s not automatic.

This area of the rules has grown more as the rules have become more narrative in focus, more about conflict and struggle in general than about specifically whether or not your PC lives to see the next sunrise. As failing to influence NPCs has become a way to “lose,” more rules have been introduced to support it, and more die rolls have been made to determine its outcome.

Knowledge
One interesting area that die rolls have covered in D&D is the area of character knowledge. Has your character heard of Monster X? About Nation Y? How much does your character know about the succubus, or about lock mechanisms?

Rules for this also date back to the “1d6 to determine surprise” rules. Stealth is attempting to avoid creatures while you move, and perception is attempting to know that a creature is there, trying to be stealthy. It can also be found in many divination spells (the Detect X kind of spells are rules for knowing stuff), and even in the rules for weapon and non-weapon proficiencies. Knowing how to wear heavy armor or how to grow crops is a category of character knowledge.

The rules for this area tend to be very binary: either you know a fact, or you do not. You make your roll, or you do not. Like interaction, knowledge is sort of a layer removed from your demise, but it is a bit closer than interaction may be. If you don’t know the water is tainted with throat leeches, your death might come swiftly and surprisingly. If you DO know that rust monsters are more interested in food than in pursuit, you might get away with dropping a big shield and running instead of risking your magical rapier against the beast.

Rope Use and Cheesemaking?
D&D has had a history of occasionally going a little overboard with respect to things that die rolls determine. At various points, your character’s ability to tie a knot and their ability to make cheese and their ability to tend a bonsai plant were all accounted for.

When you look at the uses of these skills, though, you can see that they feed pretty easily into one of the four above categories. For instance, the Cheesemaking proficiency in 2e was first an element of Knowledge: you knew how to make cheese, and could presumably use that knowledge in any way it might benefit you. It also had an element of Influence, in that you could roll the die in order to make a truly magnificent wheel of cheese – certainly something that would work in your favor if someone were to eat it.

Use Rope could be seen to be similarly a sub-set of Influence, where it is made to help dictate an NPC’s actions (by tying them up), while its counterpart, Escape Artist, was used to avoid that influence and retain control of your actions.

A run through the city to catch a villain? Movement, with a dash of knowledge (for knowing the back alley shortcuts). An investigation of a harem? Influence, with knowledge on top (for knowing the signs to look for in a succubus).

Conflicts and Challenges and Monsters
So, the list above is fairly complete. That is, there’s few things that you roll for in D&D, in any edition, that don’t feed into one of these four big categories.

Thus, it means that these categories are the important conflicts in a game of D&D. These are the points at which it matters to be objective and impartial, to have options and to be able to interact with the rules to influence the outcome. It’s not just about choices at these points, it’s about die rolls to determine the results.

And what opposes those rolls in basically every circumstance? Monsters. From Aarakocra to Zombie, from rot grubs and rust monsters to revenants and rasts, the creatures that inhabit the worlds of D&D exist as a menu of potential challenges, a bountiful buffet of things to make your characters’ lives difficult.

That is what a “monster” is in D&D: a creature that the PC’s must overcome, or suffer some risk. They can overcome this creature with knowledge, with influence, with avoidance, or with combat. The monster itself threatens them with death in combat, hazardous movement, inflexible minds, and dark mystery.

Definitively, monsters are not just made for combat. Certainly, many monsters work mostly on that level: you go up against orcs, and you’re probably going to have to deal with pointy ends and soft bits sooner or later. But there are monsters that live mostly as movement challenges (the aforementioned rot grubs make certain areas dangerous to move through, but not others), or monsters that are mostly influence challenges (a defensive aarakocra, or even a wild dire wolf when there’s a druid in the party), or monsters that are mostly knowledge challenges (find the weakness to a rakshasa or a vampire and you win against it; if you don’t know the weakness, you lose).

These are “monsters” as most editions of the game have defined them. Though 4e took a harshly circumscribed view on what was worthy of the title “monster” (and thus worthy of inclusion in the Monster Manual), the arc of D&D absolutely includes centaurs and nymphs (influence challenges) and rust monsters and piercers (movement challenges) and liches and werewolves (knowledge challenges) and bandits and bugbears (combat challenges) in the same class of game rule: a monster.

Monsters are things that make the PC’s fail. Since the party fails in more than just combat, monsters, necessarily, most be more than just combat challenges. And perhaps monster manuals should be thought of, not as books of things to slay, but a compendium of challenges to pit against the party…in every way that matters. Cheesemaking can save the day, if it is used to create a delicious cheese that then persuades the scheming courtesan to talk about that time she thought she saw a forked tail beneath the skirt of one of the other women there, because succubi aren't things to fight with swords, but things to fight with knowledge, with influence. Monsters are not about combat, they are about challenges. Challenges of all sorts.

