The mukad are insect-like aberrations following the orders of a slumbering god of destruction as they lurk in the walls.
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Meet my guests:
Joe Raso: https://twitter.com/_joe_raso
Grim Hollow by Ghostfire Games: https://ghostfiregaming.com/grim-hollow/
Music by Jason Shaw at Audionautix.com
As the adventurers walk
Joe Raso:down the dark stairwell they notice
Joe Raso:scrabbling sounds coming from perhaps
Joe Raso:within the walls themselves and
Joe Raso:in the darkness, there's movement
Joe Raso:stirring in the bottom of the steps.
Joe Raso:You see forms slowly coming into focus,
Joe Raso:which are small worm like creatures and,
Joe Raso:for many in, your group, there's probably
Joe Raso:a bit of a revulsion cuz it reminds you
Joe Raso:of centipedes that writhe together and
Joe Raso:start flowing up the steps towards you.
Lucas:Welcome to Making a Monster,
Lucas:the bite-sized podcast where game
Lucas:designers show us their favorite
Lucas:monster and we discover how it works,
Lucas:why it works, and what it means.
Lucas:I'm Lucas Zellers.
Lucas:Monsters are often
Lucas:simply a matter of scale.
Lucas:Many of nature's most perfect
Lucas:predators are simply too small to
Lucas:be any threat to humans, and some of
Lucas:history's most famous monsters are
Lucas:those too big for what we perceive
Lucas:as their place in the natural order.
Lucas:Designer Joe Raso showed his keen eye for
Lucas:how this works in the context of D&D with
Lucas:his aberrant insect harbinger, the mukad.
Lucas:So Joe, your title has changed a
Lucas:couple of times since I've known you.
Joe Raso:My official title right now is
Joe Raso:writing coordinator for Ghostfire Games.
Joe Raso:That was effective as of.
Joe Raso:Wow end of March this year.
Joe Raso:Prior to that, I started doing freelance
Joe Raso:writing for a bunch of RPG folks.
Joe Raso:I guess I went full time
Joe Raso:in July of that last year.
Joe Raso:Before that I was just doing my
Joe Raso:own work on DMS Guild, in addition
Joe Raso:to my day job, so to speak.
Joe Raso:But I'm, I'm fully vested in the
Joe Raso:whole RPG space at this point.
Lucas:I think you and I we're sort
Lucas:of in each other's orbit circa 2019.
Lucas:And I, I think back in December, we
Lucas:had talked about getting you on the
Lucas:podcast for the Dunwood project.
Lucas:Dunwood is a forest in D&D's Forgotten
Lucas:Realms setting that feels a lot like
Lucas:Tolkien's Mirkwood or the balanced
Lucas:growth and decay of the green-black
Lucas:Witherbloom College of magic in Magic
Lucas:the Gathering's Strixhaven University.
Lucas:In real-world terms, this would be
Lucas:an old-growth forest, a term coined
Lucas:in the 1940s to describe the later
Lucas:stages of stand development with truly
Lucas:massive trees, multiple canopy layers
Lucas:blocking the sun, and a forest floor
Lucas:covered in large dead woody material.
Lucas:These are forests that feel more like
Lucas:oceans, and the oldest of them sheltered
Lucas:the last vestiges of Ice Age megafauna
Lucas:like bush-antlered deer and dire wolves.
Lucas:In lore, Dunwood is a part of
Lucas:a region called the Great Dale.
Joe Raso:The first big effort that I did
Joe Raso:was, um, The Great Dale Campaign Guide.
Joe Raso:It's a, a Forgotten Realms source book.
Joe Raso:It was sort of paying homage to
Joe Raso:a third edition production, um,
Joe Raso:that I really loved called, um,
Joe Raso:Why the heck, I can't remember the
Joe Raso:name of the production right now.
Joe Raso:Oh, the, the Unapproachable East.
