Currently there is no mechanical representation of monsters, enemies, gods, traps, or anything really. I’d like to keep that but perhaps monsters (as a generic term) can be represented as a set of narrative cues instead. That is, they don’t have a mechanical response but they tell certain kinds of stories. Consider:
- Monster name
- Amusing quote (following the MtG pattern perhaps)
Let’s look at the two that aren’t obvious, introductions and risks.
Introductions are ways the thing is introduced to the party. They are narrative diversions and slot into the ref’s prep areas of “start some shit” and “create a hazard”. They are cues for the ref that can be brought in on the fly. Let’s have an example monster.
Muck Cell (aka Jellysand)
The muck cell is a huge single-celled organism that devours everything it comes in contact with. It disguises itself by hiding under a thin layer of earth or vegetation. If it has already devoured something recently its digestive power is reduced.
“You escape with some bad chemical burns on your thighs and you have no trousers now.”
- Someone stepped in it. RESCUE is required.
- Everyone is suddenly attacked at once. Time for a MONTAGE.
- HARM: someone gets badly burned. The digestive system of the beast has burned or partially dissolved a character.
- COST: something important gets dissolved. Some loot is ruined or create a DEBT based on something lost that’s close to a character’s heart.
- CONFUSION: fleeing in terror leaves everyone lost. This thing is terrifying but not too fast. The whole party might be lost or it might be split up.
- REVELATION: this thing has eaten something or someone you care about recently. This is a chance to poignantly reveal the death of a beloved NPC. What is the impact of that on the story? Go in that direction now.
So introductions are purely narration: this is what happens when you encounter the thing. We’ll provide some options so that there are different ways to stumble upon it. They imply, however, a mechanical impact, an action that might need to be taken. This shouldn’t be taken as gospel however! Let the narration take its course and see what happens. It may well be that the players find another way to approach the problem. If not, use the recommendation here.
Similarly, risks are ideas for how to put risk on the actions that follow. These might not work if the narration plays out other than expected: they are there to give you something to fall back on and a way to plan if you feel you prefer to plan a little more than me.
As with out ref prep sheet, these monster sheets are ideas. Cues. Ways to spark your own creativity but also something to lean on if your creativity falters. They are there to reduce your stress.