...Right?
 

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Nagol

Unimportant
Between the two mechanics, only one offers a potential for failure, or for an interesting, unexpected result: the die roll. Choices may be made more frequently, but they lack the tension and surprise of a roll. If you choose to take a particular path in a dungeon, for instance, you are signing up to experience the consequences of that action. There’s no questioning the outcome: because you went Right, you find the treasure. Because you went Left, you find the Dragon.

I disagree with this assertion. Choices can and do fail whenever there is information hidden from the player.

As an example, I ran an adventure in D&D years ago where the PC was trying to ingratitate hinself with the royal family. He was approached to investigate a noble's murder -- seemingly a crime of passion committed by the royal heir! The player investigated, detrmined the son's guilt and reported the result to the king. The player was wrong. It was a modest frame I expected exposed because the inconsistencies were there for the player to discover. The player chose to end the investigation and trust his initial assesment. The heir's exile and expulsion was unexpected and interesting development that came form pure player choice as was the continued freedom and presence of the real murderer.

The eventual discovery of the truth gave a new prism to view trouble dogging the PCs over hte course of the campaign.
 

I'm A Banana

Potassium-Rich
Nagol said:
The player investigated, detrmined the son's guilt and reported the result to the king. The player was wrong.

I perhaps should have worded that 'graph a little better, but the thrust of the point there is that the result of your choice is simply a consequence of your action. The character chose to believe in the son's guilt, and so the consequences played out, even if the consequences themselves weren't exactly what either party expected. When the character made that decision, he wasn't overcoming a challenge, he was simply declaring a statement that then happened.

If the character had to overcome a challenge to determine the true guilt in the crime, then that reads differently. In my view, monsters serve the game mechanical role of being that challenge. It's not a matter of making a choice, but of overcoming a difficulty.
 

"That is what a “monster” is in D&D: a creature that the PC’s must overcome, or suffer some risk. They can overcome this creature with knowledge, with influence, with avoidance, or with combat. The monster itself threatens them with death in combat, hazardous movement, inflexible minds, and dark mystery."

Not exactly. A monster is simply ANY entity in the campaign world that isn't a player character. The cheerful village priest, the scheming goblin rogue, the 5 headed hydra, and the potato merchant met upon the road are all monsters.

Not every monster is there to present a challenge because not everyone the PCs will meet in the campaign exists specifically to test them in some way. Doing so would produce the most rightfully paranoid group of PCs to walk the earth. Some monsters are simply NPCs that share the world with the players, have thier own goals and desires, and do not spend every waking moment thinking about how to foil the PCs in some way.

Every moment of play in an rpg does not have to be some kind of test, challenge, or adversity for the players. It is harder for players to accept the game world as a real place if it is endlessly out to get them at all times. Conflict is the still the driving force behind campaign events but there must be more than that to experience so that the conflicts have some context to fit within.
 

I'm A Banana

Potassium-Rich
I think a definition of "monster" broad enough to include things that you don't need to roll for is perhaps too broad to be useful as a metric for game design. It's not very useful functionally if it includes anything that's not a PC, since that would lump together a trap, a tree, an aboleth, the sky, every blade of grass, the barkeep....and these clearly fill different needs in play.
 

I think a definition of "monster" broad enough to include things that you don't need to roll for is perhaps too broad to be useful as a metric for game design. It's not very useful functionally if it includes anything that's not a PC, since that would lump together a trap, a tree, an aboleth, the sky, every blade of grass, the barkeep....and these clearly fill different needs in play.

I wouldn't call a blade of grass or a poison dart trap on a door "an entity". Also the concept of something being of any worth to the game being measured by the presence of a die roll is concept made of so much fail it cannot be measured. This would equate to the game being no more than the rules.
 

I'm A Banana

Potassium-Rich
So why is a poison dart trap not a "monster," but an ear seeker (for instance) is? The definition I'm getting at in the article is a functional one -- defined by a mechanical challenge to the PC. What is useful about "every 'entity' that is not a PC"?

The article definitely is more of a starting point than an end point, so I'm not interested in the last word here, just in thinking about this in terms of how the thing is used at the table.
 

So why is a poison dart trap not a "monster," but an ear seeker (for instance) is? The definition I'm getting at in the article is a functional one -- defined by a mechanical challenge to the PC. What is useful about "every 'entity' that is not a PC"?

The article definitely is more of a starting point than an end point, so I'm not interested in the last word here, just in thinking about this in terms of how the thing is used at the table.

An ear seeker is an organism (an entity). A dart trap is not.

Not everything in the game world should be or needs to be defined strictly by it applicability to mechanical challenges because the game itself is more than a series of mechanical challenges.