Joe Raso:I got a suggestion to reach out to
Joe Raso:some other folks and me building a
Joe Raso:little source guide, um, expansion to
Joe Raso:bring things up to fifth edition, over
Joe Raso:period of two or three weeks exploded.
Joe Raso:12 authors or 10 authors.
Joe Raso:I can't remember the number I had,
Joe Raso:um, and a a hundred plus source book
Joe Raso:that, that I ended up producing.
Joe Raso:Um, my first real effort
Joe Raso:that big, it was it.
Joe Raso:I really shouldn't have done it,
Joe Raso:cuz it was, it was way too way
Joe Raso:too large, but it was a fantastic.
Joe Raso:Learning experience for me.
Joe Raso:So that was, that was the first big one.
Lucas:Joe's work on Dunwood and
Lucas:other projects over the past few years
Lucas:led him to become a contributor for
Lucas:the 5th edition setting Grim Hollow.
Joe Raso:Grim Hollow is a grimdark
Joe Raso:sort of horror based campaign
Joe Raso:that Ghostfire games has produced.
Joe Raso:And I felt astoundingly,
Joe Raso:astoundingly, astoundingly, lucky.
Joe Raso:Um, when Sean me Merwin asked if I'd
Joe Raso:like to contribute a bunch of monsters
Joe Raso:to the to this monster book that
Joe Raso:they're creating for that setting,
Lucas:Oh, so this is
Lucas:in progress right now.
Joe Raso:It it's in delivery actually.
Joe Raso:Yeah, I, I did the actual
Joe Raso:writing for this last.
Joe Raso:Oh, what was it?
Joe Raso:in the June, June, July timeframe
Joe Raso:is when I, when I was working on,
Joe Raso:on these Grim Hollow creatures.
Joe Raso:And I think the, the products are
Joe Raso:actually showing up in people's
Joe Raso:doorsteps in the last month or so.
Joe Raso:So I haven't got my hard copy yet, but
Joe Raso:I've, I've, I've seen the seen the,
Joe Raso:the PDF, which is pretty fantastic.
Lucas:You've dropped a buzzword and
Lucas:I'm all about breaking those apart
Lucas:and figuring out what that means.
Lucas:What does grimdark mean to you,
Lucas:especially in the context of what
Lucas:Grim Hollow is trying to do and be?
Joe Raso:For me, grimdark means stories
Joe Raso:that fear and dread are a key component
Joe Raso:and the survival of the heroes is not
Joe Raso:necessarily guaranteed as opposed to
Joe Raso:uh, heroic fantasy where, um, you're,
Joe Raso:you're dealing with giant threats and
Joe Raso:ultimately you expect the heroes to,
Joe Raso:to survive in the end victoriously.
Joe Raso:Um, in, in a grimdark setting.
Joe Raso:I, I don't think that's the assumption.
Joe Raso:I, I think it's, we hope that
Joe Raso:they'll get through whatever terrible
Joe Raso:onslaught that they're going through.
Joe Raso:Um, but it's, it's perilous might be the
Joe Raso:good, the correct word to use for that.
Joe Raso:Um, overwhelming.
Joe Raso:Bad stuff is, is maybe
Joe Raso:the, the simpler way.
Lucas:Yeah, What I've heard from people
Lucas:who have played older editions is that
Lucas:they have somewhat of a more adversarial
Lucas:relationship between player and DM and
Lucas:mechanics and character than fifth edition
Lucas:does such that fifth edition is kind
Lucas:of, kinder to, to player characters.
Lucas:It leans more into the heroic
Lucas:fantasy element of this.
Lucas:Does that jive with your experience?
Lucas:And do you think Grim Hollow
Lucas:might be a return to that sort
Lucas:of attitude from older editions?
Joe Raso:Possibly that that
Joe Raso:might be a nice way to look at it.
Joe Raso:I, I, I think the earlier editions, it
Joe Raso:was the, the game was still being figured
Joe Raso:out by everybody, in my opinion, um, where
Joe Raso:you, it was the first time you, you had
Joe Raso:these role playing games available to the
Joe Raso:public, to purchase and, and play with.
