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Re: [WW] Goblins, etc.
In a message dated 5/23/2001 1:32:56 PM Eastern Daylight Time,
PEGHopler@aol.com writes:
Running into D&D monsters is not the norm for WW, just a shortcut I took to
put an adventure together quickly. Having said that, however, since our
system is compatible with the basic D20 rules there's no reason you can't
use
these creatures in your adventures. I've come across a number of creatures
in
the Monster Manual that would make a good centerpiece for a horror
adventure
if presented correctly.
John Hopler
Actually, I thought it was VERY cool. I got the impression these were the
baby-snatching, Old-Euopean creatures--there were just lots of them because
in D&D they gotta have low hit points. ;) The carrion crawlers lose a bit
ONLY because we know what they are. BEFORE we figured out what they were,
they scared the crap out of us.
To me, that's one of the fundamentals of horror games--the naming process.
They're either goblins and carrion crawlers or: "Small forms rush at you from
the darkness. They have green skin, beady eyes, tattered clothing, and dark
jagged spears. Two of them sit atop long, transculent-skinned worm. A mass of
gangly tentacles hang from their mouths, reaching, stretching out as if
groping for their path--or for food."
See the difference? The moment you name something, you know all its strengths
and weaknesses and they become just another monster to kill. While we have to
name things to stat them, the GM should always try to describe things
instead. (as I'm sure you all know). Good example: When we first played
"Sunless Citadel" for D&D3, I had Zeke, Chris, and Lee crying for help with
ONE BUGBEAR, just because I made it really creepy--a large lumbering thing
stomping and feeling for them in the darkness.
Shanester