| - | - | AD&&D | - | - |
| Dragon 42 | - | Monster Manual | - | Dragon |
Too often DMs complain that monsters
are too weak, spells and
magick too strong, or players too clever.
What is actually stated in
most such cases is that the DM is a Dungeon
Milquetoast rather than
Master. Players plan and cooperate, so
naturally they tend to utilize
all their strengths and abilities
collectively, thus defeating monsters
and DM alike. The classic, unthinking
reaction of DMs so abused is to
create the “Monty
Haul” campaign— “I really wanted
my players to
walk all over everything, even me!“—or
the “Killer Kampaign”
game— “It’s them or me, and none of those
basterds will survive to
tell the tale!”
The Game
is supposed to be overseen by a disinterested judge,
referee, and moderator. The
DM _ creates the milieu, sets
the stage,
and then observes and relates information.
The important part usually overlooked is the active (but still impartial)
role of the DM as the
force behind each and every creature encountered
not otherwise
represented by a player. Every NPC and
monster encountered is a
lifeless shell until filled by the DM’s
vital activity. Too often the vitality
given is cursory, stiff, unthinking, and
lackluster. The NPCs and
monsters are then easy marks or else so
powerful as to be impervious
to PC attacks and instant death-dealers
in return. This is unfair to
players, of course, for both cheat them
of the exciting suspense of
the game. It also cheats the DM out of
the most enjoyable aspect of
play-active role assumption. If each DM
knew his or her monster
and NPCs, then the game would begin to
resemble what it is meant
to be.
Intelligence
is the key factor in determining what course a monster (whether singular
or plural) will follow. Mindless creatures act
mindlessly. If they are hungry, they attack
until food is obtained and
hunger
is satisfied. PAIN receptors are probably so
inefficient as to be
immaterial. Attack until DEATH
is a likely course. Similarly, stupid
creatures will be likely to attack with
total confidence. Let us consider
certain animals, pack and otherwise, as
cunning. Wolves, wolverines,
giant
weasels, etc. will not always fight until dead. It is up to the
DM to use his or her intelligence to determine
how such monsters will
react in any given situation.
The other key to monster behavior is alignment.
Chaotic creatures do not follow orders well, but lawful ones do. Chaotic
creatures
tend towards self far more than lawful
ones do. This is not to imply
that chaotic humanoids such as gnolls,
for instance, will not operate
as a unit. Training and/or self-preservation
encourage such cooperation. It is to imply that a frost
giant might well hurl a boulder
into a melee involving his ogre
servants and attacking humans.
Monsters able to use attack forms of superior
nature will tend to
do so if they have sufficient intelligence,
and if opportunity permits.
Missile weapons are a good example. Not
only will javelins, spears,
etc. be thrown, but bolts and arrows loosed.
Even oil will be hurled
by monsters aware of the effects of fire.
All this can then be applied to
more powerful monsters. Potions, scrolls,
rings, wands, and so on
will certainly be employed by monsters
possessing them—assuming
ability, of course. Trained, intelligent,
coordinated attack and defense
modes are stressed in many works, even in modules. Still, DMs
blithely ignore this. Their monsters stand
for the slaughter and the
message goes for naught.
When you establish wilderness encounter
areas or dungeon
complexes, place monsters with an eye
towards their alignment and
organization. Thus, all goblins in an
area will probably be allied and
cooperative. Gnolls need not be organized
and groups will probably
be competitive, if not antagonistic. The
goblins
and gnolls might be
mutually hostile-unless they see a serious
threat from attacking
adventurers. In both groups there will
be leaders and some defense
plans.
Consider a room with 2 doors.
If the defenders can use the
2nd door to send parts of their force
to strike the attacking party in
the rear, they will certainly do so if
they are of even “low” intelligence.
Nets,
pits, rocks to hurl, and other devices are all logical parts
of a planned defense possible to all humanoid
and similar monsters.
In short, as DM you should plan for the
monsters according to their
mentality and then play them according
to plan.
Of course, players will still overcome
monsters, but not “on the
cheap” anymore. Players who are rash
will actually be defeated
fairly often. This should put more challenge
in the campaign and
make the whole more FUN and interesting.
The DM is the one who
will benefit the most, both from the enjoyment
of playing so many
roles intently and from the overall rise
in the level of his or her
campaign.
Another useful and reasonable option for
DMs is the combining
of monsters with GUARD beasts or monsters
or with other intelligent
monsters. Such cooperative groups are
‘dealt with in the Monster
Manual and shown in most modules.
Despite this, they are too
seldom used. When played, the DM usually
gives little thought to the
actual strengths of such associations.
Lowly kobolds with even one
giant
weasel are far more powerful than without such a beast.
Whether the weasel is kept as a guard
at the entrance to their lair or
as an unexpected force to be released
upon attackers, it is a multi-dice monster,
so attackers can strike but once each
against it. Meanwhile the kobolds can organize, fire missiles, etc
A single monster or group of like, weak
monsters is/are far more
vulnerable than a combined force. In terms
of medieval warfare, a
balanced force needs missile, foot, and
mounted (mobile) arms
which act in concert in order to be effective
on the field of battle. The
exact role of each arm might vary from
situation to situation, but the
principle is the same. Terrain
might negate the usefulness of one
arm—or else mitigate the lack of it. Goblins
can field a balanced
force of missile troops, worgs and worg-mounted
individuals, and
regular infantry to form the solid core
around which to rally and
reform. They might actually be allied
with nearby kobolds (thus
fielding more troops as unexpected reinforcement,
either way) or
have a small group of bugbears
living with them (as protectors in
return for free lodgings and food).
(See Dungeon Masters Guide,
pages 104-106.) <Monsters
and Organization> <Use of Non-Human
Troops>
Another combination of monsters is possible
where the weaker is
aware of and intelligent enough to use
the stronger without the
latter’s knowledge or consent. For instance,
an otyugh dwells in a
nearby garbage chamber. The monsters—orcs,
let us suppose—
lead attackers to this place, setting
up their main defense on the far
side. In order to get to the orcs, the
attackers must contend with an
aroused otyugh, for if the quick passage
of the orcs failed to make it
angry, the entry of the attackers surely
will.
Whether dealing with humans,
humanoids, or other monsters,
many will have active and aggressive offenses
and defenses planned
and will carry them out. Powerful NPC-type
monsters will have
associates and guards.
Groups will act cooperatively. Other monsters and terrain will be used
to advantage, for the monsters know
their own area. All this makes the whole
game more meaningful for
players and DMs alike. It is time to master
your campaign and stop
selling monsters—and yourself—short. You’ll
not only have more
fun, but you’ll surely gain the respect
of your players too! Smart
monsters are certainly one of the main
ingredients of a successful
campaign.