Joe Raso:And it was such a different or
Joe Raso:change to what, um, everybody
Joe Raso:had experienced up to that point.
Joe Raso:I mean, I I'd played risk.
Joe Raso:I'd played all the typical board games.
Joe Raso:So to actually play a game that
Joe Raso:didn't have a board on it, um, was
Joe Raso:a bit of a leap for, for most folks.
Joe Raso:And I think whenever you go into
Joe Raso:something new, you, you hold onto
Joe Raso:pieces of things that you understand.
Joe Raso:And in all those board games, it's
Joe Raso:usually a person versus a person.
Joe Raso:So I could see the default assumption
Joe Raso:being the, the dungeon master against
Joe Raso:the players as here's your challenge.
Joe Raso:I'm trying to defeat you
Joe Raso:and the, the players.
Joe Raso:Okay.
Joe Raso:We're gonna try to, to overcome that.
Joe Raso:So I, I can see how a grimdark theme
Joe Raso:might echo some of that same setup.
Joe Raso:Um, and yeah, I agree in, in the.
Joe Raso:The more modern game of fifth edition,
Joe Raso:the storytelling bit is much, um,
Joe Raso:greater piece of it where, you're
Joe Raso:looking to see how can I get my group
Joe Raso:to play a fun and exciting story and
Joe Raso:get them through it and engaged There's
Joe Raso:almost always combat involved depending
Joe Raso:on your group, obviously, but, um,
Joe Raso:it's, that shared group experience.
Joe Raso:Whereas in the earlier
Joe Raso:days, I, I saw it as, yeah.
Joe Raso:We're gonna try to get through this
Joe Raso:thing and hopefully the DM won't kill us.
Joe Raso:Um,
Lucas:When we're talking
Lucas:about Grim Hollow is there kind
Lucas:of a hook for this setting?
Lucas:Is there a thing that is peculiar
Lucas:to the way that this works?
Lucas:A thing that makes Grim Hollow what it is?
Joe Raso:It's very much a dark setting
Joe Raso:the gods have somewhat disappeared
Joe Raso:because of a terrible that's gone on.
Joe Raso:So there's, their surrogates have kind
Joe Raso:of tried to pick up the mantle, but, um,
Joe Raso:overall the, the world itself is in a, a
Joe Raso:terrible state where I think fear and just
Joe Raso:survival are a key aspect of this setting.
Joe Raso:They've got a lot of different uh,
Joe Raso:regions that explore certain areas.
Joe Raso:Like there's a, a vampire controlled
Joe Raso:area and sort of, rougher savage northern
Joe Raso:Viking ish type region along with others.
Joe Raso:But in general, the, the world itself
Joe Raso:is, is a, a dreadful, scary place.
Lucas:Let's talk about one of
Lucas:the monsters that you've made.
Lucas:Okay.
Lucas:Pronounce this for me.
Lucas:If you can, the mukad?
Joe Raso:Yeah, in my head I pronounced
Joe Raso:it mukad, but, um, mukad sounds fantastic.
Joe Raso:Um,
Lucas:Well, we're going with authorial
Lucas:intent because you happen to be here.
Lucas:So.
Joe Raso:Well, clearly mukad, if
Joe Raso:you don't get it, you're you're uh,
Joe Raso:no I've, accepted that, um, all the
Joe Raso:fantasy names and words that I've
Joe Raso:read for the last 20 or 30 years.
Joe Raso:The, the way it sounds in my
Joe Raso:head is not the way most other
Joe Raso:people would pronounce it.
Joe Raso:Um, and so I'm quite happy for people to
Joe Raso:come up with their own interpretations.
Lucas:Do you know why that is?
Lucas:Is that just a quirk of the genre or?
Joe Raso:I, I, I don't know.
Joe Raso:I, I don't know if it's the genre.
Joe Raso:I don't know if it's my own background.
