Showing posts with label Creatures. Show all posts
Showing posts with label Creatures. Show all posts

Wednesday, August 31, 2016

Mushi

Mushi-shi is one of my favorite anime series ever, right up there with Moribito: Guardian of the Spirit.  While Moribito is an amazing example of how I want my D&D games to feel, Mushi-shi has an absolutely captivating world, full of wonder at the mysteries of the world.  The protagonist, Ginko, exists apart from, yet observing human society, full of its struggles and troubles, and the series showcases humanity's potential for nobility and cruelty through Ginko's impartial eye.

The core of each episode, and the key to the amazing feel of the world (beyond the visuals) is the existence of mushi, a category of animal in Japanese that is now translated as 'bugs'.  However, 50+ years ago, mushi corresponded to a broader category - all of the strange creatures that wouldn't fit in the other categories.  Snakes and beetles and worms and frogs and spiders and all of the slimy, gross, terrifying creatures were lumped into this category of mushi, the history of which actually goes all the way back to antiquity, as an analogous character is actually found on the Shang Dynasty oracle bones, one of the oldest records of the Chinese language.

In a D&D context, mushi provide a wholly neutral set of entities that exist in both the natural and supernatural worlds.  While I can't use any of the mushi presented in the show for my Bestiary, the idea of similar creatures is captivating.

So, here's a list of mushi that eat specific things (and would therefore be noticeable by the absence of the thing or the presence of its opposite).

Eats thoughts
Eats pain
Eats laughter
Eats smoke
Eats dead growth
Eats sunlight
Eats darkness
Eats starlight
Eats firelight
Eats strong feelings
Eats alcohol
Converting alcoholic beverages into foul-tasting drinks that might spread disease
Eats bodily fluids (pus, blood, urine, etc.)
Outputs healing elixir
Eats hair
Eats memories
Eats silver
Eats gravity
Psychically links people - if too far apart, one is ripped from their body to watch the other as a ghost
Eats salty water
Can attach to people, growing like a wart
Eats harmony (overtones)

Eats dry weather

Thursday, March 17, 2016

And the Zeitgeist says: Morale

In the small corner of the blogosphere that I am able to observe, the D&D morale system has been the source of recent rumination based upon events in the bloggers' games.

First, I read noism's posts on morale as a world-building tool (here and here).  The proposal was that the BECMI morale rules work acceptably well but could be improved (read: overhauled) by creating a morale table for each monster detailing specific behaviors/encounters for each of the morale results.

One of his points, made more explicit with the slow worm example, is that there are a number of creatures for whom the standard morale system makes absolutely no sense - any prey-status animal (rabbits, deer, etc.), barring some extraordinary circumstance, would not attack or be hostile to the party.  They would flee.  And this extraordinary circumstance would not happen once every 36 times such an animal was encountered.  This is a good observation - the morale system, as written in BECMI, does an acceptable job of producing 'reasonable' behavior in most of the enemies present in a standard D&D game.

This morale system generates enemy behavior based upon a mostly arbitrary die roll (one might apply modifiers, but the 2d6 roll is highly variable), and noisms' modifications use it as an encounter generator, shaded by the attitudes of the original enemy behavior.

I think the idea of a morale table for each creature one might encounter is an excellent idea, in theory.  I am opposed to the idea not because of the work such a project would entail but in that I already spend too much time consulting tables during play.  I have barely begun to flesh out my world, and already there are at least 20 or 30 creatures they can encounter in the areas for which I have data, based upon the time of day at which the encounter is determined.  To then give each creature their own table means that I am adding a another sizeable step to my encounter procedure.

It seems unnecessary, since what is perhaps more helpful is understanding what each creature's motivations are, and what might drive them to encounter the party.

Most creatures will see a group of well-armed, battle-seasoned individuals and steer clear.  With the exception of super-apex predators, the kind that only exist in D&D games (trolls, manticores, etc.), most regular predators will not go after a group of humanoids.  A lone humanoid, or maybe a pair?  Absolutely.  But 4+ large creatures traveling together?  There are deer and rabbits aplenty to eat.  And if  they do engage, unless the first round of combat is fairly successful (weakest prey incapacitated), they will break and run, and the worst they will do is run in and harry the party over time - it's how most predators (those that don't ambush or swoop in for a single kill and swiftly depart) get their food.  And so an encounter with such a creature or creatures will likely be the characters becoming aware of (or failing to perceive) their presence nearby and then choosing to pursue or ignore it.

Especially since this understanding of a creature's motivations is a necessary part of using that creature in your world - and if you haven't, I'd suggest you consider Maslow's hierarchy of needs.  So if I choose goblins for my encounter, I roll the group's size and then let that number, combined with the location for the encounter and the time of day, determine the goals of that group which immediately tells me how this group might interact with the characters.

What is useful to me is a tool that will help me generate realistic combat behavior for my creatures - to determine if they rally when things are going poorly or flee even when they hold the advantage - and I'll continue the brainstorm next post.

Wednesday, April 22, 2015

Biology and Trolls

Biology (talked about eloquently by Alexis here) is one of the most potent tools available for a world designer.  Summarizing some of what Alexis has said, as a worldbuilder, you have complete control over everything that happens in your world.  In our world, we have stories of supernaturally-endowed animals, anthropomorphized beasts, etc.  In a fantastic world, these stories can be true.  Get to work!  -C's posts on creature ecology (here) provide an excellent place to start thinking about some common fantasy monsters.  The important thing is to make a choice and to think through the ramifications of that choice.

This brings us to one of my choices, the troll.  Prodigy trolls cannot be killed unless burned in a hot bonfire or buried so far underground they cannot get out once they do regenerate.  And they do regenerate.  Given enough time, a troll will fully heal.  Any detached body parts will grow into new trolls.  Trolls have no biologic sex - reproduction happens when two or more trolls meet and the subsequent fight will result in one or more of them being ripped to shreds, each piece growing into a new troll.  Trolls can eat anything.  While they can't actually digest metal objects, that will not stop them from trying - sometimes these items will cut their way out of the troll as part of the digestion process, sometimes trolls will grow a second stomach around such items to keep them from doing any more internal damage.  They are very strong and quite belligerent - they know that if they hit something enough times, it will eventually break.

A very foolish hunter happened across a hunk of dead troll, brought it back to Yrsh and gave it to a butcher.  Those who did not have trolls breaking forth from their stomachs quit the town for an entire year, waiting until after several independent reports indicated that all the trolls were gone.

It is rumored that a drop of troll blood mixed with a glass of fresh river water can cure any illness.