A game world is made so much richer by the inclusion of elements that just feel like they belong to that world instead of existing solely to fill a mechanical niche. The life of a character is all one piece, not a series of encounters or obstacles.

So not all monsters are opponents or even antagonists and thus it doesn't make sense to defne them solely by the mechanical challenges they provide.
 

I'm A Banana

Potassium-Rich
An ear seeker is an organism (an entity). A dart trap is not.

Okay, how is that distinction useful in play?

Not everything in the game world should be or needs to be defined strictly by it applicability to mechanical challenges because the game itself is more than a series of mechanical challenges.

There's two basic ways any player causes their character to do something in the world: they state that it happens (and hope for DM approval), or they roll to see if it happens (and rely on the rules to state the results). The DM then reacts the same way, changing the circumstances and putting it back on the player.

How do monsters function in gameplay, given that?

My thought is that they function as the thing that the PC's need to roll to overcome, in terms of the design of the game. They're not choices the PC's make, as far as I can tell (with the possible wrinkle of PC races, maybe...).

A game world is made so much richer by the inclusion of elements that just feel like they belong to that world instead of existing solely to fill a mechanical niche. The life of a character is all one piece, not a series of encounters or obstacles.

Sure, but the the playing of the game involves a series of encounters or obstacles. That's what your character does when they go on adventures and live their life.

So not all monsters are opponents or even antagonists and thus it doesn't make sense to defne them solely by the mechanical challenges they provide.

When a given bag of stats doesn't function as a challenge, I'd probably list it into a different category. A deva that allies with your team isn't a 'monster,' it's more like a treasure, in terms of functional gameplay.
 

Okay, how is that distinction useful in play?

The distinction is limited only by your imagination. Once you begin to think of game world elements as what they are instead of how they are mechanically represented, all kinds of possibilities emerge.

Ear seekers are living creatures. That which can detect life can sense them. Once alerted to thier presence, a player may decide to harvest some to use for a clever assassination. Thus the ear seekers exist in the game world beyond a door trap "encounter".



There's two basic ways any player causes their character to do something in the world: they state that it happens (and hope for DM approval), or they roll to see if it happens (and rely on the rules to state the results). The DM then reacts the same way, changing the circumstances and putting it back on the player.

How do monsters function in gameplay, given that?

Don't take that as a given and see what happens. Many activities can take place in a game via mutual player and DM interaction and the application of simple logic and common sense. If a player states that his/her character is going to the inn, then it is simply accepted as taking place. There is no DM approval required nor do any rules need to come into play to handle this.

My thought is that they function as the thing that the PC's need to roll to overcome, in terms of the design of the game. They're not choices the PC's make, as far as I can tell (with the possible wrinkle of PC races, maybe...).

Some monsters will end up falling into this category. Others may not. The status of a given monster relative to the PCs may change over time or be contingent on certain events that take place. When the PCs enter a new city for the first time every inhabitant of that city is a monster that may be potentially encountered. Only a rare few of these encounters might involve a challenge of some sort. Others may simply be sources of information, or desired services. Perhaps the PCs meet a blacksmith and begin a relationship of buying his goods. Later, the PCs end up killing a pickpocket who tried to steal from them. The pickpocket happened to be the blacksmith's younger brother so now the PCs may come into conflict with the blacksmith.

The blacksmith was always a monster with the potential of a variety of interaction with the PCs.


Sure, but the the playing of the game involves a series of encounters or obstacles. That's what your character does when they go on adventures and live their life.

The characters explore thier world and do indeed have encounters and face obstacles to thier goals. So do monsters. The monsters have a place in the world and goals and motivations of thier own. Sometimes this brings them into conflict with the players. A monster as no more than a cardboard standup manufactured for no other purpose than to hurl themselves against players as a mechanical construct feel shallow and fake.



When a given bag of stats doesn't function as a challenge, I'd probably list it into a different category. A deva that allies with your team isn't a 'monster,' it's more like a treasure, in terms of functional gameplay.

Was the deva always the PC's ally? Is there nothing the PCs can do that would turn the deva against them? Relationships are living things. They can change depending on circumstances. The deva is simply a monster with goals that are in alignment with the PCs. In the future it may be just a neutral entity towards the party or even a rival or antagonist depending on how things play out.

Always give a monster an even break. Play them appropriately for thier nature. Not every monster will have hopes, dreams ,and personal goals. A mindless skeleton soldier will simply do as commanded and most living sentient creatures will care about thier lives and do whatever is in thier power to survive and further thier own objectives. Monsters that only exist to be a challenge feel like the flimsy two dimentional figments that they are and the difference can be felt in play.
 

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