Joe Raso:Um, I, I suspect it's probably
Joe Raso:a combination of both.
Joe Raso:Both my parents are Hungarian, actually.
Joe Raso:You'd think that with the name
Joe Raso:Raso is, is Italian, but, um,
Joe Raso:my both folks are from there.
Joe Raso:And so I, when I write often I,
Joe Raso:I'm trying to come up with a, a, a
Joe Raso:strange fantasy name and I'll, I'll
Joe Raso:think of a, sort of a Hungarian term.
Joe Raso:And I realize I can't actually translate
Joe Raso:the sound properly because there's
Joe Raso:certain vowels or consonants that don't
Joe Raso:translate into English terribly well.
Joe Raso:Um, so that's probably the same thing
Joe Raso:what happened with, with this name?
Lucas:That's fantastic.
Joe Raso:Well, yeah, I mean, I've
Joe Raso:seen many times people suggest
Joe Raso:using Google translate to take
Joe Raso:a, a word from one language and
Joe Raso:shove it into the, to another.
Joe Raso:I kind of use my vague understanding of
Joe Raso:Hungarian to, oh, well, how Hungarian
Joe Raso:language speakers that might read my work
Joe Raso:and go, oh, that's, that's almost like,
Joe Raso:would dad say, that thing and then I'll
Joe Raso:sort of twist the, the letters around.
Joe Raso:It's the cheat that I do when I'm writing.
Joe Raso:When Sean originally asked me to
Joe Raso:contribute monsters, one of the things
Joe Raso:he was hoping for was more urban based
Joe Raso:creatures that would threaten players.
Joe Raso:So I was trying to think of creatures
Joe Raso:that could sort of scrabble away in
Joe Raso:the darkness of some large building,
Joe Raso:like somehow how hidden in the walls.
Joe Raso:There's a, there's these unnatural
Joe Raso:beasts that are, are scheming in the
Joe Raso:darkness and you better not go down
Joe Raso:that dark place, cuz uh, they'll decide
Joe Raso:to use you to, to some nefarious end.
Lucas:I had in the house that I
Lucas:grew up with an unfinished basement,
Lucas:so like cold rock walls and.
Lucas:I think you've nailed it.
Lucas:Like that is the feeling that I get
Lucas:here of there are grubs in the walls.
Lucas:I mean like this is D and D
Lucas:so these aren't just grubs.
Joe Raso:Of course not.
Lucas:Uh, what makes this different,
Lucas:what is, what makes a mukad what it is?
Joe Raso:One of the, I guess the concepts
Joe Raso:for the, setting is the Ather kindred.
Joe Raso:It's this very esque villain
Joe Raso:godlike creature in the
Joe Raso:background that slumbers away.
Joe Raso:Um, and people dread the time
Joe Raso:that it'll awaken and come back
Joe Raso:and devastate the land again.
Joe Raso:Um, so I figured, well just because
Joe Raso:the master god or whatever, this
Joe Raso:giant beast entity is, is slumbering
Joe Raso:doesn't mean his foot soldiers
Joe Raso:aren't doing something currently.
Joe Raso:So I wanted to create a tier one challenge
Joe Raso:that would start to pull in some of that.
Joe Raso:Um, I guess C'thulhu-esque feel of
Joe Raso:a strange unknown entity that could
Joe Raso:potentially overwhelm or, or hurt
Joe Raso:the, the populace at large is kind
Joe Raso:of where I was coming from with it.
Lucas:What makes them
Lucas:good at filling that role?
Joe Raso:I think a tunneling aspect
Joe Raso:where they, they could hide through,
Joe Raso:um, the walls and, and, um, be hidden in
Joe Raso:sort of public, um, structures per se.
Joe Raso:The attacks of these monsters are
Joe Raso:sort of psychically charged where
Joe Raso:they're they unleash bursts of energy
Joe Raso:that, um, will stun or paralyze the
Joe Raso:victims that they're going to use.
