Monsters
serve as the default antagonists in
Dungeons & Dragons and its derivatives (primarily many games
developed in the spirit of the Old School Renaissance or OSR).
They’re the focal point of the entire hack-and-slash mentality:
kill the monsters and take their stuff. The character advancement
structure of these games encourages this kind of play. Fighting and
killing monsters not only earns experience points for the deed but
points based on the value of treasure plundered from dead monsters
(an aspect of the game’s design I’ve examined before). Certainly
elements like the “Monster Reactions Table” can mitigate these
presumptions. Yet a creature’s own motivations might affect how
they react when encountering adventurers just as much as the
adventurers’ openly displayed intent. This becomes particularly
important for randomly determined creatures – as “wandering
monsters” or in randomly generated dungeons – who don’t always
have motivational cues based on a particular location. For instance,
in a published scenario, four orcs in an evil wizard’s guard room
have an assumed role to keep adventurers out, sound the alarm, and
try to kill or capture intruders; but four orcs encountered as
wandering monsters don’t have such clear cues regarding their
motivation and hence their reaction to meeting adventurers. What if –
before rolling on the “Monster Reactions Table” – we consulted
a “Creature Motivation Table” to determine their intent when they
stumble upon adventurers?
This flows from
a few issues floating around in my head. Certainly the default “kill
all the monsters” mentality in many D&D/OSR games forms
the basis for this concern. (This isn’t to say there aren’t
gamers who buck this trend...but as I mentioned before, the
Basic/Expert and Advanced D&D rules in particular
promote this play style.) Thinking deeper than that, at a plot and
setting level, I wonder what more intriguing stories we might play
out if “combat” wasn’t the default reaction to encountering
monsters. Even the term “monster” implies a threat one must waste
with their crossbow or hit with their axe; I’ve been trying to veer
more toward the neutral “creature” in my own language, even using
the the term“chance encounters” rather than “wandering
monsters.” In my solitaire delvings into Kabuki Kaiser’s Ruins
of the Undercity and exploring “wandering monster” encounters
I’ve often wondered what these randomly determined creatures are
actually doing in the catacombs; beyond the monster reaction table it
seems easiest in solitaire play to default to hack-and-slash mode.
So I jotted
down a list of motivations for creatures randomly encountered as part
of a published adventure’s parameters (“Roll for wandering
monsters every hour...”) or as elements of a randomly determined
dungeon. I’ve left them fairly vague so they can apply equally well
to intelligent creatures like humanoids and those of animal-level
intelligence. Some creatures by their very nature (as defined by
D&D/OSR sources) do not enjoy such variations in
motivation: the mindless undead often pursue the living with
relentless determination; slimes, scavengers and insects driven
primarily by unwavering instinct; various humanoids with their
steadfast hatred of different demi-humans (such as goblins always
attacking dwarves); and other logical exceptions.
These creature
motivations – tempered by results from the “Monster Reactions
Table” and other situational factors – leave plenty of room for
subjective interpretation. It’s an attempt to infuse the game with
more opportunities for character and story development beyond simple
hack-and-slash combat encounters.
“But if I
can’t kill the monster and take its treasure, how does my character
gain experience?” one might ask. Here I turn to the same source
that insists “Experience points...are given for non-magical
treasure and for defeating monsters.” The Moldvay-edition of Basic
D&D also says (on page B22), “Experience points are also
given for monsters killed or overcome by magic, fighting or wits”
(emphasis mine). While killing monsters remains the core assumption,
this description also covers dealing with them through other
non-combat means: the infamous “distracting the monster with food”
method, casting a sleep spell, or otherwise resolving the encounter,
quite possibly by aiding the creature’s immediate motivation. Why
slay that bear when it’s far more interesting to earn 75 XP by
helping it find its lost cubs? Wouldn’t it seem more interesting
(and possibly lead to an engaging side adventure) to earn the ogre’s
trust by helping it out of the labyrinth and find its way home?
Should we just let those goblins run off and find out what really
scared them?
The “Creature
Motivations” table is a small tool, a random table adding some
broadly described depth to what otherwise might turn into a
hack-and-slash adventure. Certainly some gamers enjoy that aspect of
play; others, however, sometimes or constantly seek a different facet
of the game beyond its default, combat-focused setting. Small
adjustments like this can help veer one’s game back on a course
that emphasizes character and story depth over combat.