Welcome to Episode 23 of ‘What Is Roleplay?’
This episode we are joined by Author and Game Designer Paul Baldowski to discuss
Monsters! Chris asks Paul why Monsters are so important in roleplaying games?Paul states that they are far more than just a character to slam down – they add a level of challenge and complexity that wouldn’t be present without them.Chris makes the point that monsters are an important device for storytelling, a fork in the road of the journey that the players are on.A discussion using Hansel & Gretel as an example of a monster being at the heart of a really complex storyChris asks ‘What defines a monster’?Paul chats about this idea, suggesting that monster do not have to be animate – anything that presents a barrier or delay can be monstrous, such as a wall or door.Paul sights the British TV series ‘Knightmare’ as a great example of inanimate monsters.The lifeforce meter for ‘Knightmare’ can be viewed HEREIn other approaches Monsters can be complex tasks that require lots of dice-rolls.Paul points out that Monsters and Obstacles are the same unless the game mechanics make them differentOrc level 3 and locked door level 3 are the same in that they both require the player to overcome them using storytelling, dice rolling or some other tool or strategy Cypher System deals with obstacles like this well – the levels allow for an increase or decrease complexity. So new players can face challenges that aren’t too hard and experienced players can enjoy more challenging encounters. Chris chats about some systems that allow for Monsters to have some agency and react to the actions of characters – attacking backThis becomes like a war game, like a game of Chess, and pretty complex, especially for the Games Master (GM).Dragonbane is a good example of a old-school game like D&D that has simpler mechanics for monsters – the GM roles on a table, making monster management much easier and simplifying play.Chris asks Paul if he has played again games that have no monsters at all?Paul mentions that it depends on how you define monster, since we all have monstrous characteristics but suggests that Behind Enemy Lines is one example.Chris mentions a few games that don’t have any monsters and are worth playing such as Wanderhome and Fiasco. In both games there is an exploration of what a monster is and how we journey with our own personal demons.Paul and Chris then move into an actual playUsing a d6 they build a dark lair in which the monster, The Paul, dwells. The Chris encounters clawed creatures and the twisted glass portal into a yawning maw of shadow and darkness. Will Chris survive the encounter? Listen to find out…Actual Play Map drawn by Jog Brogzin in 1 Hour
Links to things we discussed:
Cthulhu Hack by Paul BaldowskiThe Dee Sanction by Paul BaldowskiMÖRK ORG by CM LowryRONIN by Slightly Reckless GamesCypher System by Monte Cook GamesDungeons & Dragons by Wizards of the CoastPathfinder by PaizoWarhammer Fantasy Roleplay by Games WorkshopDragonbane by Free League GamesAlien by Free League GamesThe Walking Dead RPG by Free League GamesZombicide Chronicles Boardgame by CMONBehind Enemy Lines by FASATwilight: 2000 by Free League PressWanderhome by Jay DragonFiasco by Bully Pulpit GamesQuest RPG by T.C. SottekLucky for None in Space by CM LowryGrimm’s Fairy Tales by the Brothers GrimmKnightmare TV SeriesSquid Games TV SeriesAll Rolled Up Website – allrolledup.co.ukPaul on BlueSky – @paulbaldowski.bsky.socialPaul on Mastodon – @PaulBaldowskiPaul’s Blog – justcrunch.comBeyond Cataclysmon Bluesky @beyondcataclysm.bsky.socialCM Lowry’s website – All About ChrisWebsite – beyondcataclysm.co.ukPatreon – Patreon.com/beyondcataclysmActual Play Quick Map drawn by:
With music generously provided by:
Powerplant & Imploders.The post What is Roleplay #23: Monsters! with Paul Baldowski first appeared on Beyond Cataclysm.