Joe Raso:I think I had the larger one, be somewhat
Joe Raso:more intelligent than you would expect for
Joe Raso:a, from a sort of centipede-like creature.
Lucas:yeah.
Lucas:Intelligence 10,
Joe Raso:So just an average.
Lucas:yeah.
Lucas:but still like, this is a
Lucas:full on sapient being.
Joe Raso:Yes.
Joe Raso:Yeah.
Joe Raso:And so that was the, the idea to have this
Joe Raso:animalistic thing but smart enough that
Joe Raso:it would be able to stare you in the eyes.
Lucas:So let's talk about why we
Lucas:had to make a suite of these things
Lucas:because one of the fundamental truths
Lucas:of Dungeons and Dragons and most role
Lucas:playing games is that characters, i.e.
Lucas:heroes, level up and monsters do not.
Lucas:You just fight bigger and bigger monsters.
Lucas:So this is, it reads as though
Lucas:you have laid these out in
Lucas:the order of their life cycle.
Lucas:Is that fair to say?
Joe Raso:Yeah, I think so.
Joe Raso:For me the life cycle, wasn't,
Joe Raso:they're either larva or they
Joe Raso:transform into the whatever creature.
Joe Raso:I, I was thinking of insects in
Joe Raso:terms of, you know, how an ant colony
Joe Raso:might be managing their brood.
Joe Raso:They have eggs and then they become grubs.
Joe Raso:And then the grubs eventually
Joe Raso:transform into the more adult form.
Joe Raso:When I was thinking about this,
Joe Raso:I thought, okay, I'll have these,
Joe Raso:these larval grubs then the
Joe Raso:transformed versions of them with.
Joe Raso:Depending on their specialization,
Joe Raso:they would have different capabilities.
Joe Raso:One might be stronger than another.
Joe Raso:And, and then the big master progenitor
Joe Raso:that's actually creating all the little,
Joe Raso:little bugs, um, would be the, the,
Joe Raso:the one that's toughest to take on.
Joe Raso:I, I want to make sure that all of
Joe Raso:the more sort of a, a tier one threat.
Joe Raso:I almost feel like there's not enough
Joe Raso:tier one threats that really can
Joe Raso:scare, um, creatures or parties.
Joe Raso:I wanted a whole suite.
Joe Raso:So if a, a DM created a, a set of
Joe Raso:adventures that they'd have enough
Joe Raso:of a toolbox that they could create,
Joe Raso:you know, a first encounter where, oh,
Joe Raso:what the heck are these little things?
Joe Raso:And then, then slowly the, the
Joe Raso:adventures would follow the, the clues
Joe Raso:and discover where the, the source
Joe Raso:of the infestation actually was.
Lucas:Yeah, this is a really classic
Lucas:storytelling structure that you have
Lucas:coded into this series of stat blocks
Lucas:I mean, my favorite example is Bruce
Lucas:Lee's I think it was Game of Death where
Lucas:he started at the bottom of this tower
Lucas:and he fought his way up to the top.
Lucas:Only you've done it in reverse that
Lucas:you start in the basement and then
Lucas:you work your way lower and lower
Lucas:to the terrible truth at the bottom.
Joe Raso:It's such a common trope that
Joe Raso:it's, if you can set the pieces up for DMS
Joe Raso:to use, then it makes their job easier.
Joe Raso:As a game designer, that's.
Joe Raso:That's what I'm trying to do is give
Joe Raso:all the tools to let someone at their
Joe Raso:own table, make the game that they want.
Joe Raso:Um, and so if you have a lot of
Joe Raso:options, then you, there's a bunch
Joe Raso:of different ways that you can, can
Joe Raso:approach the game for your own table.
Joe Raso:Cause every table's different,
Joe Raso:somebody just wants to.
Joe Raso:Go head first at the big bad guy.
Joe Raso:And let's, don't worry about the
Joe Raso:lead up, whereas others love that
Joe Raso:slow uncovering of the truth and,
Joe Raso:and figuring out what the mystery is.
Joe Raso:So I wanted to make sure that you
Joe Raso:could play it however you wished.
Lucas:So anytime you say C'thulhu I have
Lucas:to do another like buzzword thing wherein.
Lucas:I call it the Lovecraft protocol
Lucas:that even for his time, Lovecraft
Lucas:was a problematic person.
Lucas:And the genre that he created has far
Lucas:exceeded his personal ideology in order to
Lucas:create something that I think people are,
Lucas:are using to find a lot of truth and make
Lucas:some really interesting statements about
Lucas:the way the world does and should work.
Lucas:Was that part of your design
Lucas:scheme or did that just sort of
Lucas:happen when you created the mukad?
Lucas:Does this tell you anything about the way
Lucas:the world works when you work through it?
Joe Raso:Um, C'thulhu has a whole
Joe Raso:bunch of baggage left for, for sure.
Joe Raso:But it's, it's a shorthand from a
Joe Raso:design perspective in that, for me,
Joe Raso:it's, it's this unknowable, evil
Joe Raso:that can't be understood, even if you
Joe Raso:try and if you try then it's likely
Joe Raso:gonna cause you grief in the end.
Joe Raso:And probably the demise of whoever is
Joe Raso:trying to understand whatever that is.
Joe Raso:Um, and I guess I wanted
Joe Raso:these beasties to be similar.
Joe Raso:They're this thing that you
Joe Raso:as humans or humanoids can
Joe Raso:never really fully understand.
Joe Raso:You just know that they have
Joe Raso:intentions that are associated with
Joe Raso:this evil monstrosity that's caused
Joe Raso:horror havoc in the world already.
Joe Raso:So if you come across them, it's not
Joe Raso:terribly ambiguous in terms of, is
Joe Raso:this a humanoid with good intentions?
Joe Raso:This is a big nasty that has no moral
Joe Raso:compass that's gonna challenge whether
Joe Raso:or not what you're doing is correct.
Joe Raso:And I mean, that's the easy
Joe Raso:way to how do I say this?
Joe Raso:Um, I think there's a, a challenge, um,
Joe Raso:particularly , in the modern game where
Joe Raso:we're realizing that there's so many nasty
Joe Raso:nasty is the wrong word, but ill-advised
Joe Raso:approaches to how, um, creatures and
Joe Raso:threats are presented in the game itself.
Joe Raso:Um, and.
Joe Raso:Sometimes you just want to play the game
Joe Raso:and not have to be in a moral quandary
Joe Raso:of am I really presenting this correctly?
Joe Raso:And so I wanted to make sure that the
Joe Raso:creature, the threat you presented
Joe Raso:here is unquestionably something
Joe Raso:that you could go up against.
Joe Raso:Um, I don't know if the, I
Joe Raso:answered your question there
Lucas:No, absolutely.
Lucas:For me, part of the magic of the
Lucas:show is grappling with some of
Lucas:those questions and figuring out,
Lucas:like, is it a monster really?
Lucas:And who's the, you know, it's,
Lucas:it's a very old kind of subversion.
Lucas:To the point that subverting it is.
Lucas:You know, it's wrapping
Lucas:around back on itself.
Lucas:But I have had a lot of people
Lucas:talk about, you know, the role
Lucas:of catharsis in this game.
Lucas:And just being able to say, very clearly
Lucas:this is wrong and we're gonna stop it.
Lucas:And the value that that has
Lucas:for a player experience.
Lucas:Assuming that the mukad have their way
Lucas:and nothing stops them, what happens?
Joe Raso:What happens?
Joe Raso:Uh, They will do whatever mystical
Joe Raso:scribblings in the darkness that these
Joe Raso:unnatural beings do and help bring about
Joe Raso:the, the Ather kindred again, which is
Joe Raso:that slumbering unknowable evil beast that
Joe Raso:had previously destroyed their gods and
Joe Raso:created the terrible setting as it was.
Joe Raso:So it's almost like, if you don't stop
Joe Raso:these guys, then the already grimdark
Joe Raso:setting might, might get worse.
Lucas:Any of these attacks or features
Lucas:or traits that you were particularly
Lucas:proud of that resonated with people
Lucas:who play tested this or, or other
Lucas:designers that you worked on it with?
Joe Raso:I like the thematic way that
Joe Raso:I've woven some of the bits in here,
Joe Raso:cuz I was trying to replicate, um, real
Joe Raso:world creatures a little bit where you've
Joe Raso:got insects that, oh, they've a spider
Joe Raso:has trapped some insect for it to devour
Joe Raso:it doesn't do it right away it sort of
Joe Raso:paralyzes it and webs it in some coating
Joe Raso:to, to ingest that it's leisure later on.
Joe Raso:So it, I mean, I wanted that
Joe Raso:sort of disgusting kinda, um,
Joe Raso:feel for these creatures as well.
Joe Raso:Like something where it's using you to,
Joe Raso:um, propagate itself and it doesn't care
Joe Raso:what's suffering or whatever is gonna
Joe Raso:happen to the creature that it's captured.
Joe Raso:So the progenitor has this etheric
Joe Raso:incubation, um, ability where it
Joe Raso:takes a paralyzed creature and wraps
Joe Raso:it in a cocoon and basically injects
Joe Raso:it with, little bug worms that
Joe Raso:erupt somewhat later to, to devour
Joe Raso:whoever the poor and fortunate, um,
Joe Raso:beast is inside it kind of thing.
Joe Raso:So I, I kind of like that, that it,
Joe Raso:it, it replicates sort of things that
Joe Raso:actually happen in the small insect
Joe Raso:world that we have, but kind of blown
Joe Raso:up to the, the heroic challenges
Joe Raso:that, that players are gonna face.
Lucas:It goes from a swarm of
Lucas:tiny creatures to the mukad
Lucas:progenitor, a large aberration,
Lucas:lawful evil, interesting choice.
Lucas:Alignment has become a tricky
Lucas:subject since the so-called Tasha
Lucas:apocalypse back in December of 21.
Lucas:So, just out of curiosity, did you have
Lucas:any conversations about alignment here
Lucas:or, or any sort of deliberate way of what
Lucas:how to represent these guys that way?
Joe Raso:Um, no, I, I, I don't, I don't
Joe Raso:remember having any discussions on the
Joe Raso:design of related to the alignment bit.
Joe Raso:For me it was, um, trying to
Joe Raso:describe the creature, um,
Joe Raso:in terms of how it functions.
Joe Raso:And I, I saw it very much as a group
Joe Raso:entity, it's this, this swarm of beasts.
Joe Raso:So they're, they're following
Joe Raso:the directions of the, the
Joe Raso:big, bad progenitor guy.
Joe Raso:They're not following individual
Joe Raso:aims or, or doing some choice
Joe Raso:that furthers their own direction.
Joe Raso:It's the, whatever the big beastie
Joe Raso:says is what the entire swarm
Joe Raso:infestation is trying to accomplish.
Joe Raso:So that's kind of the lawful bit for me
Joe Raso:is that, that ordered decision making
Joe Raso:the fact that there's someone at the top
Joe Raso:describing what's going on and the, the
Joe Raso:followers doing that to their ability.
Joe Raso:The evil bit is that, Hey, they're,
Joe Raso:they're not really caring what their
Joe Raso:actions do to others around them.
Joe Raso:There is no, um, sort of
Joe Raso:moral compass for them.
Joe Raso:They're just following this, this
Joe Raso:evil plan to bring back their,
Joe Raso:their a or kindred over overlord
Joe Raso:or whatever the, the beast is.
Lucas:Fantastic.
Lucas:Yeah.
Lucas:I'm always trying to get to the bottom
Lucas:of how useful that alignment chart is.
Lucas:And this is a good example.
Joe Raso:Yeah, I think it's
Joe Raso:just, it's, it's a tool.
Joe Raso:Anything that you use in a D&D
Joe Raso:game, I would hope DMs feel
Joe Raso:comfortable on throwing out the
Joe Raso:window if they don't like it.
Joe Raso:so for me, it's, shorthand to say,
Joe Raso:okay, how does this monster work
Joe Raso:and what are the intentions of it.
Joe Raso:And I think the recent, um, 5E sort of
Joe Raso:style design choices that they've made
Joe Raso:with newer things by saying usually, or
Joe Raso:I can't remember the actual words that
Joe Raso:they they have in terms of the, the
Joe Raso:alignment, um, perspective, um, is, is
Joe Raso:I think helpful for some people that.
Joe Raso:May maybe are newer to the game.
Joe Raso:I think if, if you've played the
Joe Raso:game for a while you realize,
Joe Raso:um, all rules are optional.
Joe Raso:Um,
Lucas:Yeah, you always
Lucas:had that permission.
Joe Raso:Yeah, but I, completely
Joe Raso:understand why WotC's kind of going
Joe Raso:down the, the path they are is it's.
Joe Raso:How do you make the game as accessible
Joe Raso:as you can to, to new folks coming in?
Joe Raso:So you do that by giving him guidance
Joe Raso:if they, they haven't had that before.
Joe Raso:So I, have no issue with the way that
Joe Raso:the, the alignment's being presented.
Lucas:Thanks for listening
Lucas:to Making a Monster.
Lucas:If you like what you've heard and you
Lucas:want to support the show, please share
Lucas:it with the people you play games with.
Lucas:I'm approaching 50 episodes covering
Lucas:monsters from all over the tabletop RPG
Lucas:map, so there is something for everyone.
Lucas:Your recommendation goes a long
Lucas:way to letting people trust me with
Lucas:their time and attention, and it's
Lucas:a way to start great conversations
Lucas:about why we play the games we do
Lucas:and why they mean so much to us.
Lucas:You can also join the show's email
Lucas:subscriber list to get extra bonuses like
Lucas:the stat blocks for the mukad family tree
Lucas:and other monsters featured on the show.
Lucas:It's a great addition to any campaign,
Lucas:and a fascinating introduction
Lucas:to the Ether Kindred and the
Lucas:Grim Hollow campaign setting.
Lucas:Just go to scintilla dot studio
Lucas:slash monster or follow the link in
Lucas:the description to get your copy of
Lucas:these monsters from the Grim Hollow,
Lucas:with art by Anastassia Grigorieva.
Joe Raso:She's done a fantastic job
Joe Raso:on, on illustrating these creatures.
Joe Raso:They look appropriately
Joe Raso:horrendously disgusting.
Joe Raso:Um,
Lucas:awful and I hate them.
Lucas:And that is a high compliment.
Lucas:how do I find Grim Hollow?
Joe Raso:That's a great question
Joe Raso:and you'd think I would've prepared.
Joe Raso:Um, so, Ghostfires website has a store
Joe Raso:on it where you're able to they have for
Joe Raso:sale both the, this monster grimoire and
Joe Raso:the, the campaign and player guides that
Joe Raso:sort of flesh out the world as well.
Lucas:If someone wants to get in touch
Lucas:with you specifically and what you
Lucas:do on web and who you are and how you
Lucas:think about things, how do they do that?
Joe Raso:Probably the best way to
Joe Raso:do that is follow me on Twitter.
Joe Raso:My handles at underscore Joe
Joe Raso:underscore Raso, R a S O.
Joe Raso:I have a, a blog that
Joe Raso:I'm horribly behind on.
Joe Raso:I think for a while I was, doing
Joe Raso:it once a month, but it's been a
Joe Raso:number of months since I've done it.
Joe Raso:That's scheming DM, wordpress.com
Joe Raso:is the, the full if you type the
Joe Raso:scheming DM, you, you probably find it.
Joe Raso:Um, but yeah, Twitter's probably the best